Being a successful Tribal wars player can be accomplished in many ways, some quite unique. But none the less they all fall into the same group. Whether you are just starting out, or have been around for some time, you have the ability to succeed in your goals. It will take many hours of farming, waking up at 2am to send countless farming runs and attacks. Depending on your position of course. But the only way to succeed in a world of Tribal wars is to attack and conquer. You cannot become #1 in a world in Points or ODA if you do not build Offense. But you can become #1 in ODD, if your goal is to become #1 in ODD for a specific amount of time, and you eventually get this goal then Congratulations! Even the title of the game gives away the secret to becoming #1. Tribal Wars, That means to be almost successful all the time, you need a Tribe, and you need war.
The deciding factors that make you a successful tribal wars player are Strategies, Tactics and the use of efficient time while being logged in. Throughout this blog, you will find most of the two deciding factors of game play, which are the Strategies and Tactics. It is up to you to use your time efficiently.
Monday, 28 September 2009
What does it take to be a successfull Tribalwars player?
How to make a "Fake" Script, By Publisher
Fake scripts are scripts used by Premium users to mass fake a fellow TW player.
What this fake Script does is when you put it in your quick bar and go to the rally point, then click it, it will randomly add in the Co-ords of the villages you listed in the script. And also your selected unit you would wish to fake the player's village with.
The village you want to fake should be in this section of the script:
javascript:coords='687|695%20675|475%20';var%20doc=document;if(window.frames.length>0)doc=window.main.document;url=document.URL;if(url.indexOf('screen=place')==-1)alert('This%20script%20needs%20to%20be%20run%20from%20the%20rally%20point');coords=coords.split("%20");index=Math.round(Math.random()*(coords.length-1));coords=coords[index];coords=coords.split("|");doc.forms[0].x.value=coords[0];doc.forms[0].y.value=coords[1];insertUnit(doc.forms[0].ram,%201);end();
As you can see in this example I am only faking two villages there because only two villages listed in the script. I am faking these two villages with Rams.
If you wanted to Fake the player with Cats or something else, insertUnit(doc.forms[0].ram,%201);end(); <-- You would remove the word "ram" and add catapult in its place on the script. Where does this script belong?
Go to Settings --> Edit Quickbar --> Click "add new link" and add the finished script in the Target-URL. Also scroll down to know how to make this script as well.
Notes:
This script is very useful when attacking a player with 30+ villages. You also need premium to work this script.
If you want to know how to make a fake script please look down:
Ok first of all you need the enemy’s village co-ords.
Example
oJvCos village 687|695 9.675
You only need the 687|695 bit, not the points or the name.
once you have done that you need to get the co-ords and shove a %20 on the back end of it.
Just like this
687|695%20
Then once you do that add a few more village co-ords in
example 687|695%20675|475%20 Yadda yadda until you get how many villages you want to fake.
The it should end up like this:
Spam this player:
javascript:coords='687|695%20675|475%20';var%20doc=document;if(window.frames.length>0)doc=window.main.document;url=document.URL;if(url.indexOf('screen=place')==-1)alert('This%20script%20needs%20to%20be%20run%20from%20the%20rally%20point');coords=coords.split("%20");index=Math.round(Math.random()*(coords.length-1));coords=coords[index];coords=coords.split("|");doc.forms[0].x.value=coords[0];doc.forms[0].y.value=coords[1];insertUnit(doc.forms[0].ram,%201);end();
That should do the trick.
Clean fakescript:
javascript:coords='enter co-ords here.';var%20doc=document;if(window.frames.length>0)doc=window.main.document;url=document.URL;if(url.indexOf('screen=place')==-1)alert('This%20script%20needs%20to%20be%20run%20from%20the%20rally%20point');coords=coords.split("%20");index=Math.round(Math.random()*(coords.length-1));coords=coords[index];coords=coords.split("|");doc.forms[0].x.value=coords[0];doc.forms[0].y.value=coords[1];insertUnit(doc.forms[0].ram,%201);end();
REFERENCE:
http://forum.tribalwars.net/showthread.php?t=86748
Recruiting Post Template
Hello Tw Players!
Here is a Template for recruiting members to your tribe. Just change the bolded content in the "[]" brackets, and dont forget to take the "[]"s out aswell.
I am here on behalf of my tribe, [Tribe name]. We offer strong leadership and stronger bonds between recruits. This is reinforced by co-operation between supporting and attacking.
