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Thread: Advice for a New UD Attacker

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    Question Advice for a New UD Attacker

    Hello all! I'm a returning player looking for some advice on an Undead attacker build. I haven't played in quite a few years so a lot has changed and I used to only play T/M so attacker is new to me. For personality I'm leaning towards WH or Cleric. From what I gather WH is good because the Elite Conversion but the Cleric lets me keep those elites alive longer due to the -35% casualties. I'm hoping to get some suggestions/opinions for a personality and why you like it (not just between these two)!

    Additionally, since I've never really played an attacker, what are some basic builds for various times (pumping/oop/war/etc? I understand that builds depend on how your KD can support etc etc, but I'm looking for a basic strategy and I can make adjustments later. Are there any thresholds/cap recommendations? For example, "never have less than __% of ______ buildings", or "keep _____ stat at least __% at all times". What about sciences, should I neglect any specific ones like crime/tools and pump specific ones like military/housing?

    I've been looking around the past couple days but most of the advice I've seen on various sites are months-years old, unfortunately. Speaking of which, is there a site with an active community for this game? I'm a fan of min/max game play but I haven't had much luck finding a place more active than these forums.

    Thanks in advance for any help!

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    Hello Bokou.
    If you want to max your attackers strength I would go for Warrior.
    Cleric gives you some great durability, but a lot of its bonuses are redundant to an undead.
    It is similar with WH. The Undead conversion rate already is great, honor is hard to protect as attacker and income will probably get down because you get chained or fireballed. The 5% gains bonus is nice though.
    On the other hand, the +10% offense modifer is pretty helpful in every situation and nobody can take this away. Fanatism and full conquest are tactical assets that work very well with undead, since conquest increases your offense losses, but you only take 50% of these, and fanatism again inceases your already boosted offense. The science bonus again works perfectly with your already strong modifers.

    As an undead you dont really need a lot of pumping. After a war there is an end of war cease fire (eowcf) time. While this lasts you are protected against the server and thieves are cheaper. This is the time for pumping military and thieves. I usually build homes, banks and perhaps Arms (depends on how many soldiers you need to draft). If you dont need arms to reduce draftcosts, cast builder boon to reduce building time to 12h and build arms (16+12=) 28 hours before eowcf ends. 16h before eowcf ends is the time to train your offense and defense specialists and your thieves.

    Sciences depend on your personality choice and your playing style. As Warrior I would favour military science, as cleric population, as WH I would probably put more into income, since this is well protected. If your kingdom demands lots of t/m defense, you might consider to put in scientists in these fields. In the end you need to calculate what helps you to reach set goals.

    Building strats depend on your kingdom strat and your position/job in the kingdom.

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    War hero and cleric are redundant on undead. Undead already has reduced losses (on offence at least) and increased conversions are negligible.

    Undead tactician is effective and easy to play. Clear sight is the most overpowered spell in the game, faster attack times indirectly cause higher elite production and 10 thief 100% accurate intel is very handy.

    Undead rogue is a bit more complex but fills the gap of having no thievery ops. I wouldn't run it as a true rogue, but you can easily op enemy attackers.

    Warrior is fine although I think it's weak this age, especially if you can make friends with a paladin to cast bloodlust and fanaticism on you.

    For undead build, just get lots of training grounds, barracks that match your activity level, watchtowers (thieves dens instead if you go rogue), stables, guard stations and some dungeons. There's lots of build flexibility with undead.

    For warrior or tact, pump population, BE and military sciences. You don't need income since you're not training elites and you don't need production since you don't eat food. Thievery can get some love if you're tact(and if you're rogue obviously) to help with success rate of intel/ops. Magic isn't terribly important unless you try mystic, which is viable, but not really.

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    Go Tactician hun; I was a huge advocate for Warrior before the conversion change and when the persona still contained the 6th gen and bloodlust, but if you're looking for cookie cutter, tact is by far the most optimal.

    @Swagger got you mostly covered; except it's 1 thief intel. allows you to maintain tpa for defensive purposes and you become the go to asset for collecting intel in war.

    when pumping, like eowcf, and pros you want to flood your build with homes to get your draft per tick high and fast. outside that, like normal or war you raze those for offensive building and rely on the 25 pop and housing sci cap to run your military.

