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Thread: Guide to Armies

  1. #1
    Philosopher Jekyll&Hyde's Avatar
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    Default Guide to Armies (For Beginners)

    Disclaimer: This is general information for NEW PLAYERS.

    J&H's Guide to Armies
    1. Introduction
    2. Basic overview for troops
    3. Types of Armies
    4. Offense
    5. Defense
    6. Tribe-specific Armies
    7. How to build a Hammer
    8. Glossary

    1. Introduction
    Travian is a war game. Therefore, having armies to attack and defend is very, very important. Travian does support an alternate form of playing called simming on the other hand. However, having an army gives a player a huge advantage over others. It allows them to do things such as:

    1. Farm: to steal resources from other people
    2. Crop-lock: To make an enemy's village undevelopable and harmless
    3. Zero: To utterly destroy an enemy village
    4. Protect yourself: So no one can do 1,2 or 3 to you

    These are but a few of the ways that having troops benefits the Travian player.

    2. Overview to troops
    Military Infrastructure
    Troops are produced by military infrastructure buildings. They are as follows:
    1. Barracks: for making infantry
    2. Stable: for making calvary
    3. Siege Workshop: for making rams and catapults
    4. Great Barracks: same as barracks, but troops cost 3X as much
    5. Great Stable: same as stable, but troops costs 3X as much
    6. Residence/Palace: Produces settlers/chiefs

    Other buildings important to troop building:
    1. Academy: Allows for research of more troops
    2. Blacksmith: Allows for the offense of troops to be increased by 1.5% per level (max 20)
    3. Armory: Allows for the defense of troops to be increased by 1.5% per level (max lvl 20)
    4. Rally Point: Allows for viewing of attacks and additional targeting for catapults.
    5. Flour mill/Bakery: Allows for 25% more wheat production apiece to feed troops
    6. Wall: provides a defense bonus to defending troops in the village
    7. Tournament Square: Makes troops 10% faster level (max lvl 20)

    Troops of the Tribes*
    Units common to tribes such as scouts, rams, catapults, chiefs and settlers are discussed together.

    Gauls:
    Phalanx: (starting unit) Poor attack, but cheap and has good defense against both infantry and calvary.
    Swordsman: The Gaul's only attack infantry, and thus it's BEST attack infantry.
    Theuates Thunder: Used as a raider, and is the fastest unit in the game. Can be used in the ghost hammer.
    Druidrider: Good for rushing infantry defense to a village where you need it.
    Haeduan: The Gaul's heavy calvary unit.

    Teutons:
    Maceman: (starting unit) The cheapest unit and fastest produced unit in the game. makes for a great raider. DO NOT leave at home as their defense really sucks.
    Spearman: The best defense against calvary.
    Axeman: Stronger attack unit; use of macemen vs. axemen will be discussed later.
    Paladins: Fastest Teuton unit; good infantry defense
    Teutonic Knight: Heavy calvary

    Romans:
    Legionnaire: (starting unit) Mediocre in all aspects; best calvary defense a Roman can get though.
    Praetorian: Strongest infantry defense
    Imperian: Strongest infantry attacker
    Equites Imperiatoris: Fast, strong; used for raiding or smaller offense armies to save on cost.
    Equites Caesaris: Heavy calvary; strongest unit in the game

    Units all tribes have:
    Scouts: Scouts can search out the resources and troops OR the troops and defenses of a village.
    Rams: Destroy the walls of a village.
    Catapults: Destroy the fields/buildings of a village.

    A more comprehensive guide to the troops can be found in the in-game manual.

    3. Types of Armies
    In Travian, there are essentially two kinds of armies. They are offense armies and defensive armies. Offense armies are used to beat up on opponents, while defense armies are used to keep others from beating up on you. A subcategory of these two is the scout hammer/anvil, which will be discussed later.

    4. Offensive Armies
    There are many different types of offensive armies, all of which depend on a player's style of playing. Each kind of army serves to occupy a special niche in the player's arsenal. Following is a list of the types of armies used for offense, in order of what I believe effectiveness.

    A very aggressive player who attacks all round may never have a huge army, whereas the much-derided "boonie simmer" who does nothing all round but pump troops for a dramatic splat against a WW might end with a huge hammer.

    Scout hammer:
    A crap load of scouts so you can find out what kind of defense you're facing.

