Guide to Turtle Accounts – Armies (Part 6)
This is part 6 of our series on how to build a solo defense turtle designed to take full 375k T3-4 hits for lots of Kill Event points. Part 5 looked at the characteristics of the various tiers of troops, and then looked theoretically at 5 options for how you could construct an army for the princely sum of 16 Million troop power. This article will look to perform a series of controlled tests on those 5 theoretical 16M troop power armies, by hitting them with 5 identical attacks of 375k Strat T3 solo marches with the same hero. It will frequently use the new Battle Report Tool to analyze the outcomes of the hits and see who really won the battle, in addition to a new ratio which we are calling the damage ratio.
Just as a reminder from Part 5, all 5 of these models are designed to be exactly 16M troop power. We are looking at the return on investment for the purchase price of 16M troop power, and looking very seriously to leverage the two core asymmetries outlined in part 1 of this guide:
1) Your attacker has a limited attack size with a maximum allowed march size of 375k (using a 50% march size boost), whilst you can have an unlimited number of troops defending your stronghold.
2) You have hospitals, and the attacker doesn’t. Their troops die, yours don’t have to!
5 controlled tests were performed, with the first 4 of them on one stronghold, and the 5th attack being performed on a second city with matching hero combat boosts.
All attacks were 375k strategic T3, with 125k of each of phlangites, stalkers and lancers. Each attack used the same attacking hero gear setup, which was designed mostly to minimize losses on the attacking end. It was high on health / defense, and had almost 100% attack debuff. This was NOT a test designed to simulate the most damaging attack a big player could throw at a turtle, but merely to get a consistent attack set so that comparisons of the defensive characteristics of the various turtle models could be made.
Defensively, both cities were structured with 125k traps, with 120k T3 traps and 5k T2 steam cannons as meat shield. Between each hit, the traps were rebuilt so that they had a full set of traps before the next hit.
For the defensive hero gear, the focus was on relative simplicity, with a greater focus on health and defense, and less so on overall attack, or on individual troop attack. No gear with attack / health / defense debuffs was used, as it is harder to align the magnitude of debuffs in the setting of neither account having 4th gem slots unlocked (as no turtle should).
Hero combat boosts for the first city were as per the screenshots to the right. Clear focus on health and defense, troop attack quite low at 45.5% given the lack of special material gear and special material gems with troop attack, whilst individual troop attack was slightly higher than the overall troop attack at 150-190%. Infantry attack was higher, because this particular account has one level higher infantry attack research than the other two troop types, and you will see that more damage is done to cavalry when we get to the battle reports.
Troop attack is lower on these cities to again reduce the losses on the attackers T3s. Sorry, but these tests were expensive enough as they were without added troop attack from the defender. Trap attack is relatively higher at 250% or so, as befits this particular turtle account having a base troop setup of 500k T3 with 125k T3 traps.
This particular account has some Xena gear with debuffs, but this was unequipped and replaced with some standard gear built using standard materials. Whilst the overall boosts are not particularly amazing, they are at least in the ballpark for alot of turtle heroes that use standard materials at level 50, or a mix of standard gear and relics/cores if below hero level 50.
The main reason that health and defense are prioritised in this gear set is because the items with overall troop attack require special materials, and this account did not have enough special mats to craft good gear with overall troop attack. Most of the gear on this particular hero came from the bargain list available on our post on the best bargain hero gear.
In comparison the attacking hero was using Xena gear, with 247% troop attack bonus, 220-240% individual troop attack bonus, 588% troop health and 623% troop defense boosts. In addition they had 96% troop attack debuff, 36% troop health debuff and 23% troop defense debuff.
When discussing the attacker and defender boosts, the most important thing to keep in mind is that the boosts were kept identical for the first 4 tests on both the attacker and defender sides, and for the 5th test, the defender had matching boosts compared with the defending hero on the city from the first 4 hits. They were not identical, but were matched as closely as possible, with most individual boosts being the same value, and some being 0.25% or at worst 0.5% different. The only exception to this matching was that the 5th test on the 8M T1 account had significantly lower trap attack and trap defense statistics, with trap attack of 192% compared to the 252% from the first 4 tests. But I doubt that this lower trap attack made any material difference in an account with 8M T1s.
