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Guide to Winning KvKs (Part 1) – Troop Selection

Guide to Winning KvKs

Guide to Winning KvK Kill Events in Game of War

Update: This article needs to updated to reflect the benefit of using meat shields. Please bear this in mind when reading!

Part 1 – Troop Selection

Winning Kingdom vs. Kingdom Kill Events can be tricky. The goal is simple, score more points than your opponent. Common sense would tell you that the Kingdom with the most powerful armies and best gear would have the advantage. However, this is only true if they pick the right battles and fight them in the right way. It is difficult to know in advance how a battle will end up in terms of points scored/conceded but there are a few things you can do to hugely influence it in your favour. One of these is choosing which troops you battle with. Making your opponent burn is only part of the story.

Troop selection is incredibly important. As we saw in the article comparing troops types, there is relatively large difference in the number of Kill Event points offered by each troop type, but a relatively small difference in their power levels.

Many players take the approach that once they have unlocked  T4 they should use T4 for everything. This is definitely not the case (especially for KvKs). Every tier has its use, even those lowly T1s.

It is worth clarifying that this article is focussed on selecting Troop Types to maximise Kingdom vs Kingdom Kill Event points. There are of course many other aspects to Game of War: Fire Age. Lets start by looking at Defending.

Defending in KvKs – Troop Selection

1) Use the lowest Tier Troops possible for defending.

A simple but powerful message here. If you are taking hits of any sort, you want as many low tier troops as possible. MZ nerfed large armies of T1 and T2 troops to stop people going overboard on this tactic, so there is a limit to the number you can have. I would speculate this to be either 5m or 10m. Let’s have a quick look at how powerful this is:

As we have already learned here, the following armies are exactly the same in terms of attack, defense and health:

  • 1mil x T4
  • 1.5mil x T3
  • 2.25mil x T2
  • 4.5mil x T1

But they are not equal in terms of the points they can give away:

Kill Event Points

1mil T4

100 mil

1.5mil T3

60 mil

2.25mil t2

11.25 mil

4.5mil T1

4.5mil

These armies are exactly equivalent, but the kill event points you can give away drops massively as you drop down through the tiers.

Let’s look at how each of these armies stacks up against a full T4 rally and the impact on kill event points:

Defending against 2.375m full rally of T4

Kills Losses Net Kill Event Points

1mil T4

92.5k 358k -26.6mil

1.5mil T3

92.5k 536k -12.2mil

2.25mil t2

92.5k 805k +5.22m

4.5mil T1

92.5k 1.61m +7.64m

Attacker and Defender both have following boosts  a:600% d:400% h:400%

By swapping out your T4 for T1, you change a devastating loss of 26.5m kvk points into a victory awarding 7.6m points net. This is ignoring hospitals which would benefit the lower tier armies even more. As a nice little side bonus you also save yourself 50m silver in training costs.

So from a KvK point of view, you want to maximise the number of low tier troops you have. All the way up to the NERF limit – whatever that may be. This advice shouldn’t come as a surprise – we are all aware of how well trap cities do in KVKs.

Now lets look at attacking in KvKs.

Attacking in KvKs – Troop Selection

2) Always attack your opponent with the same tier troops he has or lower.

Because of the difference in kill event points there are very few scenarios where you can attack profitability into someone with lower tier troops than you.

It is always the traps cities that do exceptionally well in Kill Events and it is exactly for this reason. If you want to zero a T3 player, rally him with T3 or lower.

This rule is especially important if your opponent has spare hospital capacity.

The exception to this rule is when you are attacking much much weaker opponents. They will not have the damage to kill many (if any) of your higher tier troops. This generally includes:

  • Opponents on Tiles
  • Armies without a hero
  • Weak armies with poor boosts and research

How low should you go? Well, the use of lower tier troops is so important that actually:

3) The single most effective way to score points in KvKs is to attack with full rallies of low tier troops.

Going back to our example above, we know that the following armies are exactly equivalent:

  • 1 Rally of T4
  • 1.5 Rallies of T3
  • 2.25 Rallies of T2
  • 4.5 Rallies of T1

Let’s imagine each of these attacks an opponent with a balanced army of 6m T4 troops. We will be attacking with an army comprised of just 1 type of strategic only as this is the most effective way to attack.