[Tribe name] is formed by some of the best players [Describe previous TW experience, for example"formed by some of the best players who have dominated their area in previous worlds.]. Who are all very experienced and able to go to the top. [Tribe name] recruitment is extremely limited right now but you have been selected to join. If you are interested in joining and can show that you are experienced, just mail back and state your experienced, backed up with twstats.
We encourage activity of our members to ensure efficiency and to keep everyone working as well as they can. We enforce this by dismissing those who are inactive for over 7 days without prior notice.
To encourage our members to work hard, we have established tribe goals which we shall work towards. These goals are:
1) To reach the top tribe in [What world you are playing]
2) To get our members below the 200 ODA and Point mark in as little time as possible.
We have an active community and in the process of organising regular events to encourage further cooperation.
Recruits are given the opportunity to be promoted every week. Those recruits who we believe have done particularly well can increase in rank. This change in rank allows more voting power in certain discussions and greater control over the tribe to further assist leadership.
If you would be interested in joining or you require further information, contact me.
Thanks,
[Name of Sender]
How to Handel Attacks, By Dazander
In war, it's not uncommon to wake up one morning to find that you've got an insane number of incoming attacks. If this happens Don't Panic! The worst thing you could do is start sending your troops around in a flurry without taking the time to evaluate the incoming attacks.
First thing that you should note, is that most attacks during a war are fake attacks, consisting of 1 unit. The whole idea behind fake attacks is to overload the defender with information, and try and get them to give up mentally, or try and disguise where the 'real' attack(s) are going. Remember, these 'real' attack(s) may not even be heading towards you. The real attack(s) may be headed towards a tribe member, in which case the fakes are sent at you to make sure you don't send support to any other tribe members.
The best thing to do right away as soon as an attack is headed your way is to try and identify what kind of troops are being sent in the attack. If you've got premium, tribalwars just recently added a nifty little 'troop marching time' calculator to the attack screen. If you don't have premium, you'll have to calculate the attack time using a tool like the 'attack planner' at www.twstats.com. At any rate, you can often identify what is the slowest troop in an incoming attack, especially if you are online when the attack is sent, or the attack is sent from a long distance. For premium accounts, you can actually rename your attacks to help keep track of them.
Next thing to do is try and identify which villages (if any) are under the highest threat of being attacked with a real attack. The biggest threat is obviously a noble train, which is usually one or more nukes in front of 4 nobles, probably followed by support. Nobles are usually pretty easy to spot because they take so bloody long to travel... Also, when people send noble trains, most of the time they pay more close attention to timing, so the closer together these nukes/nobles/support are, the more likely it's a real attack. Fake noble trains usually are four or five ram attacks in a row, followed by some sloppy support. If all of the nobles/nukes/support come from the same village, that's a dead giveaway that it's a fake noble train, why would a player support from the same village when they know the last noble would support the village with all of it's troops? Players often send this sloppy fake noble train because they don't have the time to properly co-ordinate attacks from multiple villages.
Real noble trains often (but not always) use multiple villages in the attack, so be wary when the nuke/noble/support is all spaces a few seconds apart, and from different villages. It's rare that someone will spend that much time co-ordinating a fake noble attack.
Some good defensive tactics for when you spot a noble train heading your way:
- If the noble train obviously doesn't have more than one nuke, run your troop counts in the simulator, if you can withstand it, especially without taking too many losses, you can just stand up to it heads up.
- If you're concerned about losing too many troops, you can 'split' a noble train by sending your troops out on a farming mission to a nearby city. There are two ways to time this, you can either calculate the 'there and back' time for the farming mission, ensuring that your forces will return in the middle of your opponent's noble train, or you can send them out right before, and then cancel the attack. Personally, I prefer the timed 'there and back' approach, because if you mess it up, you can try it again with a different village, or you can always back up to the 'cancelled attack approach' if you have no other option.
- Another variation of the above is to send support to the village being attacked, allowing it to arrive before the final noble hits.
- If you're pretty sure there's no way in hell you can either split the troops or kill off the incoming nobles, there's a sneaky tactic that will allow you to really hurt the enemy. The biggest downfall of this tactic is that when your village is nobled, all of your troops build in that village dissappear. Anyhow, before the attacks hit, if you can lower the loyalty of the village, there's a good chance that the incoming noble train will noble the village multiple times, and they'll lose all of the packets it took to build the noble, really hurting the enemy in the resource department. To cap it all off, you can send in a nuke and final noble to hit the village in between the last noble and the incoming support (if any) to take the village back.
