LEVEL 10 TURRETS
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How to handle level 10 turrets with no loses???
Re: LEVEL 10 TURRETS
It's hard to do it no losses. You can jut take cavs with very high speed and run trough them. I use cats and meat sheilds. Around like 2k/2k/2k/??? Would work. The cats u send is ur choice.
KINGDOM
Server 79 Agent432
Server 88 Agent_234
Server 90 Agent-234
Re: LEVEL 10 TURRETS
Taking out lvl 10 turrets without losses is possible, but in almost every occasion will cost you almost 20 coins because it requires the resetting of attributes. Also u will need lvl 10 range. First off, to explain in detail, the field range for lvl 10 turrets with max shooting is 1350. Please realize that that is the entire field length and the BACK row of turrets are located at that distance. Turret rows are divided 100 spaces apart, with the front row being located at 1150 spaces. The actual range of turrets is 1050. (1350-300=1050). Therefore, there is only 100 spaces that that the attacker can move before coming into range of turrets
The range for cats at level 10 is 960. just for fun, here's the range for each level:
Catapult
Base Range: 800
Tech Level
Lvl 1: 816
Lvl 2: 832
Lvl 3: 848
Lvl 4: 864
Lvl 5: 880
Lvl 6: 896
Lvl 7: 912
Lvl 8: 928
Lvl 9: 944
Lvl 10: 960
So realize that the range difference between cats and turrets is 90 spaces.
Now,
the speed of cats is as follows per marching lvl:
Catapults
Base Speed: 50
Tech Level
Lvl 1: 51
Lvl 2: 53
Lvl 3: 54
Lvl 4: 56
Lvl 5: 57
Lvl 6: 59
Lvl 7: 60
Lvl 8: 62
Lvl 9: 63
Lvl 10: 65
For every attribute point on Speed add 0.5 spaces moved per turn.
Please realize that "base speed" means when speed is absolute zero in terms of attributes.
In order to kill turrets without ANY losses, U need to reset your attributes so that cats move 99 spaces.
Using the base speeds with techs that i provided, Solve the equation(hopefully you know algebra) 99=base speed with tech + (0.5xA), where A is the amount of attribute points needed for speed. So say, that i Have lvl 7 speed. then for me, the equation would be 99=60+ (.5A). Using conventional algebra, I would Find my speed needs to be 78.
Now let's fast forward to the battle:
You will land you right in range of only ONE row of turrets due to the (100 spaces per row) and yet you can hit that one row too. So, if your speed is more you will hit their turrets first, then move forward 99, in range of the second row, kill them. Then proceed to be in range of the third row and kill them. Keep in mind that you need enough cats to wipe out the 5 turrets in each row. So, make sure your speed is just enough to send your cats 99 spaces forward every turn and you will be set.
Hope this helps
Blkprince
The range for cats at level 10 is 960. just for fun, here's the range for each level:
Catapult
Base Range: 800
Tech Level
Lvl 1: 816
Lvl 2: 832
Lvl 3: 848
Lvl 4: 864
Lvl 5: 880
Lvl 6: 896
Lvl 7: 912
Lvl 8: 928
Lvl 9: 944
Lvl 10: 960
So realize that the range difference between cats and turrets is 90 spaces.
Now,
the speed of cats is as follows per marching lvl:
Catapults
Base Speed: 50
Tech Level
Lvl 1: 51
Lvl 2: 53
Lvl 3: 54
Lvl 4: 56
Lvl 5: 57
Lvl 6: 59
Lvl 7: 60
Lvl 8: 62
Lvl 9: 63
Lvl 10: 65
For every attribute point on Speed add 0.5 spaces moved per turn.
Please realize that "base speed" means when speed is absolute zero in terms of attributes.
In order to kill turrets without ANY losses, U need to reset your attributes so that cats move 99 spaces.
Using the base speeds with techs that i provided, Solve the equation(hopefully you know algebra) 99=base speed with tech + (0.5xA), where A is the amount of attribute points needed for speed. So say, that i Have lvl 7 speed. then for me, the equation would be 99=60+ (.5A). Using conventional algebra, I would Find my speed needs to be 78.
