Thursday, November 17, 2016

Ground Attack Strategy



Ground Strike Strategies:
 
Similar to air strike strategy, select your attack targets carefully by scout their base beforehand with a fine-toothed comb. A pro ground attacker will most likely choose the bases which has less natural obstacles and has a clear view to attack. Any poor base layout which defenders and buildings built closely together also is a good pick as your target. Check if there any hidden rally flag behind trees. Use my Airmed Drone Hive vs Ion Cannon data sheet to identify the location of Ion Cannon because you need to destroy it immediately.

In general speaking, all ground forces attack strategy pretty much the same. You start out with command strikes first. Burn down Ion Cannon and Metal Rains with Orbital Strike(s), then use A-10 bomb(s) and hellfire missile(s) take out as many Artillery units as possible. I recommended to save three command points for Combat Stim or five command points for Medpack. Once troops deploy into battlefield and the opponent defensive units start attacking your troops, hit Combat Stim to boost their speed and damage ability to quickly destroy all enemy ground forces or to heal allied units on the battlefield. In this way you can save more troops from being destroyed and get more building destruction, in order to trade more command points for more command strike attacks to use.


If you unfortunately ran into a Domed Defense Alpha Configuration Aerial Defenses base ( I called it disco party), you do have some chance to survive if you have EMP on hand. Use it to shut down these domes attack, then click Combat Stim (If you still have command points left) to quickly destroy them.

Advance players usually don't break down troops in several teams, and control their path to destruct buildings. They will let them attack freely with command strikes to help clean out any impediment. There only one exception is CnC vehicle that you may want to drive it through the map to shut down defenders.  
   
I do not recommend players mix and match ground forces with air forces. Since there ground and air defenders you need to concern them all that takes too much work and energy in strategy. Plus your effort may not worthy because you split resources to develop, upgrade both ground and air units; while other players have developed couple high level ground troops then you might only have few kinds of average troops for your attacks. 
    
Remember, there are no fixed rules for victory, any way or style you fight to win a battle is definitely what you need in any strategy game. Always know what your limit is in each HQ level and try not to exceed that. As I said, you basically have an ability to win a base which has 10+ exp then yours. But since each player has different combination and level on their troops, you have never know what exp and hq enemies you can handle unless you do some experiments.



Observes how people (buddies and opponents) attacks is a great way to learn fighting skills. See how they use command strikes to apply into what defenders, where they start their troops deployment, and which method they use to move their squad forward. These information will be valuable as your reference before you find yourself best attacking style from achieving complete destruction victory.

If you have maximum upgraded your Weapon command and troops level, and applied all your command points into command strikes, plus strike forces on your troops with all attack strategies I mentioned in above and still have difficulty that keep loosing your battles. Then my final recommendation for you is choose the opponent bases which has equal or less Exp with HQ level than yours to attack. 

      Any suggestions or ideas that you think up which can improve this article then please e-mail me.

Saturday, September 3, 2016

E&A Game Data Sheet



Have you tried to Google search any useful data for Empires and Allies game play? I did, however, only found bunch of Youtube videos that show you how to do better base defense, how to walk through Killswitch missions, etc.

Any game data? so far I only found E&A Wiki site that provides limited data from attacking strategies to building information. But it seems that site have not been updated for quite a long while. If you still interested to take a look then following is its web address: 
http://empiresandallies.game-k2.net/en/hq-info/

Well, don't feel disappointed. As a senior E&A player, of course I would not let you down. I created some Excel sheets which contain the game data that you might want to know. However, they are not fully completed. The reason is because they all basis on my game play and some offense / defense units that I do not use them; or have been discontinued in certain levels.So whoever have a chance to read this then please help me to finish this puzzle. Any missing data or incorrect data then please let me know. You can either write me a short message in my common box at bottom of the page, or send me a screen shot to my email. You can found my email address on top right at home page.


E&A Home Base Data Sheet

E&A Game Data For Level vs Number

Data Airmed Drone Hive vs Ion Cannon

      

P.S. I will constantly update my sheets once I have any new data to add it in. Any valuable opinion will be accepted.




 

Thursday, September 1, 2016

Multiple Accounts




Since Zynga allowed players to use one mobile device to access and control multiple accounts, lots of folks like my E&A friends and me have started setting up several accounts for different tasks. Most common purpose is you can keep playing the game at account B while waiting for your constructions or research get done at account A. However, I found that the usage of multiple accounts actually is over your imaginations. The following examples show you what advantages of multiple accounts can being applied into your daily game play.

(1) For troops donation reason. If you have at least two accounts in the same alliance, then you should able to do self reinforcement. You wait no time for somebody else to fill in your troops requests. Plus you should able to know which and what level of troops you are going to get. So you will not being upset with anyone who sent you the wrong troops. 

Whenever account A needs troops then place your troops request, then switch to account B immediately to fill your own request. Keeps other clans out of filling your requests, you’d better to leave some message into your troops request dialog box, reminding people do not fill in your demands.


(2) For helping reason. Whenever any of your account posted speed-up help build assist requests, war factory advanced material component donate requests, or Killswitch build gunship help requests, you can use your multiple accounts to help each others. That will be shorter your time for your requests to get filling up.

(3) For storage reason. If you have at least two accounts in even same or different alliance, then you should setup one of your account as an storage account to store resources which sending from your primary account.
Once your primary account finished up two to three fights in each round, then you can send all your supply, steel, tech and some oil over into your storage account. Only leave whatever amount of oil that storage bunker can hold for your troops reinforcement. For instance, if you have level 13 bunker which holds 190k oil capacity,  then you must always keep oil in your primary account below 190k.
    