- A spin off of the last strategy is that you can also simply just noble the village back by timing a nuke/noble to hit after their last noble, but before their support.
As for single attacks, sometimes they could be catapult attacks, or random nukes being send out. In this case, it's best to weight your options.
- If you have a ton of support, best move is to just take the brunt of the attack, and hopefully wipe out the nuke/cat attack. I'd only suggest this if you're confident that you're doing more damage to your opponent than they're doing to you.
- If you're worried about incurring to many losses, you can always 'dodge' the attack, worst case scenario, you may lose some resources and your wall if it's a nuke (as for resources, you can always send them to another village with your merchants, or try and put them into troop queues. Just as a side note, resources up on the market CAN get plundered even though they aren't in your warehouse). Dodging an attack is basically just clearing your village of troops for when the attack hits. If the attack is a catapult attack, they're probably going after your smithy or academy, so worst case scenario, you'll have to build up some damaged buildings. It's all a cost/benefit situation... Weight your potential costs that will be incurred from an attack, against the benefits involved in keeping all of your troops intact.
I'm sure I'm forgetting something in this little guide, and I have no doubt that there will be dozens of posts with things to add :)
I guess I'll leave with a little extra tidbit... Wars are all about resource and time management. Whomever have access to more resources and can use them quickly and efficiently will win the war.
A successful attack or defense is one that has cost the enemy more resources (and time) than they cost you.
The more defence you have in 1 village the less you lose. sounds simple but what it means is spreading yourself too thinly increases the chances of your losing lots of villages! If you can make sure you have minimum 2 full villages of support if you are going to 'tough out' what looks like a full on attack. Better to defend a few villages well, than all of them poorly.
If there's no nobles incoming, and you dont have lots of troops, just dodge the nukes. A wall can be built back quicker and cheaper than troops. Especially if they have an attack time of multiple days. We'd rather kill the enemy troops, but if they take days to get to you and days to return, that means they are tied up, and cant be reused.
Targeting 1 noble in a train. You time your troops to return as the clearing attacks are finished but before the last noble hits. You dont have to kill the last noble. Depending on the time gaps you can target the 2nd or the 3rd noble in the train with good timing, and get back out again. If your lucky the middle attacks can be weaker then the 1st and last nobles.
Lowering morale. If you expect to lose a village, this is a devastating blow to the enemy. If you can lower morale so that the 1st or 2nd noble gets the village, attacker nobles themselves 2 or 3 times. Each noble then costs the full price to replace, e.g. 30 - 50 noble coins each!!! Added to any troop loss this is a huge blow!
If you can combine this with a swift counter attack to try to retake the village, it can actually hurt the enemy more than if you defended your village! Finally if you expect to lose your village and cant counter, perhaps your tribe mates can noble it back for you. Keep it from the enemy's hands.
How to Handel Attacks, By Dazander.
Monday, 13 October 2008
Openeye's guide to scouting
First. You have one village with scouts. 3k in the first months will do, then try to increase it little by little. I never had more than 8k, but you can go as far as you want. this is for real scouting, against big villages, heavily supported or against offensive players that cover themselves with scouts as they are too exposed.
Second. Defensive scouts. depending on the position of your villages, you should protect them with 50 -400 scouts, maybe more for very exposed villages. it is true that you can send some from your scouting village(s)but there are some problems that show of with the increasing number of villages. You forget to send in some places, you get them killed and you again forget to resend and so on. But if you go to recruiting area and you do not see the scouts, and decide to build scouts in every village, you always know that you have to have them. Another problem is that you begin to drain your scouting villages making them less effective. When you attack with scouts, your losses depend on the discrepancy between the 2 amounts. The more-the merrier. And if you care so much about farm space, with defense it does not matter, you build a little more in a scouting village if you want to even the numbers.
Third and very important.
Scouts used as offense. In the attacking villages if you put something between 50 and 200 you will get bonus information that has great price for you, even if you win the combat: troops in transit, resource levels, resources in warehouse and so on. If you lose and they survive and they do a lot of times, you at least know what is left there. So, for attacking villages, scouts are a must to build in that village.
