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 Flounder's Guide to Alliance Warfare

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Join date : 2011-05-02

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PostSubject: Flounder's Guide to Alliance Warfare   Flounder's Guide to Alliance Warfare EmptyWed May 25, 2011 3:23 pm

Flounder’s Guide to Alliance Warfare

This is meant to be used as protocol when we attack someone as an alliance. The general strategies can be modified to be used against a neighbor 1 vs. 1.
Sun Tzu’s The Art of War says (something along the lines of) attack from where you are strong, strike where the enemy is weak. In BYM what’s stronger than a main base? And what’s weaker than an Outpost?
The hardest part of the whole battle is going to be getting a foothold to launch from. At that point, it will most likely be one person vs. the target’s empire. But just like anything, persistence will prevail. Sooner or later, we’ll capture an outpost and can start bringing in teammates.
1. The primary goal is the capture of Outposts. You’re immediate goal should be to capture 5 Ops. The positioning of the targeted OPs should be spread out, and not clustered. These will be used to bring in teammates.
2. When capturing OPs, pay close attention to which ones you target. Make sure not to “paint yourself into a corner” or your teammate(s).
3. Target large resource producing OPs. Either ones with high level RGs, or ones on hexes that offer a bonus to resource production.
4. If you do not have the resources to capture OPs, then level them. This will make it easier for teammates to capture them. Also, it denies the enemy resources. The only rule to this is the attack MUST be finished in one or two attacks. We must not put the OPs into DP.
5. If you don’t have resources to capture OR destroy OPs, then farm Kozus. This will get you back in the battle AND prevent the enemy from farming resources.
6. Attacking and leveling the enemies main base is the LAST resort and last thing we do. There are numerous reasons for this. First we don’t want the enemy in DP. We want them sweating and not able to build anything without retribution. Secondly, it’s a huge investment in time and resources with little benefit to the ultimate goal. Also, if completely leveled, the enemy is going to take a 30% hit to their resources. This will make the capture of OPs less profitable. If we do attack the base, it should be done with a spotter (someone watching the map & damage level) and stopped at around 40%. We should target housing, hatcheries, HCC, maproom, flinger and catapult (after defensive towers are down). Anything to take them out of the game for a prolonged period of time. Then maybe hit the RGs (specifically goo).
7. Generally speaking, you should take no more than 5 OPs. After you reach 5, you should ask for a transfer to a new OP from a friend in the attack, transfer out of the attack, or recycle your maproom. If the target is virtually bankrupt, it’s ok to stay in the area to recoup resources.
8. The exception to the previous rule is if there are only a few OPs (7 or less per attacker). In that case it costs more to buy 5 OPs, transfer and take 2 more than it does to just take over 7 OPs.
9. How do you know if your target is “bankrupt”? Destroying the townhall of an OP gives you approx 5%. You take the amount you get for destroying it, and multiply by 20. That gives you an idea of how much resources they’re dealing with.
10. The last part of the attack is to leave around 6-7 OPs. The reason for this is you want to make it impossible (or at least difficult) for them to retake any lost OPs. The big part of this is to keep these OPs CONSTANTLY leveled. And once again these must be destroyed in 1-2 attacks. This can also be used to farm them and keep them “bankrupt”.
These are going to be our general procedures for attacking an enemy of the Alliance. In the course of battles, there may be exceptions that arise, and that will be handled at the time.
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