MODEL 5 – 666,666 T3
The first test was of the pure T3 turtle, with 666k balanced regular T3 troops. We even made it deadlier by making it 666,666 troops. Double 666 for extra demonic killing power.
Here we can see that as per the MZ definition of who wins and loses, the T3 turtle ‘won’, with only smoke rising, and their city not burning. Overall the defender lost slightly fewer troops and traps than the attacker, but only just. They had 79.6k T3 wounded, and had 7.5k T2-3 traps destroyed. All 666,666 T3 troops survived, because they were easily captured by hospital bed space.
The attacker loses 87,430 strategic T3, with slightly more lancers and phalangites lost, reflecting higher infantry and ranged attack boosts than the cavalry attack boosts.
When it comes to traps, all 5000 T2 steam cannon traps were destroyed, with an even split of 855 of each of the T3 traps lost. All of these were rebuilt prior to the next test to ensure that the base stats were identical between tests.
According to the view of the battle presented by MZ, the defender won, but only just. When we analyze the results using our new battle report tool, the results become somewhat more unambiguous. Here it becomes clear that the defending turtle has won on every stat that counts. They have given up 1.593M Kill Event points (each hospitalised T3 is worth 20 points), whilst gaining 3.497M points (each killed T3 is worth 40 points). The net points difference here is 1.9M net points for their kingdom.
When it comes to the resources required to heal the troops in hospital vs the resources the attacker requires to retrain their dead troops, it is pretty clear that the defender comes out way ahead. And the time required for the attacker to retrain their 87k dead T3 is ALOT longer than the time required to heal the 79k T3 that the defender has in hospital. Each of these numbers can be lower with a higher training time boost, but the differential between healing time and retraining time is huge. This is one of the main reasons you always want troops going to hospital rather than dying. It is just so much quicker and cheaper to heal them than retrain them from scratch.
So, the outcome here is a clear win for the defender on every metric that counts. Yay turtle!!
MODEL 4 – 500k T3, 500k T2
According to the report presented by MZ, this is a win for the attacker, losing 99k troops, and hospitalising 143k troops, so the turtle burns.
Of course, this turtle has a T2 meat shield, so they are killing the attacker’s T3s, but only losing T2 wounded into hospital. Again, there are no deaths on the defender’s side, everything goes into hospital.
In this instance, there are only 256 T2 traps damaged, a vast improvement over the 7k T2-3 traps damaged with the prior attack using the same troops and same boosts.
Again, we see slightly more lancers and phlangites killed, as a result of higher infantry and ranged attack boosts on the defender. And the relative power loss is now much more clearly in favour of the defender, losing 1.14M power (regained with healing troops), as opposed to 2.39M power destroyed. Given the introduction of the new ‘Enemy power destroyed’ in player profiles, this is a clear win for the defender.
When we analyse the results of test 2 using our battle tool, the difference becomes even more marked. Net Kill Event points is now 3.8M in favor of the defender, with them giving up only 143k points, at 1 point per hospitalised T2, compared to 3.9M points for killing T3 at 40 points each.
The attacker requires 44M res to retrain their dead troops, compared to 1.7M to heal the T2. And the time to heal vs time to retrain gets even larger.
Again, a clear victory for the defending turtle, who is thanking their stars they built enough hospital beds to cover their T2 meat shield.
MODEL 3 – 500k T3, 2M T1
The next model tested is our second mixed model, this time a mixture of regular T1 and T3 troops. Again we have a model of 16M troop power, but in this instance, 12M is T3 power, and 4M is T1 power.
Of course, this turtle has a T1 meat shield, so they are killing T3, but only losing T1 wounded into hospital. Again, there are no deaths on the defender’s side, everything goes into hospital.