    Ghost hammer:
    This hammer is specific to the Gauls. Theuates Thunders are the fastest unit in the game. As defense units usually travel rather slowly, it is a great advantage for an attack force to be highly mobile. A large amount of Theutates Thunders can be used to hit a village very quickly, before the player even sees the attack, longs in, or the reins arrive. it can be used to take out small pockets of defenders. With the troop speed artifact, it could be even faster and scarier.

    Catapult squad:
    A village full of catapults and a few escorts. It itself cannot do much damage to a defended village. The point of this squad is to destroy as much of a village AFTER the village has been cleared. Therefore, the catapult squad is sent in after the village has been cleared by another army. Catapults are usually sent in waves in order to hit as many different targets as possible.

    Clear/sweep:
    A large amount of troops used to clear out a villages defenses. May be a ram hammer. It may also contain chiefs and catapults, in order to destroy the residence/palace and to lower loyalty.

    Ram Hammer:
    A sub-category of rams that exists to knock out a wall. If it is a boonie sim hammer, it usually belongs to a player who was too late to build enough cats or simply couldn't afford enough cats for a real hammer. Still, very important when considering the amount of bonus a wall gives to defending troops.

    Tonka Hammer:
    A hammer that lacks the capability to do any real damage. It's just... weak.

    Playhammer:
    A hammer which you use to keep the locals from getting uppity. Its not huge or anything, but leaves a dent when you swing it. In the case you DO lose it, it's replaceable. It usually has a smaller amount of siege, usually just to smack down a wall and perhaps knock out a residence or a field or two.

    Workhorse Hammer:
    Any decent player should have one of these by the end of the round. This is the army you use to clear defenders, chief and zero your enemies. Losing it will put you back a couple notches. It has a good amount of siege, usually enough to completely bring down a wall and zero whatever its aiming for.

    Booniesim Hammer:
    A good player goes out, deep in their quad. They don't do much except queue troops the entire round. Finally at WW time or some other significant event, they launch it at a WW. It's meant to simply do damage to the WW. Do not expect your hammer to come back alive. if it does, your opponent probably just SUCKED. There's two kinds, I guess.
    1. The WW Killer aims for the WW ITSELF. It usually lands around level 98 or 99, when damaging infrastructure won't stop the WW.
    2. Infra-hammer: Destroys great granary, main building or great warehouse to delay the WW from building more. Becomes irrelevant after level 98 or 99, depending on plus queue.

    Artifact Hammer:
    Alright, with the advent of artifacts, it became possible for troops:
    1. To be built in 1/2 or 3/4 of the time it usually took. Note it is a reduction TO 3/4 of the time, not a reduction OF 3/4.
    2. Eat 1/2 or 3/4 of the crop they used to.
    3. Move up to 3X faster.
    Thus, it became possible for armies to be larger, faster and easier to care for. Until a few round of Travian 3.5 end, we won;t know for sure the impact of these artifacts on offense.

    5. Defense
    Defense is an important part of the game. So far, you've read about how to beat up other people. But what do you do when you are under attack? You have several options.

    1. Dodging
    Let's say that you don't want your troops to die. It might be beginning of the server and your troops are precious and few. So, you dodge. You send your troops out on a raid or something so they are not at home when they land. Simple, and effective. It's also recommended that you send your villages out on a long raid when you're not online to keep them safe.

    2. Counter (boomerang)
    This an tactic that goes with dodging. When attacked, you dodge your troops first. Then, you send your troops after your opponent's troops so they land right when your opponent's troops get home. It takes a little math and patience to get this right. This tactic can cause significant damage to your opponent, as attacking troops are usually nor much good as defenders.

    3. Sniping
    Let's say an enemy has catapults coming at you. First, he is going to attempt to clear your defense with a large offensive army, followed by a series of catapult waves to devastate your now-defenseless village. This works somewhat the same as dodging, but takes a little luck. An intelligent opponent will send fakes and hide his clear among many waves of attacks. it is up to you to figure out which one is the clear. You have your troops out, timed to return home RIGHT after the clear lands. Then, his catapults (which are relatively undefended) will die when they hit your defenses.

    Asking for help
    No matter how good you are, the time comes where you will be faced with an opponent or opponents more powerful than you are. Don't be proud; ask for help. Contact a friend or the proper alliance officer and ask to have other player's troops dumped in your village. Give information such as landing time, player attacking, granary space and coordinates of the village.
    Last edited by Jekyll&Hyde; 09-06-2009 at 02:47 AM.

