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 Post subject: OOP Attacker help
PostPosted: Fri Jun 15, 2012 05:18 
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So, I remember someone mentioning approximate DP needed for OOP, 12, and 24 hours out, but I can't for the life of me find it, plus I figure I'm not the only new player who wouldn't mind a rough idea of what to expect OOP.

I'm also curious what sort of DP targets are considered good on first, second, and 3rd waves of hitting. I assume you're looking for land DP at OOP, is there a certain % other than 67% that you want to stay above when hitting, ie if the landgain formula dips heavily below a certain %.


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 05:26 
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viewtopic.php?f=3&t=15739

quaffle wrote:
Wuaffle House Vlogs
General Rules of good protection builds:
  • Always have fertility casted while your population is growing.
  • Do not train non-production units until you are 12 hours from OOP. (Some races can differ.)
  • Only spend workers to rezone land when you can build it.
  • Do not train workers until your population is near max.

Rule of thumb defense requirements:
  • GT 12 – 2000
  • GT 24 – 4200
  • GT 36 – 6400+
You may want to keep more defense if you are in the top 10 land rankings.

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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 06:04 
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You burn a significant amount of land attacking below 67%. I think its like 50% of it from 50-66.9% and 100% of it below 50%.

From what is above, just take note GT 12 is OOP. Also note those are not the most conservative numbers. There will certainly be kingdoms out there not concerned about their well-being. When you are making your third wave of attacks, I would not say its uncommon to leave 7000-7500 defense.

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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 07:01 
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If you're #1 land after OOP people will suicide you if they can. I'm not talking anyone with a realm to support or anything like that, just random scrubs from around the game who want to take pot shots at #1. Keep that in mind.

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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 09:22 
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Yeah, if i run a fast race and reach top5 in nw and land i'd typically wanna keep 5-6k at GT24, and 7-8k at GT 36. I've gotten hit on 10k def at GT40.

If you're not in the top and dont explore you should otherwise be fine doing about 2k/12hrs. After oop top op jumps very fast, and if you're big it might be wise to just keep training max def for a good while. First couple pushes typically end around 12k or so top op, but then it can jump to 20k very fast, and then 25k, 30k.

Regarding targets you typically want to hit land def for w1 and w2, w3 (and w4-w5 if you want to/can keep hitting) you just hit the biggest you can. No land size % really. If you have decent military it is quite common to find targets at 90%+ for w3.


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 09:34 
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Good advice Dante, if you have a strong OOP, build nothing but defense to prevent suis. Depending on how strong your OOP is, it is often worthwhile to build d instead of buildings, especially if your population wouldn't max by the time the new builds would be in. On that note, do not forget fertility, it's way better than it's cost indicates when you have free space.

If you have defensive units that can be used for offense consider them for OOP attacks. That way you can get started on your D early and still get your builds up without being overwhelmed. This'll slightly gimp your OOP waves but make you far safer afterwards, allowing you to pump offense earlier than most people. If somebody comes OOP with 100 more acres than you but you get to hit them after OOP waves end you're the one who'll end up ahead.

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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 13:41 
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Joined: Wed Jun 06, 2012 17:53
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Only 2K?
My build will have 6k DP and 2k OP...
So i'de better use abit of my dp troops to attack others then?


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 14:12 
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w1c wrote:
Only 2K?
My build will have 6k DP and 2k OP...
So i'de better use abit of my dp troops to attack others then?


Yes.
If you have explored a lot you might wanna keep 3-4k def at oop, but much more def than that is really not needed. If you dont want to attack you should probably train less military and explore more instead, and/or go elites instead of specs (if you have some specs included in that build).


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 15:42 
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Joined: Wed Jun 06, 2012 17:53
Posts: 10
Well, i haven't explored anything (just took land bonus) and was planning to go as attacker (3 hits on inactives possible with this ratio, tried it out the last 3 days of this round)
In Dominion, i always got raped for running to little dp, but when i read this... i should be able to do 7+ hits oop :/

*Restart*


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 17:03 
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Joined: Tue Jan 04, 2005 12:28
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Location: The Netherlands
7+ hits is very normal. Fast races can do 9-10 hits at OOP (plenty at w2 and a very big one at w3 if lucky with targets), medium speed races will look for 7-8 and the slowest of races will have to do with 6-7 (and about the same at w2) and very few hits thereafter due to expensive def (have to keep plenty turtle home).

This is what I post in council when people ask me for def requirements.

DEF REQUIREMENTS (Raw numbers)
==============
(GT 12) - OOP: 2-2.5k
(GT 21-22) - OOP + 9-10: 3k
(GT 23-27) - OOP + 11-15: 4.5k
(GT 28-32) - OOP + 16-20: 5-6k
(GT 33-36) - OOP + 21-24: 7.5k
(GT 37-47) - OOP + 25-35: 7.5-9k
(GT 48) - OOP + 36: 10k
(GT 60) - OOP + 48: 12-13k
(GT 72) - OOP + 60: 14-15k

NOTE: these are pretty conservative numbers and mostly based on a good OOP (when you are high in the ranks).

After OOP + 48, most of the times you want to aim to get the def up to 20k asap (in order to defend pushes coming from the fastest kingdoms). Unless you plan a fast push yourself, then you should decide for yourself and for the rest what good def is to keep ;)


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 17:04 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
Other protection reminders:

OPTIONS
=======
Auto Take Land Bonus = ON
Show In Realm Book = ON

Ruler Hero
========
Take free turns
+8 intel to start with


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 18:08 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Generally you can go lower for wave 1, but try to keep twice as much as the land farms (~1.8k). The problem with going that low of defense is getting enough defense for wave 2.

If possible, I like to play a race with a full hybrid. I will use spec dp to train my minimum comfortable DP (If normal attack: 1.6k + whatever I didn't send)) and then 2-3k in full hybrid DP. I like to keep attacking until I'm below 2.5k (assuming I didn't explore).

Dwarf Example:
    Longbeards: 550
    Ironbreakers: 400 - 500
    Axe Men: Max
    Berseker: Max

Don't worry about getting hit before wave 2. If you do get hit, your wave 2 will net more land than you lost, you do not want to get hit below 350. If you go below 350 you will probably max out your land gains.

(last round someone was kind enough to hit me from 400 to 367 right before I made my delayed OOP. This got me an extra 100+ land :) )


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 Post subject: Re: OOP Attacker help
PostPosted: Fri Jun 15, 2012 19:30 
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w1c wrote:
Only 2K?
My build will have 6k DP and 2k OP...
So i'de better use abit of my dp troops to attack others then?

You could probably run 6k op and 2k dp without issue. In fact I'd highly suggest going that way. If you're nervous about early hits maybe 5.5/2.5, but any more defense is wasted OOP unless you're using it for offense.

Granted, if you are using units that do well as hybrid (shinobi specs, dwarves elites, etc) running a bit extra D and using it to increase your first wave of attacks is wise.

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 Post subject: Re: OOP Attacker help
PostPosted: Sat Jun 16, 2012 04:29 
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Joined: Tue Jun 05, 2012 02:55
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Thanks for all of the helpful info!

Do the generated noobs have the defensive spell on or do you just send 876 OP at them?


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 Post subject: Re: OOP Attacker help
PostPosted: Sat Jun 16, 2012 04:41 
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Send bare minimum. Magic shield isn't on.

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