SPECIAL DEFENSES
DEFENSE TOWER
Camelot’s architects have finished research on the latest in castle defense. You can now build a Defensive Tower through each city’s Wall! Once constructed, the Tower will participate in battles where you are attacked, even if your troops are set to Hide. The Tower does not take up spaces on the wall and does not require resources as Upkeep. If the Tower is destroyed in battle, your citizens will automatically repair it once the battle ends. The Tower does not participate in Scouting marches and it cannot defend your city if the Tower is being upgraded. Armor Plating to further upgrade your Defensive Tower will be released soon!
The Tower does not receive boosts from the existing Throne Room buffs, to ensure that everybody starts with a level playing field and no player immediately has an advantage. The only Throne Room buffs that will boost the Tower’s stats are the Tower specific buffs that can be found in Jewels (found in Dark Forests, Wilds, and PvP combat) and in future Throne Room items. The Tower has its own stat caps to reflect the difference in your mighty defenses compared to a single troop. Its Accuracy can be raised significantly higher than your troops.
The Tower does not receive boosts from your Champion but also cannot be debuffed by your opponent’s Champion. Just like most of your buildings, the Tower will be deconstructed when you Ascend your cities.
REQUIREMENT TO UPGRADE
THE DEFENSIVE TOWER
REDOUBT
- The Redoubt supplements the existing defensive Tower unit but is its own building/combat unit. It will also be built on your Wall, to make every defender more of a force to be reckoned with.
- Where the Tower had long range but was weaker, the Redoubt has shorter range but has much higher Attack and Life, more Defense, and higher Accuracy. Since the Redoubt is more fortified, it sits at the end of the Ranged units’ attack priority list and is resilient against Archers and Flame Archers.
- As with the existing Tower, the Redoubt can be destroyed by enemy forces if left undefended, but your citizens will repair the damage to the Redoubt at the end of the battle, allowing it to participate in every attack without costing you Upkeep.
- The Redoubt will still contribute Might to your cities, but will not affect how much Glory you get from battles.
- The Redoubt will be REMOVED from a city if you Ascend it.
- Like the original Tower, the Redoubt will not use the usual general Throne Room boosts but it does share the same stats you’re using for your Tower now. So your TR stats like “ Tower Attack ” will now apply to your Tower AND Redoubt! Neither Tower receives buffs or debuffs from Champion stats.
UPGRADING THE REDOUBT
REGULAR WALL DEFENSES
WALL
Crossbow - Very good for hitting troops but are helped by caltrops. (7.5/10)
Catapult - Very Bad! A supply troop could take out a hundred if it was versus catapults. (0/10)
FIELD
Traps - Very good to take out any troops other than battering rams. (10/10)
Caltrops - Very good when used with crossbows. (6/10)
Spiked Barrier - Very good when used with crossbows(7/10)
Combination:
Crossbow + Caltrop + Spiked Barrier - Very good. (10/10)
TRAPS
Traps, of course, are simple. Send in as many Militmaen as there are traps and if there are only traps all traps will be gone. Again, good attackers scout; so, if you scout, notice scouts in the city but don't kill any, you can automatically infer that they are on sanctuary. Use this to your advantage; take out any caltrops and traps at the same time with your meatshield wave (either the aforementioned 1 scout, 1 troop, or send 100 more militiamen than traps (to be safe)). Then, when you're second wave comes in, everything is nice and pretty.
This tactic is now essentially worthless with the new updates as of 4/15/10. Simply put, the only way to clean out traps these days is to send in the meatshields (militiamen and the likes). Sorry, I'm disappointed these days, too.
In case your enemy only has Traps but nothing else you may send in Rams with a ratio of 1:10 to take out these and win the battle. This means if your enemy has 100 Traps, you can send in 11 Rams and win the battle with one remaining Ram. However this is not cost effective and I would advise those players who are resource restricted to not use this method of trap tripping.
CALTROPS
You can clear Caltrops without losses easily by sending in three times as many Militiamen. Keep in mind that if there are Traps present, you will have to sum these up with the Caltrops and use the same tactic.
SPIKE BARRIERS
For spikes, you'll have to do one of three things:
1) send in no cavalry, carts, or siege weapons (if you're looting, you'd better hope you have plenty of supply troops) or
2) send in the cavalry to take out the spikes if you believe you can loot a LOT from this guy and need carts, or you need to get siege weapons in.
3) If there are no crossbows, spikes are rather simple to take out. Send in rams or (heavy) cavalry, I'd suggest about 1.5 to 2 times the number of spikes; they'll just eat up the spikes like a fat boy eats cake. ***Heavy Cavalry will take out Spikes with no losses, tried and tested numerous times***
1) send in no cavalry, carts, or siege weapons (if you're looting, you'd better hope you have plenty of supply troops) or
2) send in the cavalry to take out the spikes if you believe you can loot a LOT from this guy and need carts, or you need to get siege weapons in.
3) If there are no crossbows, spikes are rather simple to take out. Send in rams or (heavy) cavalry, I'd suggest about 1.5 to 2 times the number of spikes; they'll just eat up the spikes like a fat boy eats cake. ***Heavy Cavalry will take out Spikes with no losses, tried and tested numerous times***