375k Strategic T3-4 single troop type attack vs 8M T1s
As a quick follow-up to the part 6 article from our solo defense turtles guide, looking at testing 5 different armies under controlled conditions, we received quite a few comments asking for the results to be done with T4 troops instead of T3 troops.
Just as a quick summary of my responses to those comments, the purpose of that test was purely to test the relative differences between 5 separate armies. It was not to test the differences in strength between attacker and defender, but really to look at how the different defensive armies compared when hit with the same attack. Yes, we could have used T4 instead of T3, but ultimately it would not have made any difference in assessing the relative defensive merits of the 5 armies. It would have just cost more. As it was, the test required speed training of 2M T1, 2M T2, in addition to the healing of wounded T1-3, and retraining of the attacker’s lost T3s. If you use the troop training calculator, you can work out for yourself what it costs to train 2M T1, 2M T2, and retrain around 600k strat T3.
As outlined in part 5 of the turtle guide, T4 are ONLY 50% stronger than T3, so it is quite possible to do some quick calculations to assess the kind of damage that substituting T4 for the T3 used would have made on the results. But as also outlined, they are also 6-7 times as expensive to train in res terms, and 50 times as expensive in silver terms. Enough was spent on that test without also having to retrain T4s as well.
There were also several very valid comments on the use of a balanced attack rather than a single troop type attack, being in line with the article on this site about the merits of balanced attacking. In almost all my attacks I use single troop type with an optimised hero. I will be presenting a series of controlled tests on the differences with balanced vs single troop type in a future article using the same hero, in addition to the same attack but with a hero optimised for single troop type. But the goal with the part 6 was to try and standardise as much as possible, to minimise the number of variables that could affect the result, and as such, the decision was made to go ‘plain vanilla’ with a balanced army.
T4 SINGLE TROOP TYPE HIT
But seeing as everyone wants to see T4 hits, please find below a hit on the 8M T1 account with a 375k march of T3-4.
The hero used by the attacker was a fire-age gear optimised set for infantry, with legendary hell vent helm, legendary slag stomper boots and one legendary lava wielder, in addition to Hera’s gown (20% infantry attack in addition to health / defence boosts), Fire-tipped Spear and 2 Violent Beauty Wings. This hero was clearly focused on infantry attack.
The attacker sent an optimised infantry attack for almost maximum damage, with this example using 292.5k Strat T4 Legionnaires, with 82.5k Strat T3 Phlangites as T3 meat shield.
Defending force was almost 8M regular T1, evenly balanced. And the defending hero was STRONGER than the one used in the tests in part 6 of the turtle guide. You may remember that the boosts on the city were relatively lowered to match the boosts on the city used for tests 1-4. This was a real life hit, with the defending hero using their full set of gear with hero tree set for battle.
The attacker wounded 511K T1, with around 400k of them being cavalry, and 50k each of infantry and ranged T1.
The attacker lost all 82.5k T3, in addition to 245k strat T4
If we analyse the battle using our battle report tool, the resulting analysis shows:
Points gained of +27.5M, enough for 40k gold top prize in one hit. Points given up of 0, given all 511k T1 went into hospital.
We required 3M res to heal our T1s, and they instant healed, ready for another hit.
The attacker requires 700M res to retrain their lost T3-4 troops, in addition to 122M silver, and quite a bit of time to retrain them as well.
If we examine it from the perspective of Damage delivered and sustained, the Attacker delivered 511,357 damage (511357 * 1 for Tier 1 relative strength), whilst the Defender delivered 1,338,907 (82,500*3 + 242535 *4.5). The Damage ratio is thus 2.62, in favour of the defender. The defender delivered 2.6 times as much ‘damage’ as they sustained. Whilst it was not a completely maxed attack of 375k strat T4 legionnaires, the 292.5k T4 + 82.5k T3 delivered 93% of the damage of a full 375k T4 hit.
In this example, both heroes were specced maximally, with attacker having maxed infantry attack, and the defender optimised on overall troop attack and troop health.
The guidance on hospital bed capacity is completely in line with what was presented in Part 4 of our turtle guides, being up to 600k hospital beds required if you are going with an army that includes a significant number of T1 troops, going up against an optimised hero with fire age or Xena valentine’s gear with a single troop type attack.
And tomorrow, we will get back on track with the solo defense turtle series.
- 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)
- 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) – You are Here
- 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)