Defensive Unit Analysis

PPH - Power Per Hour: This is the primary figure I base my army build queues around in the expectation that once all my Lost Arts and Building Upgrades are complete I should be able to maintain build queues around the clock.

PPU - Power Per Upkeep: Essentially how much power do I get for each unit of food consumed. The higher the value the more powerful army I can maintain. As I don't keep hold of an army for much beyond a week this figure has a lower priority. The less full your queues are the greater weight you should give to this value.

Infantry:

Archers - Slight weighting towards Infantry and Cavalry. Your first defensive unit, and will remain arguably your best defensive infantry unit for a long time.

Dwarfs - Heavy weighting towards Infantry and Cavalry. I fail to see the point of these units, their marginally higher ppu doesn't make up for their lower pph and low speed. Stick with Archers.

Lost Ones - Balanced weighting. The first units you can build with Maranian Amulets these are a great way to fill up your build queues. They will eventually be superseded by more powerful Maranian units but even then you may want to build these to even out your defence.

Huntresses - Balanced weighting. I do not have information on cost at this time so it makes it difficult to see where they fit. Slightly more powerful than Archers but their low pph puts them nearly at the level of dwarfs for long build queues.

Cavalry:

Nomad - Weighted to Cavalry and Occult. Your first cavalry unit and one you should keep building for a long time. Great pph and ppu.

Barbarian - Weighted to Infantry and Cavalry. Equal in defence to the nomad unit but slower moving higher capacity. I'd build a mix of these and Nomads to give a defence better capable for a mix of attackers.

Reiter - Balanced weighing. The Maranian defensive cavalry and probably my favourite Maranian unit. The pph isn't great dipping below 400 but it's ppu compares favourably with Undead Dragons when you also consider the cost of building and it is likely to have a much higher level until deep into the game.

Occult:

Golem - Weighted to Occult and Bestiary. Your first Occult unit and your best pph for defensive units. If you can keep a queue filled with Golems you'll be a happy player.

Demons - Heavy weight towards Occult and moderate towards Bestiary. Demons are marginally better ppu and slightly cheaper to build (adjusted cost per hour). I consider these a role filler, for those expecting attacks comprised solely of occult units.

Bestiary:

Griffins - Weak against Infantry, Strong against Occult and Bestiary. Your only primary rss based defensive unit has a great pph and the best non-maranian ppu. Always keep some of these on hand.

Undead Dragons - Weak against Infantry, Strong against Occult and Bestiary. Your only Maranian Amulet based combat unit in the Bestiary group and has peerless ppu. You will struggle to resource the building of more than one per day.

Offensive Unit Analysis

PPH - Power Per Hour: This is the primary figure I base my army build queues around in the expectation that once all my Lost Arts and Building Upgrades are complete I should be able to maintain build queues around the clock.
PPU - Power Per Upkeep: Essentially how much power do I get for each unit of food consumed. The higher the value the more powerful army I can maintain. As I don't keep hold of an army for much beyond a week this figure has a lower priority. The less full your queues are the greater weight you should give to this value.


Infantry:

Pikemen - Somewhat surprisingly the first offensive unit you can build is the best. The only area it falls really short in is it's speed. At 1kph it is the slowest unit in your army but for BGs and Beacon attacks it matches or betters anything else in your army.

Paladins - When I first started playing I thought these were awesome, until I did the maths. Early game these can be better than your pikes but then they fall into a gap where pikes are better PPH and Seekers are better PPU.

Seekers - Fitting into the low consumption category are your seekers. If you are building an army for the long haul then you probably want to build these in your infantry slot. Note: They require Maranian Amulets which will probably prevent you from keeping these built constantly.

Pathfinders - A mixed unit falling somewhere between seekers and pikemen. If you are wanting to keep a constant queue of infantry these may be better than a mix of seekers and pikemen but only if you are struggling with food consumption, otherwise you'll find pikes better for their pph and ease of turnover.