    -DM <3

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    Thank you all so far for the thought out replies! Lots of good info here I've been mulling over. I did have one question though probably due to my newbness, but can someone expound the below portion?

    Quote Originally Posted by Zombies are people too View Post
    rely on the 25 pop and housing sci cap to run your military.

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    Every building but Homes house 25 peasents. If you dont use Homes, your undeads max population is calculated: 25*acres*ScienceBonus (*HonorBonus).
    In short she tells you not to run homes in normal or war mode.

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    Quote Originally Posted by Zombies are people too View Post

    @Swagger got you mostly covered; except it's 1 thief intel. allows you to maintain tpa for defensive purposes and you become the go to asset for collecting intel in war.

    -DM <3
    Yep, that's true, one thief gives 100% accurate but you don't lose thieves sending 10 or less, so it's all the same in terms of thief attrition. Munkbot has a "send 10 thieves" button so my brain just defaulted to that.

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    Quote Originally Posted by MeIkor View Post
    Every building but Homes house 25 peasents. If you dont use Homes, your undeads max population is calculated: 25*acres*ScienceBonus (*HonorBonus).
    In short she tells you not to run homes in normal or war mode.
    Quote Originally Posted by MeIkor View Post
    Every building but Homes house 25 peasents. If you dont use Homes, your undeads max population is calculated: 25*acres*ScienceBonus (*HonorBonus).
    In short she tells you not to run homes in normal or war mode.
    Thank you both for the added information, I appreciate the clarification.

    As far as Undead Attacker goes, the basic theory is to keep my elites out at all times and be hitting targets (trad march) as much as possible for conversions. Also don't worry about losing land too much because theoretically you'll be having land coming in a lot from all your hits. Is this the basics of how to play UD/A role, or is there something obvious I'm missing as well?

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    For this age, you should also note that hitting into KDs that are in prosperous stance will give full land gains to you but only about 20% of the usual elite conversion rate. If your aim would be to convert elites as quickly as possible, avoid hitting into KDs that are in prosperous stance :)

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    Quote Originally Posted by Shrinky View Post
    ...KDs that are in prosperous stance...
    Is there an obvious label showing KD in prosper stance? I don't remember this but like I said I haven't played in years...

    Really appreciate these kinds of extra tips as a new attacker

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    Quote Originally Posted by Shrinky View Post
    For this age, you should also note that hitting into KDs that are in prosperous stance will give full land gains to you but only about 20% of the usual elite conversion rate. If your aim would be to convert elites as quickly as possible, avoid hitting into KDs that are in prosperous stance :)
    Is this confirmed? The actual read out is "no gains penalty", mentions nothing about conversion rate being penalized.

    To broaden what I meant, i never bring homes into normal, let alone war. Pezz will kill you when you're chained. You want as few pezzies as possible and TW up; thats 1 less troop, thief, or wizzie you have to release.

    Then again, my way has always been suicide, probably a little too insane, style to Undead, 75-80% drafted, 50rdpa, living off fumes and begging to be chained; i work best under pressure xD. To do that though you really have to have some experience with mechanics and a tm friendo who can cover your costs. Knowing when to log in, exactly what you need etc. so be forewarned ;D

    -DM <3
    Last edited by Zombies are people too; 30-08-2017 at 23:19. Reason: typo queen

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    Forum Addict makeo's Avatar
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    War Hero is a no brainer for ud attacker.

    Tact is a kd decision. I'm not a fan unless playng defensive.

    \Edit: Persian largely sums my thoughts up.

    Tact is really 2 waves on war declare or lapping by min time as it's plus points....and Ithink others have better if war tier.
    Last edited by makeo; 31-08-2017 at 09:51.

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    Quote Originally Posted by Zombies are people too View Post
    Is this confirmed? The actual read out is "no gains penalty", mentions nothing about conversion rate being penalized.
    It is confirmed. Fort had two formulas effecting undead conversion, one was gains reduction and one was undead conversion reduction. Prosperous removed the gains reduction but the other formula stayed. This was extremely poorly communicated in the age changes (by that I mean it wasn't). There's threads in the bug report and suggestions sections where bishop annoyingly acts like it should have been obvious.

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