Now let's fast forward to the battle:
You will land you right in range of only ONE row of turrets due to the (100 spaces per row) and yet you can hit that one row too. So, if your speed is more you will hit their turrets first, then move forward 99, in range of the second row, kill them. Then proceed to be in range of the third row and kill them. Keep in mind that you need enough cats to wipe out the 5 turrets in each row. So, make sure your speed is just enough to send your cats 99 spaces forward every turn and you will be set.
Hope this helps
Blkprince
Re: LEVEL 10 TURRETS
Oh. Cool. That's good. Thx. I would use it buT I dont coin. Lol.
KINGDOM
Server 79 Agent432
Server 88 Agent_234
Server 90 Agent-234
Re: LEVEL 10 TURRETS
Actually there's no point for ppl with high speeds, It was more of a Fun fact kind of thing. What can I say, I was bored. But honestly newhk, if you're trying for preset hits, don't follow that method, you'll get destroyed if the person you're attacking has a higher speed. you will always have some sort of losses to 10 turrets for preset hits, but If you use a cav-arch, or cav-cat combo, as well as a high speed you should be able to minimize losses. My method would cost 40 coins because you would have to reset your attributes again afterwards. The only scenario I can think of using it is if you have a lot of 9 or 10 forts in your area that you would like to farm, but the defenses have not been cleared. In that situation, remember to bring inf as well to kill the 10 traps once the turrets are gone.
Re: LEVEL 10 TURRETS
correction: on line 3, I meant to say prestige rather than preset
Re: LEVEL 10 TURRETS
Thats NOT true it does come in handy. Back when i was a cat tank i fought a cav arch army that was on defence. He had higher speed then me so 1 cav shielding becomes essentially useless as he would move first. I found it better to reset my attributes. I reset then to where i moved 99 spaces and put the rest of my attributes into attack and fortune (making my cat tank extremely more deadly). More importantly i advanced my cats and moved a lot slower then usual so I was farther away from his archers at turn 2, (and the magic number turn 3, and yes archers CAN hit your cats on turn 2 if you and your opponent move fast enough) So now my slower, harder hitting cats were now ensured to be out of his range, and i was able to safely advance his back wall and turrets and pause my cats at turn 3 and be out of range of his archers without my cats getting cut down from turrets. True I did this mostly for the slower harder hitting cats, but the easy turret killing came in handy too.
^This is a perfect example of how, when your speed becomes useless, to take advantage of these "fun facts" and be more effective in battle. And yes it was worth the 40 coins because this was no small battle
But usually the best way to take down turrets without resetting your attributes would be basically send your whole army forward. (after you killed the enemy) with about 2k cavs and 1k cats you can easily kill 3 rows of turrets with only about 1k cav lost. you may take more losses if your speed and shooting tech isnt high enough to reach the turrets in time tho
^This is a perfect example of how, when your speed becomes useless, to take advantage of these "fun facts" and be more effective in battle. And yes it was worth the 40 coins because this was no small battle
But usually the best way to take down turrets without resetting your attributes would be basically send your whole army forward. (after you killed the enemy) with about 2k cavs and 1k cats you can easily kill 3 rows of turrets with only about 1k cav lost. you may take more losses if your speed and shooting tech isnt high enough to reach the turrets in time tho
Ease - lv 15 - s44(111)
Ease2 - lv 19 - s60(115)
Ease2 - lv 19 - s60(115)
Re: LEVEL 10 TURRETS
Ok, if you want to be a stickler about it, then that's one of the VERY FEW instances. It sounds like your battle was much larger than usual. In most cases, it would not be worth the cost. Esp. if you tele for prest hits. Also with lower speed, there's more time for the defender to react and hunt, as it will take longer for you to reach your destination and considering the low chances of a hidden attack, You would spend 80 coins for nothing more often than not. Nevertheless, clever strategy sir! 

Re: LEVEL 10 TURRETS
Thx you peeps!
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