This is an offense guide firstly posted by Mimelim on Tribal Wars' official forum. Mimelim is an experienced member of T:V, the dominant tribe in World 1. This guide targets players with 100k points or more.
Mimelim's Guide: Offense
By Mimelim @ official forumIntroduction
There are three levels of offense in Tribal Wars. Village level offense, player level offense and tribe level offense. The key to being a successful player is optimizing all three of these levels in terms of efficiency. All operate independent of each other and are all essential.
Village level offense
On the village level, the most important part of building offense is building the strongest army possible as quickly as possible. Offensive armies should be made up of three units, Axes, Light cavalvy and Rams. Looking at the statistics for each unit, axes are by far the strongest offensive units produced in the barracks, the light cavalvy are the strongest unit produced by the stable and rams are essential, which I will talk about later.
It should easy to see that axes are better than spears/swords for attacking. But what about light cavalvy over heavy cavalvy? The key here is in farm space. For every two heavy cavalvy that you build, you can build three light cavalvy. When you build a full army, light cavalvy are the better unit to build and far more economical. Rams, rams, rams. I can't stress enough how important it is to use rams for offense. An enemy's wall amplifies their defending ability significantly. The only way to break through heavy defense is with rams.
Now, how many of each should you build? The optimal build ratio is approximately 6000/3000/240 axes/ light cavalvy /rams. This assumes that you have a level 25 barracks and level 20 stable. I have heard it over and over again, "but axes are better than light cavalvy", so I should build more axes. I can not stress how misguided this is. It is true that in terms of numeric attacking power, axes are per farm space better for attacking, but there are important considerations. First off, this ratio, 6000/3000/240 is the fastest to build. You will have more armies faster if you build this ratio, which means you can attack more often. Secondly, most players build either an equal number of spears and swords or more swords. They also tend to use heavy cavalvy which defend like swords.
Since most players’ defense is sword heavy, having a higher light cavalvy ratio is highly advantageous. It is very very rare for a player to build more spears than swords.
Lastly, the 240 rams. This is the optimal number of rams for eliminating the effects of a wall. This is a complicated subject and is unbelievably situational. I will leave this discussion for another chapter. However, it is simple enough to say that you need 235 rams minimum with each attacking army. The extra 5 rams are for faking, which is a part of the next section: Player level offense.
Player Level Offense
Firstly, groups. I recommend that all players have two groups (in addition to others that you might have). "Offense" and "Building Offense". I will explain what I have found to be the most efficient system at building offense both quickly and with as little hassle as possible. Let’s face it. The more easily you can do book keeping, the more efficient you will be as a player. A skill that I think a lot of players miss is the ability to change village's groups often and regularly to make their management easier.Using the "Building Offense" group, if you have all the villages that need to build offense in one group you can easily see which villages are not building and which villages need certain resources. Since each village in this group is functionally doing the same thing, logging onto your account, within a few seconds you can easily do everything that you would need to to ensure that your offense is rebuilding as quickly as it possibly could be. No more remembering villages, no more searching for villages or forgetting which villages need building. Once a village finishes the army that it is building, it should be moved over to the "Offense" group.
Using the "Offense" group, it is easy to see how much firepower you have at your disposal. There are very few instances when you should be attacking without a full army and by grouping your villages this way, you will again be able to see quickly how much offense you have ready to go. This also makes storing bundles easy, because none of the villages in the "Offense" group need resources for building troops, you can easily store bundles in mass with out worries of forgetting a village or having to go through each village one at a time.
Keeping one's offense organized allows that player to become an effective fighting machine. It also allows that player to help other players out. The more under control things are, the more aid can be offered to other people, which lead into tribe level offense.
The third part about Tribe Level Offense is omitted. You could find the full guide in the original post: Mimelim's Guide: Offense.
About Tribal Wars
Tribal Wars is a browser-based game set in the Middle Ages. Every player controls a small village, striving for power, glory and fame. Take down your enemies and prove you are a worthy champion.
You could find more information in our Tribal Wars feature.



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