Cavalry:

Knight - Eventually superseded by Great Lords you will get a lot of use out of Knights. Their high pph and speed make them excellent for filling out your offence and giving you some fast strike options.

Great Lord - I'd hold off building lots of these until their Lost Art level eclipses your Knights, then switch over. Their better ppu makes it easier to hold a greater total power and their lower speed shouldn't be an issue by these point as you will likely have regular access to Wyverns or better to do your farming and rapid response.

Reaver - I'm not really sure why these exist. I don't have access to them yet so they may be incredibly cheap to build but other than that there are better units to be spending your resources and time on.

Priestess - These are your Maranian Amulet cavalry. Build these if you're not going to be attacking in the next week. Better than Seekers in ppu.

Occult:

Warlock - The best of your occult offence. You get these before Necromancers, they are cheaper to upgrade than necros, they are a common reward from bgs and obviously have the best pph. Upgrade and enjoy.

Necromancer - Don't forget your necromancers' level entirely however. Even though I don't recommend building them you will still have a lot of them as they are the better choice of prize unit from tournaments. Level them up when you can.

Renegade - Maranian unit. These have a great ppu but will take you 10 hours of best rate Amulet production to have the rss to build just one.

Bestiary:

Wyvern - While dragons are a better unit you will still have Wyverns coming into your army through various quest and bg rewards. Their speed of 4 makes them a nice rapid response force.

Dragon - Outside of Maranian units (and Eldritch units of course) these have the best ppu, and they also build at the maximum pph. These should be your go to bestiary unit assuming they are the same level as your Wyverns.

Chimera - Unless you have bought thieves these or Wyverns should be your farming army. I prefer these over Wyverns despite their higher upkeep per carry capacity because they are both faster and less likely to be accidentally included in an attacking force. It's easier to make sure an entire unit type is kept out of conflict than remember to subtract x amount each time you attack.

Farming and Tips

What is farming? This has nothing to do with the food farms inside your castle, here we mean the farming of enemy castles to steal their rss. Your townhouses, mines and farms cannot keep up with demand, you will have to farm the enemy to grow.

Who do I farm? 99% of the time you will want to farm the castles of players who have quit the game. This is because they will have no, or minimal defences and will not attack you in return. There is no point in farming a castle if you're going to have to farm another castle for the rss to replace the units you lost farming the first castle.

Target Selection;

When selecting targets consider first their level. A reasonable result from a raid is 15k, approximately 5K gold/5K iron/5K food. Castles below level 30 are very unlikely to have this much. Sometimes you'll find one as low as level 28 but below that they will have left the game before building up their warehouses and barns to hold enough.

The second consideration is if the castle is in a league. If you have seen that these castles haven't leveled up for a reasonable amount of time (a couple of days for castles below level 45, a week or more for higher levels) then you can check the league to see how active they are, if they claim to boot inactives or have a high ranking. If it looks like a dead or weak league then send some scouts and check it out. If it does have armies out then you might want to wait until the pvp global quest before you start using it as a farm.

When should I attack again? 24 hour period rather than an ingame day. Avoid attacking the same castle more than once a day or you might find you get nothing in return.

Tips for farming:

  • Always scout first, just because you haven't farmed it recently doesn't mean that someone didn't hit it an hour earlier.
  • Only farm the good stuff. You have a limited number of raids per day, make them count. Non rrs farming attacks can still be made once you have run out of attacks so leave your aggression at the door until then.
  • Go long. Looking only 20km away from home is a waste of time, your range should be at least 50km, and if you leave your pikemen and dwarves at home it won't take you an hour to get there.
  • Don't send everyone. Just send enough to get the loot and bring it home. If the empty castle you're attacking only has 25K in rss there's no point in sending enough units to bring home twice that.
  • Defence can farm too. Save time by sending your defence out to farm. They shouldn't be facing any enemies so what does it matter that you're only sending 10K in attack power?
  • Group your speeds. If you only have enough units for two farming forces then try and split them into a fast and slow group rather than two slow groups. That way the faster ones will get back sooner and you can send them out again.