Attacking a 6m T4 Opponent

Killed Lost Net Kill Event Points

1 Rally of T4

383k 909k -52.5m

1.5 Rallies of T3

345k 2.1m -23.9m

2.25 Rallies of T2

300k 4.7m +6.2m

4.5 Rallies of T1

235k 10.7m +12.9m
Attacker and Defender both have following boosts a:600% d:400% h:400%. I have used part rallies to make the comparison fair, but in reality you would of course always attack with full rallies.

These numbers should speak for themselves. Most people would know that rallying a player with 6m T4 is a bad idea and they would be correct – with these boosts they would have lost 52.5m KvK points. But what is really intriguing is that as you attack with lower and lower tier troops, the points increase drastically. Attacking with T2 in this scenario leaves you nearly 60m points better off.  There is one thing to be very careful of though – if you lose 100% of your troops you will lose your hero. So whilst attacking with T1 here looks like the best attack on paper, it would result in a lost hero.  Attack with the lowest tier of troops that doesn’t result in you losing all your troops.

So whilst using T1 Troops is optimum in theory, there are some concerns that make it a practical challenge. You may find T2 rallies (or even T3) much easier to do in practice. Here are some of the concerns with T1 rallies:

  • If you lose 100% of your troops you lose your hero. The best way to avoid this is to stack troop health. In the T1 example above, 820% troop health boost would have saved his hero.
  • T1 attack is so low compared to T4 defence that you really need to attack with only one type of troop at a time and it really needs to be strategic.
  • In the example above, training 10.7m T1 takes much longer than training 900k T4. (Although it does save you 450m silver).
  • Zeroing someone with T1 might take a very long time and require a huge number of troops. Your KvK points will go through the roof, but someone coming online part of the way through and shielding would be annoying.

If you have a shortage of lower tier troops, attack with them first and gradually increase the tiers as your opponent gets weaker. It is worth noting there is a small ‘safety in numbers’ effect in Game of War, meaning the more troops you attack with, the fewer are lost. As such, rallies are always more points efficient than solo attacks.

Conclusion

MZ seems to have got it wrong when they set Kill Event points. The higher power of high tier troops does not compensate for the large number of points they give away. If you are battling someone where your losses are fairly close to zero, then high tier troops are more effective. Otherwise the lower the better when it comes to maximising kill event points. Just to summarise:

  1. Max out the number of T1 and T2 troops you have – up the Nerf level (whatever that may be).
  2. Only train the T4 troops that you want to attack with, train the rest as T3 or lower.
  3. When attacking, use the lowest tier troops you can get your hands on.

Of course, KvKs are not the be all and end all of Game of War and optimising for T1 or T2  might set you back in other parts of the game. But that is part of the beauty of Game of War – it is a careful balancing act.

About the author

Slaggy, founder of insidegameofwar.com and all around game enthusiast.

P.s. If you any of you have battle reports of your T1 rallies nailing a Trap City please email them in.

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30 comments

  1. I heard anything T3 and below will burn a kingdom. Some say it does and some say it don’t. What is true and what’s not true

  2. Profile photo of Stephy

    This article has been the best I have ever read on the topic, one question when you build a T4/5 kingdom what would be a good suggestion?

  3. Will there be an update to this article? What about Instagram ?

  4. Jenn I would love to see your equations

  5. With all the new game changes does this strategy still apply

  6. Hey Slaggy, just wanted to let you know last night I tested my SH19 trap (3.8M T1/T3, 140M power) in KvK for the first time.

    Sitting in my hive unshielded I’m a pretty obvious trap, so 5 big hitters tried to rally me twice. I switched tactics – ported to the enemy kingdom and started burning small already-mostly-zeroed hives wearing mostly research gear. with a couple of heros captured, i got someone’s attention.

    I was hit 4 times by a SH21 850M player, 4 375k T4 marches. First hit before I could boost or switch gear. By 3rd hit or so I had 75% attack boost and all lvl 5 cores with lvl 6 pieces and gems. Net result I lost 1.9M T1 and T3 and killed 932k T4.

    That’s a net +64 million KvK points for me.

    Thanks for your great site – I learned most of what I did here and from others who helped me implement it.

