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Thread: Good TPA/WPA for an attack

  1. #1
    Post Fiend
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    Good TPA/WPA for an attack

    Thoughts?

  2. #2
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    2tpa/2wpa(although wpa is lower globally at this point of age) will stop other core from opping you, and if you're not an orc it will let you op those who only go 1/1.

  3. #3
    Post Demon
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    Are you asking what is a good wpa/tpa for a heavy attacker, or how much you need in order to successfully op someone?

    For the first:
    tpa: minimum of 1.5, 2-3 recommended depending on race
    wpa: as high as you can get, up to 2 wpa. in practice heavy attackers will have difficulty maintaining more than 1 wpa while growing, but if your wpa falls below 2 raw, it's worthwhile to find a good time to wizzie pump.

    For the second:
    Depends on the op, but most mid-level ops will want a minimum of 3:1 mod tpa/wpa advantage in order to work consistently. 2:1 tpa can work with a fairly high failrate, but when doing so, send fewer thieves to minimize losses.

  4. #4
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    Ok, but are attackers normally required to do ops? is it not better to just run "minimul" tpa/wpa and have higher offence and defence?

    Leave the ops to others?

    Or is having the attackers target the weaker enemies a better option than a little more offence.

    What ops do attackers focus on?

    Back a decade ago when I was playing attackers would attack and TMs would do the ops.

  5. #5
    Post Demon
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    If an attacker can run ops, has taken all the intel that is necessary, and has cast all the selfspells they need, then yes, attackers should be running ops. Especially magic ops, since attackers will have a lot of mana to spare.
    You need so much tpa/wpa for defensive purposes; the ability for an attacker to exploit exceptionally bad tpa/wpa is the primary reason why.

    Attackers will usually focus on the weakest defended targets, if any exist; it's best that your monarch or war planner be able to find which attackers have the most exploitable thief defenses, and set up a nightstrike target that your attackers can actually hit, while your t/ms and hybrids can focus on a more difficult target - or, your t/m and hybrid can join in on the one target to bring him down much faster.

    Attackers will often run petty theft ops in war against other attackers, unless there are specific orders to do otherwise. The theft ops give best reward for the least investment, and can keep up food/rune supplies at a time when you really don't want to be building too many farms. Massed NS on an especially weak target can shift the balance of a war dramatically, and if the NS is essentially free, you're obligated to go for it.

    Most often, there are no enemies with weak thief defenses, so attackers are limited to gathering intel and only using theft ops to handle resource shortfalls.

    Also note that while chained, you will have far higher tpa than normal. If you can still run any thief ops, an attacker should burn their stealth on an NS run - even if half of the ops fail, you'd wind up releasing some thieves anyway.

    With spells, attackers usually handle the weak ops - storms, drought, greed, and rarely explosions - so that your t/ms don't have to bother with keeping them up. Rune supply can be problematic, but if your t/ms are bringing in enough runes to do their job, you might as well throw those ops rather than wait and have your runes stolen. Rarely a heavy attacker will have enough wpa advantage to cast fireball, but this should only be done with kingdom coordination.

    There really aren't "hybrids" in this game, just situational advantages that you would be silly not to take advantage of. I've seen too many ghetto players absolutely refuse to run ops even when they have the means to do so out of sheer stubbornness, and it pisses me off when people refuse to actually play the game.

  6. #6
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    Are we talking raw tpa/wpa or adjusted? Raw I would go with 2/2 personally.

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