In this instance, there are ZERO T2 traps damaged, a small improvement improvement over the 256 T2 traps damaged with the prior attack when the defending force was 1M, whereas this defending force is 2.5M troops.
Again, we see slightly more lancers and phalangites killed, as a result of higher infantry and ranged attack boosts on the defender. And the relative power loss is now much more clearly in favour of the defender, losing 590k power (regained with healing troops), as opposed to 2.94M power destroyed. Compared to the prior test, the power lost by the defender has almost halved, whilst the power destroyed has increased from 2.3M to 2.9M.
When we analyse the results of test 3 using our battle tool, the difference becomes even more marked. Net Kill Event points is now 4.9M in favor of the defender, with them giving up ZERO points, as hospitalised T1 give up no points, compared to 4.9M points for killing T3 at 40 points each. Points gained has gone from 3.9M to 4.9M just by replacing the 500k T2 with 2M T1 for the same 4M troop power.
The attacker now requires 53M res to retrain their dead troops, compared to 1.7M to heal the T2. And the time to heal the T1s (INSTANT, ie 0 time) vs time to retrain gets even larger.
Again, a clear victory for the defending turtle, who is thanking their stars they built enough hospital beds to cover their wounded T1 meat shield. Getting past 300k hospital beds was quite an effort, but well worth it.
MODEL 2 – 2M T2
The next model tested is our pure T2 model, with 2M T2 providing 16M troop power.
Of course, this turtle is pure T2, so they are killing T3, but only losing T2 wounded into hospital. Again, there are no deaths on the defender’s side, everything goes into hospital.
In this instance, there are only 64 T2 traps damaged, a small improvement improvement over the prior attack that succeeded in damaging 256 T2 traps damaged when the defending force was 1M, whereas this defending force is 2M troops.
Again, we see slightly more lancers and phalangites killed, as a result of higher infantry and ranged attack boosts on the defender. And the relative power loss is much more clearly in favour of the defender, losing 1.15M power (regained with healing troops), as opposed to 3.27M power destroyed.
When we analyse the results of test 4 using our battle tool, the difference becomes even more marked. Net Kill Event points is now 5.3M in favor of the defender, with them giving up only 144k points points (1 point per hospitalised T2), compared to 5.4M points for killing T3 at 40 points each.
The attacker now requires 61M res to retrain their dead troops, compared to 1.7M to heal the T2. And the time to heal the T2s vs time to retrain T3 gets even larger.
Again, a clear victory for the defending turtle. One interesting point is to compare the T2 models, this model with pure T2, and Model 4 which has 500k T2 and 500k T3. The defensive losses are very similar at 143,121 T2 wounded in the model with 500k, compared with 144,030 with this pure T2 model. In theory, the model with 2M T2 should have slightly higher intrinsic defense compared to the model with 1M troops split into T3 and T2. As such, you should expect less losses with the army with higher troop defense, all other things being equal. The main difference in Model 4 is that the 500k T2 is acting as a meat shield, rather than the main defensive force. The difference in number of T2s wounded would likely have been more marked had the attacking force been using a single troop type attack. This will be covered in more detail in a future article discussing design considerations when deciding just how large your lowest tier defensive meat shield should be, and discussing the point at which making your meat shield larger results in worse results rather than better results.
MODEL 1 – 8M T1
The next model tested is our T1 monster, with 8M T1 providing 16M troop power. This test was performed by attacking a different stronghold. As mentioned at the start of this article, the defensive boosts were kept almost identical, with the minor exception of this second stronghold having lower trap attack and trap defense boosts. All other boosts were the same or at worst 0.5% different. If they were different, they were lower on the model with 8M T1, not higher, i.e. the hero was ever so slightly weaker on this Model 1, so that if there is a bias due to the different hero boosts, it is not in favour of the new city.
Of course, this turtle is pure T1, so they are killing T3, but only losing T1 wounded into hospital. Again, there are no deaths on the defender’s side, everything goes into hospital.
