![]() and allows you to export the results of a Search tab: Search the map for nearby barb camps, wildernesses, or cities. Reinforce tab (NEW!): Easily send reinforcements to another city. Reassign tab (NEW!): Set up troop reassignment rules between cities so certain troops automatically get Transport tab: Set up trade routes between cities to automatically send resources. RAID tab: automatically restarts barbarian raid every time you log in to kocīuild TAB: Queue up buil dings to be built automatically! Message to your phone and/or post incoming attack information to alliance chat. When an incoming attack is detected, send SMS text Tower tab: Quickly change defend mode of all cities. I preface this right off the bat admitting I am no expert and just play with the different tabs to see what happens. This script works best when used together with both KoC Power Tools and KoC Power Bot. Koc Power Tools Version:20110607a - Last update Version: 0.9.6.4 ![]() In a loss of the 1500 militia but less than 3,000 loss of archers. Spring traps and then 89,999 archers and 1 militia in the second wave Suggest sending 1500 militiamen to a level 10 in a first wave to Even if you can, you will still absorb some losses. ![]() That you can only send 95,000 archers if you have a level 10 rally Level 10- 95000 Archers 5000 combo of MM, Pikes and or Swords Level 9- 45000 Archers 4500 MM + 3000 Pikes or Swords (or combo of both) Level 8 - 30000 Archers 2500 MM + 2500 Pikes or Swords (or combo of both) Level 7 - 16200 Archers 2000 MM 500 Pikes or Swords Level 6 - 5500 Archers 1000 MM 250 Pikes or Swords Highest level plus 1000 - 5000mm 1000-2500 pikes or swords Loose any more troops than with the two wave method. Personally, I’ve been just doing the single wave method, you don’t Which is affected by what troops you send. To avoid the traps/defenses from resetting. Main wave should be sent as close as possible to the preliminary wave Preliminary first wave of militia or scouts to spring traps and otherĭefenses, and thus allowing less loss of archers on the main attack. Regardless of how many or type of troops sent. Updates make it impossible to attack certain wilds without troop loss Level 9 Barbarian Camp - 56.000 Ballistas (lvl10 Fletching and lvl 100 Knight) Level 8 Barbarian Camp – 3000 Archers 28000 Ballista (lvl10 Fletching and Lv 90+ Knights) Knight 40,000 archers with Lv10 Fletching and Lv 90+ Knights Level 6 Barbarian Camp - 33000 Archers (with level 7 Fletching) or 22000 Archers (with level 9 Fletching)ħ Barbarian Camp - 46000 Archers (lvl9 Fletching and lvl 76 Level 5 Barbarian Camp - 15000 Archers (with level 8 Fletching) Level 5 Barbs are you’re most efficient when just starting out Level 4 Barbarian Camp - 8100 Archers (with level 7 Fletching) or 6500 Archers (with level 8 Fletching) ![]() Level 3 Barbarian Camp - 2700 Archers (with level 6 Fletching) You’re knights reach higher mights you can reduce these by a several thousand troops. If you stick to this list you will not any troops when attacking eventually when This is what you need to bring at certain levels. This list provides the amount of troops to send to both minimize such troop loss and the need to scout. There is no need to scout barbs or wilds, but good to check out the wild to make sure it’s not occupied.
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