The reason for this is that you will be able to use whatever weakness the defender might have. However, his horsemen would have defended much better against another attack-type see Grepolis unit table for stats on offense and defense values , but only have 1 defense point against sharp attacks. Therefore, the attack was able to get a total of battle points for only the loss of a light ship and 24 chariots, which is extremely cheap.
Had the defense had a great majority of swordsmen, the battle points would also have been cheap, since swordsmen also defend badly against sharp attacks. Since players from all over the world play in this universe, it's impossible to know whether it's morning, evening or night for your target. Of course, once you have attacked or spied on someone several times, you will get a better idea of when they are active. What's otherwise crucial is to be able to complete your attack quickly, before the defender reacts and summons militia.
This means that targets close to you are better, but it also means that you should always use fast transport ships instead of the normal transport ships, at least when attacking active targets. Also, don't attack someone several times in a row, since this will greatly increase the chace that they get online and react.
Attack once and then wait for a while and attack at another time. Another crucial point is that you should always have some light ships to escort your attack.
If you know that your target has some birimes to defend, you should always have enough light ships to defeat those, but if others are nearby and can help your target, it would be wise to have a few extra light ships. If all your light ships die, the biremes will be able to sink your transport ships, meaning that the troops in those transport ships never actually land, but just die without a fight unless you sent too many transport ships and enough transport ships are still alive to carry your troops to land.
Just because the defender defeats your ships does not mean he will sink all your transports, but the greater his numbers of biremes are compared to your light ships, the greater number of transport ships will be sunk. So, always bring enough light ships to support, even if you cannot see any biremes when you spy. When you build up an offensive army, keep in mind that slingers are often the most cost-effective attackers.
Early on, many defenders will mostly have swordsmen, so hoplites will be a good option as well. To add another city to the plan click on a troop amount from another city. For example, click 30 under Light Ships to add the ships from City 3 to a new attack. To see all your attacks on a city either click on the plan name in the top left hand corner or click the plan tab then select the correct plan. All your attacks it will appear in a list in the attacks column. You can chose to order by city name, departure time or arrival time by clicking the option in the upper right hand corner.
By clicking the attacks tab you only get the list of your cities in the attack plan. You can share the plan with other players by clicking on 'edit authorizations' and choosing the player or the alliance. Once the departure time comes close you will get a notification that a planned attack is impending. By clicking the notification it opens the attack planner and to send your attack you click the sword with green arrow located to the right of the city.
In conquest-worlds, there are a lot of possibilities for defenders to kill off attacks on their cities. If you only have one city, no friends, and you're put under siege, this system is very merciless.
In fact, you can never really rest assured. However, should you be online, there are various things you can do, and I will try to describe how defense works below. If you have very little experience how defense works, you can read more about that in my defense guide.
In revolt-based worlds, you can more easily rely on using only biremes to defend yourself. You always have more than 12 hours to react to an incoming conquest-attempt, which gives you plenty of time to stack all your biremes in the targeted city and fight with a big advantage in numbers against the light ships while annihilating any land troop attacks by killing the transports.
However, in conquest worlds the role of biremes is not so clear cut. A big amount of biremes can do wonders if the attackers do not send enough light ships to screen for their attacks or do not send suffient light ship escorts with their ground armies.
You can get a lot of cheap battle points this way. Having biremes always provides you a great tool to snipe an incoming conquest attempt, timing your support to arrive after most light ships have already attacked and easily withstanding the limited amount of light ships that are sent with the clearing waves and colony ship.
However, biremes aren't fantastic defenders on their own. Whenever biremes are not stacked in their thousands, light ship nukes can do quite well against them.
While the losses in the faceoff of light ships and biremes will be fairly even, the attacker will suffer much greater losses when facing a big defensive ground army in a city with high city walls.
Therefore, you cannot really depend on either. You always need biremes to defend your own siege when you take cities and it's always worthwile to try to use biremes to snipe colony ships or kill off lightly-guarded transport ships, but you will always need the defensive groud troops to be able to take the damage when you face overwhelming odds.
When you are under attack, it is crucial to know if the attack is a conquest attack or just a normal attack. If it's a normal attack, you might simply dodge or send a few troops to incept, but normally a conquest attack requires you to enact more defensive measures. You can always recognize an attack with a colony ship by its speed.
If you check the Grepolis Units Portal , you can see the speed of all units. Here, you can see that the colony ship is the slowest naval unit, and since fire ships cannot attack, no other naval unit is less than twice as quick. When you are attacked, there are three speeds that you normally need to consider:. To get the time it would take for a colony ship to attack a specific city, you simply select attack on the city that is attacking you and put '1' in for colony ship, and the time will show:.
So, if an attack were to come from the city in the above example, I would have a better chance of knowing whether it was a colony ship. If I had been offline for five hours and logged in, I know that the attack would still have at least hrs remaining possibly less, if the attacking city has Cartopgraphy researched and yours does not , even if it was launched right after I logged off. There is no way for you to know exactly when an attack was launched at you. However, whenever an attack in launched at you, a notification of the attack will pop up on the right side of your screen.
If you had reports or trades coming through while you were offline, those would also be listed on the right side. All these notification are listed chronologically, with the latest being on top. So, if the attack notification shows between the notifications for a trade going through and a battle report, you will know that the attack happened within that time frame. You can snipe by sending units to support from other cities, but it can be hard to get the right timing because of the anti-timer.