In this instance, there are zero T2 traps damaged, much as with the last model with 2M T1.
Again, we see slightly more lancers and phalangites killed, as a result of higher infantry and ranged attack boosts on the defender, although the relative difference is more marked than previously. And the relative power loss is much more clearly in favor of the defender, losing 421k power (regained with healing troops), as opposed to 5.38M power destroyed, a ratio of over 12:1.
When we analyse the results of the hit on Model 1 using our battle tool, the difference becomes even more marked. Net Kill Event points is now 8.9M in favor of the defender, with them giving up ZERO points points (0 point per hospitalised T1), compared to 8.9M points for killing T3 at 40 points each.
The attacker now requires 100M res to retrain their dead troops, compared to 1.2M to heal the T1. And the time to heal the T2s vs time to retrain T3 gets even larger.
Again, a clear victory for the defending turtle. And by far the biggest victory of the series. It is pretty abundantly clear why MZ NERFed mass armies of T1 troops. But so far, as of 8M T1 troops, I don’t see a lot of evidence here that they are NERFed. Do you?
Comparing the Models
Having completed 5 tests on 5 different armies of 16M power each, it is time to compare them to each other.
The first thing we compare them on is net points. It is clear that they all win on net points, but the 8M T1 account gains alot more points whilst giving up zero points, particularly compared to the T3 account. Some people prefer to think in terms of points ratios rather than net points. This is more of an issue when considering the results of rallies, with some alliances trying to aim for KE points ratios of 3 or more on rally hits. Here it is clear that the results are driven by the tier of troop hospitalised, with T3 coming out at 2, T2 coming in at 27-37, and T1 having an infinite points ratio because they gave up no points due to all going into hospital. This is a direct result of the KE scoring system that MZ introduced when they started Kill Events.
Recently you will have seen an addition to your player profile, which is a new statistic ‘Enemy power destroyed’. It is hypothesised that this will be a new way of measuring kill event progress, as a possible replacement for the existing KE points system. Or it just may be another stat that MZ attach to our profile. Here it is clear that the big T1 account destroys at least twice as much power as the pure T3 model and the one with a mid sized T2 meat shield (Model 4). All models only had troops hospitalised, so technically no power was destroyed. Have yet to work out whether MZ accounts for hospitalisations in their Enemy power destroyed stat, but I’m sure it will be worked out very soon.
The final column has another view of the outcome of these hits. This damage ratio is one which I have calculated for a while when analysing my battle reports. It is a statistic that tries to take another view of working out who won the hit. What it does is multiply the number of troops affected by the strength of those troops. So, using the example of Model 2, there were 144k T2 wounded on the defender, and 136k T3 killed on the attacker. What you do is multiply the T2 wounded number by the T2 strength number (strength of 2) from Part 5 of this series, and then multiple the T3 killed number from the attacker by the T3 strength number (3). This results in a defender damage sustained number of 288,060, and an attacker damage sustained number of 408,825. As such, more damage has been sustained by the attacker, and the ratio of those damages is 408825 / 288060, which is 1.41, as per the table above. That means that the defender delivered more damage than they sustained. Another win for the turtles. As you can see, the damage ratios are all above 1, which means they all delivered more damage than the incoming attacker.
When you compare the damage ratios, you can see that Models 4 and 5 delivered only slightly more damage than the incoming attacker with their hero and 375k strat T3 troops. They still ‘won’ though from the abstract perspective of which army + hero combination was ‘stronger’ in the sense of doing more net damage. The standout is Model 1, as you can see in the graph below titled ‘Damage delivered and sustained’. Model 1 has a damage ratio of over 3, partly because of a sharp jump in the damage delivered by this model, as well as a reduction in the damage sustained.
So, after building and testing 5 model of different army composition, with each of them exactly 16M power, what can we conclude? Firstly, all models succeeded in beating their incoming attacker where it counts, on the Kill Event scoreboard, as well as on the amount of resources, silver and time required to heal wounded troops as opposed to the attacker needing to retrain dead troops. Thanks to the battle report tool, it is now easy to assess how you went against an incoming attacker.
