Grepolis how often can you enlist militia
Mythical units 6. If you look at the Grepolis unit table , you can see the attack-type that these units use. There are three different: blunt, sharp and ranged. Slingers are ranged attackers, so you need defenders who do well against them. Swordsmen are the perfect counter to slingers since they have 30 in ranged defense. However, if you only have swordsmen, the attacker will see this when he spies you and simply attack with another type of units. Since swordsmen only have 8 in defense against sharp attacks, chariots or hoplites do very well against them.
So, this means that you have to have something against sharp units as well. Archers are the units you want to use against sharp units, since they have 25 in defense against sharp units. Someone might attack with horsemen, so you need something to defend against blunt attacks as well. Here, your choice is between chariots and hoplites.
And thus, you will end up with a balanced mix of units for defense, since you never know what you will be up against. If you compare the two units in their overall defensive values stats against all attack-types combined , it looks as such:.
As you can see, hoplites are slightly cheaper for defense. In terms of population cost, both units are completely even, with 37 defend points per farm space. What could make chariots preferable, though, is that they are really good against horsemen and so will likely be able to discourage attacks from those. Hoplites are more general defenders, only with a slight weakness against ranged attacks.
However, one thing that you have to keep in mind is that hoplites and chariots are versatile units that can be used for both attack and defense. If you compare attack values, chariots cost 17,1 resources for every attack point while hoplites only cost 14 resources per attack point.
Once again, hoplites are cheaper, but do keep in mind that chariots are faster when you attack on your own island, can carry more loot 8 times as much, despite only costing 4,2 times as much and are less likely to die in marginal situations you attack a weak defender who might be able to kill two hoplites but cannot kill a chariot. Another factor to consider is your resources balance.
If you find it hard to balance your resources while using hoplites for defense and occational attacks , you might want ot use chariots instead. This defensive is best against ranged attackers, since you will be most likely to face them and since an attack solely consisting of slingers will be more powerful as slingers have more attack points per population that other attackers. However, it is not too weak against blunt nor sharp attacks. The attacked will not gain any battle points for killing militia, but you will gain battle points for killing his units with your militia.
Once militia is summoned, it will take three hours before they disappear and before you can summon militia again. So, if someone is attacking you with several attacks and it takes them more than three hours to reach your city, make sure to summon militia in advance for instance, once the timer shows that there is left for the incoming attack so that you will have militia to face the first attack but can also summon the militia for the second attack.
Residents are summoned from their buildings and are ordered to defend. Militia do not get trained in the barracks. Instead, they can be enlisted for 3 hours from your Farm. After the 3 hours are up, resource production returns to normal.
The amount of militia recruited depends on farm level and Research. For every farm level, you receive 10 militia or 15 with the city guard research. This is capped at level 25 meaning that the maximum amount of militia is This militia remain militia for 3 hours before returning to their work.
Militia cannot be used to attack other villages. One advantage of using militia is that, even if they are killed, you do not lose the population. Another is that if they are killed by an attacking player, they do not earn any BP from killing them. However, opponents can tell your farm level just from the amount of militia you have.
Personally I would suggest you dodge most attacks however this is personal choice. Just remember, if you lose all your troops, if the send a CS soon after, you will not be able to defend your city. Put a spell on he incoming attack. It is advised that you either do this as soon as the attack is launched, in order to prevent the attacker from spelling the attack. Or just before the CS will arrive, say min before this time will depend on what snipes and troops movements you will be doing.
By playing dead, your attacker may assume you are offline and will not send out extra clearing attacks and support. To cast a spell on the attack, go to your troop movements and click on the incoming attack.
In the top right there is a tab called spells. Click on that. Click on the spell you want. In general, more then one divine power may be cast on an attack. However if any of the following has already been cast then you will not be able to cast another:. Keep updating your forum post to show additional clearing attacks and support.
The CS is usually the first attack launched and more attacks maybe sent nearer the arrival time. We will need to know what time window is between the last clearing and CS. If we send support before the clearing attacks it may not survive to fight the CS. Also remember to check the travel times for all incoming attacks. After the attack can you post the battle reports. They contain invaluable information. They will help to identify nuke cities and players online times. To publish a report simply:.
I love players who dodge. I have a special wall breaching nuke that will take down level 25 walls with towers in empty cities defended only by militia. You are commenting using your WordPress. You are commenting using your Google account.
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