Battlegrounds Guide - Maximising Rewards

Follow these instructions very closely. 
  • DO NOT HIT SAGA QUESTS. 
  • DO NOT HIT ANY BATTLEGROUNDS (BG) THAT ARE NOT THE HIGHEST LEVEL DEFENSE OR THE HIGHEST LEVEL OFFENSE.
Battlegrounds has an investment system. To get payout, you need to invest resources. This means your troops. You pay resources for troops, that's their worth it the BG. Don’t put the troops that the BG give to you back in. Just hit them with the troops that you make up until like level 30. It is an investment. This tactic doesn't work on lower levels. Mission is highest level BG. All other levels are non-mission. Why mission? Because when you kill it, you get bonus exp. Example: You have level 31 offense (Red) and level 31 defense (Green). Both are mission. You kill the defense one. Now you have a level 32 defense mission, and a level 31 offense non-mission. Mission will start to give you troops. It is a partial payout. This Does NOT mean the non-mission will pay. But you're closer to getting non mission payout. This partial payout strays from the troops you have already killed in the BG. You need to invest (kill) 70% of your previous non mission payout (resource value) before hitting a full non mission. 85% if your non mission is empty. These are approximate values. If mission give you troops or resources back, that affects the algorithm. So, climb ladder of missions then hit non mission. Hit as many missions as you can. You got understand they run off of an algorithm. You need to be an avid builder. ALWAYS PUT MORE TROOPS THAT YOU BUILT INTO THE BG. Do not send mutated or imperial units or troops you pay with amulets of mara to the BG. They have reduced resource value to BG. Not to mentions, they are valuable. They cost half the food per hour. Why waste those? Save them. They are also no renewable. You'll need that reduced cost of power later. While you are hitting BG, upgrade your troops in the lost arts. Nevertheless, it is still easy to burn out. Sometimes you only have enough troops left to kill 95% of one BG, and 80% of the opposite another. It's fine. Part of the game. Time for you to build and upgrade. Just save the troops that you need to use (your raiding troops). BTW, I've been doing this since 2012. I have more experience and have done it with way more accounts. I've spent money. Each one of you will have different results. It's hard. TAKE YOUR TIME!! Keep track of what your winning and losing. Test hit if it's a close call. If you hit a castle or beacon with your winnings, that's fine, you just have to rebuild your losses. Same if you hit someone with your troops that you made, you got rebuild. That's what it's all about. Good luck and happy castle storming.

Defensive Battlegrounds

Defense Bgs Attacking Method

  1. In Defense Battleground(Bgs) Balur's duty is Offend the Presidio, Refugee Camp, Tower of Mages, Village.
  2. Choose one of the Defense Bgs from Eagle's Nest.
  3. Send 1 archer or Wraith to the defense Bgs.
  4. Get the Grant Marshal Report and fill the below column.

Balur Offense units

Marennon Orc Orcish Raider Ogre Balur's Offense




Best unit for attacking Defense BGs is  unit.

Example:

Offensive Battlegrounds

Offense Bgs Attacking Method


  1. In offense Battleground(Bgs) Balur's duty is Defend the Catacombs, Orcish Altar, Orc Encampment, etc
  2. Choose one of the offense Bgs from Eagle's Nest.
  3. Send 15 Pike-man or Wraith to the offense Bgs.
  4. Get the Grant Marshal Report and fill the below column.

Balur Defense units
Marennon Orc Orcish Raider Ogre
Balur's defense
Bestiary
Infantry
Cavalry
Occult
Best unit for attacking Offense bgs is  unit.
Example:







FAQ:

  1. Balur defense is which unit you sending . If i send Bestiary attack to bgs means it kill 860260 offense Or Infantry i send it kills 403740 Or cavalry 525700 Or Occult 434260.
  2. Above attack  i used occult so my loss is 43260 offense .