Edit
Printable View
Edit
Edit
Forts are next to useless on an undead. Undead is designed to run 2x as much offence as defence, so modifying your defence is highly inefficient.
4% dungeons wont be kept full unless you are hitting provs with TW active, so drop to 2.
Rest is fairly expected, although i will maintain that a few hosps will be missed if they are not in place. My personal preference ofcourse and i rarely see people posting undead strats with hosps.
You want TG's and GS instead of forts. 10% barracks is plenty to hit 2x a day in war also.
But if I have forts it's will be tougher to double me making it take longer time to bring me down! Also I already have high OP don't need more.
You always need more offense. :P
Think of it this way.
say you have 10% forts, which increases your DME by 10% (Not sure of the exact numbers, this is just an example). Your D specs would then defend as 4.4 essentially.
Now take 10% TGs, your Elites which normally would attack with 7, are now attacking as a unit with 7.7 offense.
The net difference is .3 better, which is a much better return investment.
Edit
i always run homes on my undead. true story.
i usually do too, banks as well doesnt mean its an optimal war build. Could argue its a good idea if you are in the sweet spot in a kd where you wont get chained or hit by people who were chained.
also @ minty the "goal" opa of any undead should be 100 opa, you want to be able to break an equally sized or slightly bigger than yourself feary. If you cant do that on an undead there no real reason to be playing the race.
title says rate my build but noone rates his build, wat?
i give it a 6/10. i took off 3 points because of the low tpa/wpa, and 1 point because of no TGs.
2/10 because you say war strat.
With 1 tpa and wpa T/Ms will rape your defenses so forts are 18% wasted space. 13% guilds is too much for self spells (5-6 is ok). 10% towers means when other attackers (with 2 tpa) need runes can steal them from you and stables are in general worse than tgs in races that have 7 offense (plus they require you not to miss any tick with army in).
the forts can go into something more useful, to make a stronger attacker. you can tweek your guilds and towers and get around 10% to put into more attacking buildings. id drop the dungeons a percent or two. id try to go with 2 rtpa and 2 rwpa it helps abit there, plus with mods and your WT should have decent protection.
id take a point off from the forts,1 from tpa, 1 from wpa, .5 from tweeking guilds, .5 from tweeking towers, and .2 for the dungeons =P.
5.8/10
a lot of nice advice you can take in here.
There's never a perfect build. Builds are as good as what your Kd mates run. Thats why I make all my guys run same build. Opponent's monarch, and future opponents you can quote me from here, you can just choose your chain targets on us based on incoming land :)
When you run same build, then build is important. No use for you having 20% TG and 100+ opa and the rest of your guys running **** builds. You will be first to go, and then you'll be swimming at the bottom of the food chain.
Assuming its a kd wide undead war build you just wrote here, I will have to give it 2/10.
That having said, last age, my undeads ran (on tacts):
18% homes
18% TG
18% GS
8% Rax
8% Guilds
4% Towers (to cast Town watch, Greater protection, Nature blessing, Inspire army, Animate dead, and love and peace; I usually go into war with a lot of runes from plunders so it is ok. Even if not enough, I will ask for them rather than waste space on towers)
17% WT
7% Stables
2% Dungeons
This age due to changes (tact loses ambush immunity), anon will be needed for spells, so I would up more towers to the build. More raxes since clerics hit slower than tacts.
Simple modification to the above gives me:
17% homes
16-17% TG
17% GS
11% Rax
9% Guilds
5-6% Towers
16% WT
6% Stables
2% Dungeons
Oh and they run Tpa 2.25-2.5 and wpa 1.25-1.5 and about 73% draft