However, your storage account must have maximum defense, maximum bunker upgrade and maximum stockpile volume in each level. Plus you’d better to keep lowest medal points as possible. (you can do world map secure globe regions missions but strongly recommended not to war any other alliance players) The main reason to keep zero or lower medal numbers is because of security. As you know medal 0 -499 is basically for newbies who just started the game play right? Within this medal range, all newbies may see your base but they will turn around because of your base size and defenders way much higher than their offenders. Sometime, there are still few fearless stupid attackers war you but definitely for sure they got themselves killed. 

Of course, there always have exceptions. Some high level players know the trick how to reduct their medal numbers back to zero and re-attack people again in cycles. In this case, you have nothing to do about that because their offenders mostly powerful than your defenders. But it will only happen sometime, so your base still always under solid stage.

The concept of Alliance Bank is basis on this principle. If an alliance has one storage account which service their members, and everyone contribute extra resources from their wars into this storage account. Whenever people want to withdraw then just place requests and whoever manage this account fills in their requests. In this way, it sounds like some pirates have one secret place to hide treasures from their robs, and no matter they got caught or got robbed by other thieves then they will have no lost because they didn’t have an penny left in their pockets! 
     
(4) For virtual storage reason. If you think storage account is not 100% secure, then you may want to use virtual storage (cloud storage) to storage your resources. Virtual storage does not need any minimum requirement, only need two accounts with connection. (friend each other) Since E&A allow you to send and receive gifts from clans and friends, that you will have 24 hours to collect them before they expired. Then the concept of virtual storage is basis on this rule.

Similar to my statement above, once you finished each round of fights in account A then send out your stuffs to account B immediately. Within 24 hours, you can collect them in account B. Once you collect the items in account B before they expired then you can either send back to account A immediately or use them for upgrades in account B. These cross resources transfers in between accounts can able to make you stock up some resources because you left nothing but oil in both accounts, and your oil has been protected by bunker. Therefore, no matter how many attacks or retaliations you got then you had nothing to loose. Attackers won zero resources from you and you had nothing but medal points to deduct.

Just keeps in mind that there about 15% fee charge on each transaction of transfer. When you send 100k from account A to account B, then end up you need to pay 115k in order to send it out. Therefore, think backward that you will be lost about 15% resources each time you sent out stuffs to someone including yourself. Although I lost 15%, I would rather pay E&A instead of my opponents, right?
  
To setup multiple accounts is not difficult, but different device OS platforms require vary methods. 

Apple IOS just uninstall your current E&A game and reinstall E&A again. Then the new second base will appear when you starting the game. Go over the basic training section then click on setting icon (gear icon), click on either Facebook or Game Center button and enter your account login info as same as you setup your first account. Then now you should bridge your both old and new accounts together. Every time when you want to switch account then just click on setting icon again and hit SWITCH button, select which account you want to go then click SWITCH TO SELECTED ACCOUNT button.

Andriod devices do similar procedure as Apple IOS which just uninstall and reinstall the game, and go through the training processes. The only difference is Andriod use Google+ instead of Game Center. So Andriod users can connect their accounts with either Facebook or Google+.     

 Video demo please click below:

 

Wednesday, August 31, 2016

Home Base Setting




Hey my friend, if I tell you no matter how unbreakable home base setting or design  you have, your enemies can still able to sneak in and destroy your HQ. You may want to say “Are you kidding me, Hitman 007?”

In fact, I did not lie to you because this is the truth. Unless we cannot stop all invaders, but a well setting can able to block some attackers who have equal or lower level than your defenders effectively, or minimize the damage from their attacks.

Then what is the most puzzling aspect of the whole setting? In my opinion, these elements you should consider when placing defenders around your HQ.

First, you should better to know the attack range of each ground defense.


·         Guard Tower – 9.5 sq Tiles
·         Dome – 8.5 sq Tiles
·         Artillery – 4 to 10.5sq Tiles
·         Patriot – 12.5 sq Tiles
·         Railgun – 14.5 sq Tiles
·         Metal Rain – 14.5 sq Tiles


Key concept is: Gets long range units (Railgun, Patriot) closer to your HQ, then medium range units (Artillery), then short range units (Dome, Guard Tower), then places resource buildings and other facilities along the borders. In this order, your long, medium, and short range units can be able to attack enemies together once they entering into their ranges.




Overall players always use command strikes before deploy their armies into battlefields, and A-10 is the most common command strike weapon which can destroy large area. To avoid buildings being destroyed at once by A-10 bombing, leaving spaces in between buildings is absolutely necessary. Defenders need at least three to six tiles apart. (For both horizontal and diagonal) Resource and other facility buildings need separate at least two to three tiles away from each other. Don’t squeeze buildings together; I can take down all six stockpiles with one single A-10 hit, or all defenders which glued with HQ by two A-10 bombs. In this way I can just keep mowing down buildings which keeping my command points up to strike down even more other buildings. There is whole base area you can use and why don’t you spread them out?




Wisely building walls as obstacles to block or delay any direct attacks against HQ and some major defenders. Or use walls to redirect enemies, make them unable to maneuver comfortably in the battlefield. Placing landmines and shock mines at some main entrances where enemies always step in.

Many traps can be set for the enemy troops, like placing commando, stealth tank rally flag units near by domes or patriots to help against air strikes. Hiding defense units behind big trees is also a strategically thoughtful manner. Therefore, you’d better to keep all these big trees, they are your buddies.

Always think way in revise direction, when puzzling aspect of the whole base. As a attacker, what elements you like to see the most and what you hate the most? Then just simple apply everything you passionately dislike as your defenses. Watching replays from clip board also can tell what problems you possible have in defense. If enemies mostly came from one particular direction to start their attacks, that mean your defense from that part might be fragiler than the others. Then you may need to adjust your layout or make stronger defense on that area to patch your flaws.