Secondly, models with T1 in them as either meat shield or as the main army body, do extraordinarily well on net Kill Event points as long as there are enough hospital beds to cover them. Giving up 0 KE points and instant healing are very important Kill Event attributes.
Thirdly, any model that is based around a core of T3 troops is improved by the addition of lower tier defensive meat shields. Both T1 and T2 meat shields improved the overall results of the T3 based models.
Fourthly, as long as you are below the NERF limit, and 8M T1 clearly is not NERFed, then nothing beats the awesome strength/power ratio of a mass army of Tier 1 troops. This clearly shows the importance of exploiting Asymmetry 1, that you can have unlimited troop numbers in your city, whilst the attacker is limited to a maximum of 375k troops.
Finally, this was NOT a test of hero strength, and not a test of the maximum potential damage that can be sustained by these model armies. Whilst the attacking hero was definitely stronger than the defending hero, it was nowhere near as dangerous as some of the heroes running around in full Xena Valentine or Fire age gear. Particularly if those heroes are gemmed up for a single troop type, and a full 375k march of strategic T4 troops is used, the damage sustained is going to be a lot more than is suggested by these controlled tests.
It is also critical to your success to exploit asymmetry 2, the presence and absence of hospitals. This report clearly shows that the costs of healing vs retraining are massively different, particularly if you have lower tier troops going into hospital, and none dying. The guidance on hospital bed numbers remains the same as per Part 4 of this guide. If you have T1 troops, you still need to budget for 600k beds (not the 210-297k suggested by these tests). If you have T2 troops as your lowest tier, then 300k hospital beds should catch your wounded T2 from any single solo attack with current permanent hero gear, as long as you are in your own battle gear with hero tree set. Likewise, 200k beds should be sufficient for any one single solo attack on a city with T3 as their sole troop tier. You of course can have more hospital beds, but please do not assume that because these tests show 79k T3 wounded that you only need 80k beds. You need more hospital beds for real battles. Even on pure T3 turtles, having up to 400-600k beds can be very advantageous for taking multiple concurrent solo hits.
Please feel free to play around with the new battle report tool, even if it is just running through hypothetical scenarios on what various combinations of wounded and killed troops does to net Kill Event points. If you take one thing out of that tool, it is that net Kill Event points are critical for success in determining who ‘won’ a battle. The second thing you should take out of it is just how much better it is to heal troops than have to retrain them, both in terms of resources, silver and time. Do not skimp on hospital beds if you are a turtle. Please revisit Part 3 of this series for a discussion of which buildings can be considered for deconstruction, and hence making space for an additional hospital. And now that you have formed a stronger opinion on what kind of turtle army you want, you might need to revisit Part 4 to help make decisions on how many hospitals you need as compared to villas and barracks.
The next part of this series will revisit the question of how an existing turtle can modify their army structure, and in particular look at the question of whether an existing turtle should progress strategic research and training strategic troops in addition to their existing army of regular troops.
- Guide to Solo Defense Turtles in Game of War – Introduction (Part 1)
- Guide to Solo Defense Turtles in Game of War – Research (Part 2)
- Guide to Solo Defense Turtles in Game of War – Buildings (Part 3)– You are Here
- Guide to Solo Defense Turtles in Game of War – Hospital Barracks Villas (Part 4)
- Guide to Solo Defense Turtles in Game of War – Troops (Part 5)
- Guide to Solo Defense Turtles in Game of War – Armies (Part 6)
- Guide to Solo Defense Turtles in Game of War – T4 follow-up (Part 7)
- Guide to Solo Defense Turtles in Game of War – Strategy (Part 8)
- Guide to Solo Defense Turtles in Game of War – Wall Traps (Part 9)
- Guide to Solo Defense Turtles in Game of War – Combat Boosts (Part 10)
- Guide to Solo Defense Turtles in Game of War – Hero Gear (Part 11)