Sniping is done most effectively if you have units in the city that is being attacked. You need enough units to be able to defend against the one attack with the colony ship. If your city that is under attack has a lot of defensive troops, these might be sufficient to kill off the attack with the colony ship, at least if the prior attacks do not have catapults to take down your city walls.
So, you can perform a defensive snipe by dodging all the clearing waves, only defending against the conquest attack. The optimal timing for your support would be to arrive one second before the colony ship, but worse timing than that can often be sufficient. If you arrive on the same second as the attack does, the attack will always arrive first.
As with timing attacks, you can recall and resend your support from other cities sevaral times to get a good timing, especially if the offset of the anti-timer is big, allowing you to send support that would arrive after the colony ship does, but instead arrives before the colony ship due to the anti-timer offset.
If a few clearing attacks arrive just a few seconds before the conquest attack and you don't have units in the city to snipe with, you might want to be risky and launch your support with an arrival that is closer to the arrival time of the conquest attacks, giving you a slightly higher chance of hitting the right timing but also risking that your support arrives after the conquest attack and is not able to participate.
Another risk you might want to take is one that prevents you from getting too much support killed off. If you are up against a big alliance and know they have many more light ships than you have biremes, you might want to avoid fighting them unless you have to. If you have several bireme and light ship cities that can reach the attacked city in time, you might want to recall any support or attacks that get a bad timing. You likely need just one perfectly timed support or offensive snipe to kill off the colony ship, so you can make several attempts at getting that timing and save your city without many losses.
If a lot of clearing waves have been sent, it is likely that the attackers will have gotten a good timing with a few of these despite the anti-timer, and you might only have a few seconds between the last clearing wave and the conquest attack. If you have a good internet connection, you might find it easier to just dodge the last clearing wave right before it attacks by sending your army towards a city on attack or support mission and recall after a few seconds.
If you want to dodge several minutes in advance and then recall, this tool might make it easier for you to make calculations get the specific arrival time of the conquest attack by clicking its icon and insert this time as 'time of return'. Just remember, you cannot recall 10 minutes after your army has been sent somewhere, so make sure to do it before that.
And if you send your troops to a nearby city and let them stay in support there, recalling them will count as a new support mission, so you will suffer the effects of the anti-timer.
See an extensive example of a defensive snipe from the same city here. I recommend you test how the recall works on your setup before you use it for a snipe. Here is an example of how a bunch of incoming attacks might look like, where the colony ship arrives seven seconds after the last clearing wave:.
In this situation, I still managed to snipe, but forgot to make a last-second enlistment of militia. You will want to prepare exactly what you want to do and keep windows such as farm for militia open though minimized if you think they will be necessary for you to make it.
In the following you can see an example of me sending my defensive troops away and then recalling to snipe:. As you can see, the timing of the snipe was unecessarily tight, since the colony ship arrived 31 seconds after the last clearing wave, leaving a lot of time to snipe.
Sniping can be risky business, since you can end up getting your troops back too late, in which case they will attack the city and the occupying troops. This part naturally leads us to the offensive snipe. An offensive snipe works much like a defensive snipe. You send your units away and then recall them to arrive at a specific time. An offensive snipe works best when you have offensive ground troops and a low city wall or light ships in the city.
Each level of your wall increases the bonus. A fully built wall can help enormously in defending against attack, and even more so with the Tower in the later stages of the game. Knowledge is power, and in Grepolis, having accurate information about your enemy is crucial to a successful attack or defense. It is vitally important to know the size and disposition of your enemies army.
If you underestimate the defense effectiveness of the opponent, you will probably lose a major portion of your army.
An overestimating of the opponent is to be sure less tragic, but also not optimal. You could dawdle away time with the construction of an army that would not have been necessary in this size at the time of the attack.
To be able to get a view behind the hostile city wall, it is necessary to construct a cave. Once you have constructed this, you can delegate a spy. In order for you to send a spy behind the enemy lines you must place silver coins in your cave. With these you pay the spy and can then delegate them to infiltrate the enemy city through the context menu. However, successful espionage is not always certain.
If the city to be spied upon has more Silver in its Cave than you do in yours your spy fails. In this case, you receive no information about the hostile city. Instead the hostile city gets an information about the fact that you tried to spy it out.
If the espionage attempt is successful - in other words, if you have more Silver stored than your opponent, you will receive a report on the composition of the hostile troops. Who wants to stand still when you can learn even more secrets? With the information in the previous chapter, you are ready to carry out the most important tasks. If you want to optimize your efficiency and pick the best battle tactic, read the following articles. Each city has its own base defense.
Base defense means that the population defends itself, although no units stand in the city. Therefore if you send only a single sword fighter into an empty city, he will nevertheless die. The Base defense is increased by increasing the city walls.
Mood affects your fortune in that it is a chance factor in every battle. It is always indicated from the viewpoint of the attacker. Due to the fact that it is being played by an international audience with a wide range of players from all over the world. As such, there is not a time slot where this can be implemented, and it would be unfair to some players if it was implemented at a specific time.
The United States server has night bonus enabled on select worlds. Please view the settings for each world to see whether or not it is enabled.
Is that defensive wall of your enemy too strong for you? Then you require powerful catapults that can tear the hostile city walls apart.
0コメント