  7. this doesn’t take gear into consideration. u said players needs 810k troop health bonus for his hero to come back but that doesnt take into consideration opponents gears or debuffs he might have on. also i have done plenty of rallies on players where t4 loses are non while any t3 or lower u send dies.

  8. reader.benjamin@gmail.com

    Hello,

    If some one in my kingdom attacks a fellow kingdom member during a KvK KE, will these points be counted as negative? Or will this add points to the enemy kingdom? Or does it not matter?

  9. Slaggy,

    I did alot of testing and found that the game uses a specific logarithmic equation for predicting total losses on both sides based on how much ones army is outnumbered or outnumbers the opposition. What was difficult was knowing exactly how attack defense and health affects those numbers specifically.

    Running a few numbers this week to see how those numbers change with increasing percents so I finalize my work and start putting it to better use.

    But one thing I’ve enjoyed has been to convert the troop tiers in reports into a common power of what needs to be sent, estimate how much buffer will be killed and then see how much more boost I can give the rally.

    Many times we simply don’t have that type of time on our hands in mid battle.. but my excel spreadsheet definitely makes it happen faster. Had a few holes in my work that I couldn’t solve by myself.. that you helped fill in.

    IF you had a choice between rallying all troops at the lower tier and between rallying with the lower tier in the buffer knowing that you would win with higher troops behind it… which would you chose and why?

  10. I agree. Sending only T1 Troops into a Rally might gain you points, but you also lose a lot and risk your Hero. It’s better to send Strats T4 with a Meatshield. As long as your T4 don’t die, you won’t lose points but kill wag more.

  11. Is the nerf a limit on the number you can have, or is it a decrease in effectiveness that kicks in at a certain limit or when a higher tier is unlocked?

  12. I agree with Robin, this doesn’t account for meat shields in rallies. It may make sense if you ONLY send one troop tier in a rally, but common practice really is highest troop tier with sufficient buffer of meat shield to never lose one of the highest tier troops. T3 rally with T1-2 meat shield. T4 rally with T2 or T3 meat shield etc.

    • Profile photo of Slaggy

      Yes this is correct. Since writing this guide I have made some progress on some meat shield calculations. I’ll update this guide once they are finished.

  13. So if I send out a rally of t1 troops with my hero and I still have over a million troops in my strong hold . I can still lose my hero? On that rally ? So do I send out a couple of rallies without my hero and then send out a rally with my my hero on the 3rd rally to boost it up . I’m a little confused where is the article that you explained further ? I want to have over 2 million t1 troops and 2 million T3 troops and how would be the best way to utilize them?

  14. Awesome article but why wouldnt you just mix up the rallies with par example loads of t1 strat and some t4 strat. Especially if you know from your first rally how many troops are save. It seems to me a way to do more kills and still dont give away more points then needed.

    • Profile photo of Slaggy

      In this example, every T4 Troop you include loses you 22 points. Where as the equivilant T1 troops gains you 1.2 points. Looking at it this way, including any T4 just loses you points so why would you. That said, this could be a very helpful way of not losing all your troops and keeping your hero safe. Will update the article.

  15. Maybe I misunderstood your article but you seem to be under the common misconception that Health and Defense only apply when you are being attacked.

    The way I understand it to work is like this:

    Troop attack, troop health, and troop defense are stats used in all battles, regardless if you are attacking or dedending.

    Troop attack increases damage dealt to your opponent, troop defense decreases damage received from your opponent, and troop health allows your troops to take more damage before being killed.

  16. When you rally with T1 troops against a large opponent with 6 mil T4, would you still send a hero? I assume not, but please let me know, and thanks.

    • Profile photo of Slaggy

      Sending your hero is very important for the boosts therefore it is really important that you don’t lose all your troops (and thus lose your hero). I have updated the guide to reflect this – thanks.

  17. What exactly is a “Trap City”?

    • Profile photo of Slaggy

      Hi Joseph,

      A trap city is a city that wants to be attacked. It deliberately keeps its power level low to make it look weak but really it packs a powerful punch. It normally has low tier troops in large quantities, lots of traps and good combat research. An attacker attacks it expecting lots of easy kills but instead suffers lots of casualties themselves. Hope that makes sense.

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