  2. #2
    Philosopher Jekyll&Hyde's Avatar
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    Tribe-Specific Armies
    Gauls:
    Defense:
    Gauls are very good defenders. Phalanx are good against both infantry and calvary, and in addition, are very cheap and fast to train. Druidriders are very fast, and can be used to reinforce people far away more easily. The palisade is a medium defense that is somewhat resistant to rams.

    Offense:
    Gauls should use Swordsmen and Haeudans to attack. Theuates Thunders are highly effective raiders, and can used in a fast-traveling ghost hammer.

    Teutons
    Defense:
    Teutons are rather poor defenders. Spearmen, however, are the best defense against calvary in the game. Paladins provide a source of infantry defense, though not a particularily cost-effective one. They are somewhat comparable to druidriders. The Earth wall provides the lowest defense bonus but is very hard to destroy.

    Offense:
    It's the player's choice to use axemen or macemen. Axemen cost more to train, but pay off because of their lower attack/upkeep cost. However, macemen produce more attack power/time. I personally prefer macemen, because it makes for a larger hammer with more attack power in the end, though the upkeep and queuing mace 24/7 is a little harder. Teutonic Knights are a must.

    Romans:
    Defense:
    Legionaries provide a source of (decent) cost-effective calvary defense, while praetorians are the best infantry defenders in the game. The City wall provides a MASSIVE defense bonus, though is brittle and easy to destroy.

    Offense:
    The well-rounded (aka mediocre in all aspects) legionnaire can be used to raid at the beginning of a Roman's lifetime. However, the switch should be made to Imperians, the strongest infantry unit in the game, soon as possible. Equites Imperiatoris are good raiders and attackers and can be used as a substitute for Equites Caesaris in smaller armies. Equites Caesaris, while formidably expensive are used as the calvary of choice in hammers. Note that Roman troops are the best at what they do, though with the highest costs and training times.

    6. Glossary
    (Under construction)
    Last edited by Jekyll&Hyde; 09-05-2009 at 11:32 PM.

  3. #3
    Artisan belwasp's Avatar
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    Meh. Good, basic guide. Nothing of real substance, but a good introduction for completely new players. Any player who has played 1 or more servers won't find much in this.

    Still, good job. Well organized and easy to read.
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    Villager Veyessa's Avatar
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    This looks not bad (it has some pretty handy basic information) but there are a few errors.

    1) Forgot to explain EI's in the Troops of the Tribes section.
    2) Forgot to mention TT's carrying capacity and use as a raider.
    3) Should maybe mention the ghost-hammer.

    I can see that you said not to post comments, but I find it hard to pick out errors in my own work so I thought I'd save you a bit of trouble.
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    Default cool

    cool guide.
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  6. #6
    Philosopher Jekyll&Hyde's Avatar
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    Quote Originally Posted by Veyessa View Post
    This looks not bad (it has some pretty handy basic information) but there are a few errors.

    1) Forgot to explain EI's in the Troops of the Tribes section.
    2) Forgot to mention TT's carrying capacity and use as a raider.
    3) Should maybe mention the ghost-hammer.

    I can see that you said not to post comments, but I find it hard to pick out errors in my own work so I thought I'd save you a bit of trouble.
    Notice I said not to post because I only had it up so I could see how it looked...

    1. Was going to get around that.
    2. Was getting around to that.
    3. Yeah, needed to add that.

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    Nice post but theres one bit wrong in the artifacts.


    The 1/2 training time is indeed correct however the 3/4 one is either very poorly worded or mistranslated, take your pick.

    It is not a 3/4 reduction in training time but rather a 1/4 production so the description should read that you train troops in 3/4 the time rather than it reduces the training time by 3/4.

    This is true for the account wide one anyway, dunno if it is true for the village specific one or if there even is one.
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  8. #8
    Philosopher Jekyll&Hyde's Avatar
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    Quote Originally Posted by Ninja Squirrel View Post
    Nice post but theres one bit wrong in the artifacts.


    The 1/2 training time is indeed correct however the 3/4 one is either very poorly worded or mistranslated, take your pick.

    It is not a 3/4 reduction in training time but rather a 1/4 production so the description should read that you train troops in 3/4 the time rather than it reduces the training time by 3/4.

    This is true for the account wide one anyway, dunno if it is true for the village specific one or if there even is one.
    I know. It's essentially reduced TO 3/4, not 3/4. I need to clarify that. It seems the translation as poor, as i have seen'read of people misled by the translations.

  9. #9

    Default thanx

    thank you for the subject sir

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