For defensive villages. There are many times when you build nobles there. You than also have bonus info. Again they must be sent with fakes. Again bonus info.
So. the main reason for scouts is gathering intelligence - something more valuable than troops and sometimes skill. So use them at their best.
Note: Bear in mind that much of this is written with old units in mind and the old scouting rules. With new scouting rules and the inability(without paladin) to see outside units and the fact that it allows for general dodges to effectively combat scouts it severely lowers the effectiveness of scouts.
The tribe guide by Openeye
Whether you’re looking for a tribe or trying to lead one yourself, you need to be able to identify what a "good" tribe is, and what qualities you should be looking for in it.
In a word: Activity
Nothing can happen without activity. If the members and especially the aristo aren't active you’re sunk. I don’t care if you have 100 of the best TW players to ever grace the game, you will have a failure of a tribe if they don’t log in. This may seem like a no brainer, but you would be surprised how many tribes have numerous yellow or even red players. I'm not just talking early world either, late in the game when players start becoming bored it becomes even more prominate. A million point account doesn't do your tribe any good if there isn't anybody at the helm to control it.
As a leader you need to recognize this and kick the offending members. Find a new active player who will fill the void. It may not be the best for the tribal rankings, but when it comes wartime you will be much stronger and much more capable. Further having active players will keep your internal forums more active and better maintain the attention of the players within a tribe. Dead forums will often translate into a dead tribe. Further this activity is necessary for further tribal needs like effective communication and ability to war.
Next thing that is key for a tribe is to make sure it's tactics and strategy matches your own play style. An active aggressive player isn't often going to be happy playing in a K tribe that recruits or merges its rivals rather than wars with them. Likewise a defensive player isn't often going to be very comfortable in a spread out aggressive "elite" tribe. This also includes such things as proximity of tribe members, coordination between players, and forum(in game and world) presence. As a player you need to find the sort of tribe you want to play in.
Also make sure your tribe's goal matches your own. If your in this game to have fun play in a tribe that will allow for that. If you’re in it to dominate and outlast the server, join a tribe with similar goals. There are many ways to "play" tribal wars successfully make sure your tribe works with the way you want to play. I'm not here to argue that one type of tribe is better than another. Just be sure that the type of tribe you join matches your playing style. If you don’t enjoy your tribe it’s going to be very difficult to enjoy the rest of the game. As a leader you need to recognize it and recruit the type of players that match your tribe's "style".
Next big thing for any tribe to do well is communication and along with that the community of the tribe. If tribe members don’t enjoy one another company they aren't going to stick around or be very willing to support and coordinate with one another. You want the desire to assist one another within the tribe to be a natural response because of a friendship within the game, not because the duke or war commander or whatever ordered it. Whether that communication occurs over igm, forums, IRC, msn, skype, or any other number of places doesn't matter. What does matter is that the tribes members get allow and want to see one another succeed. As an aristo there isn't a lot you can do about this. Either its there or its not. The only real influence you have is in recruiting the "right" players for your tribe and in arbitrating internal issues before they tear the tribe apart.
Continuing along, the aristocracy of a tribe can make or break a tribe just as easily as the member base can. Even quicker at times depending on the situation. There are several things to look for when determining the strength of the aristocracy.
First the aristocracy should be developed out of the leadership of the tribe, not the other way around. That is to say that just because you give a player "baron" status it doesn't make them a leader. It’s the respect the members have for said player and their willingness to follow that makes them a leader. Leadership leads to the aristocracy, the aristocracy doesn't make you a leader. That being said it also is common that there are several leaders within a tribe that don’t hold official rank yet are very involved in decision making and policy within the tribe. Often times these players are some of the best leaders in the tribe and can hold more "power" over the membership than even the duke.
Further the aristocracy should realize that they are there for the member’s benefit and that without said members they wouldn't have a tribe. Many a good player becomes a bad duke when they take the reins of a tribe and try to act supreme overlord. It seems somewhere they forget this is a game and those people playing the account are doing so for entertainment, not to further inflate some oversized ego. The leadership should listen to members concerns and not make selfish decisions in disregard for the membership of the tribe. All it leads to is alienation of your player base and in the end you will likely cause a split within the tribe. That isn't to say that you need to have a "democracy" within the tribe. In fact I have found that most democratic tribes have the worst leadership of all. They are slow to react and, without central leadership, often incapable of properly coordinating themselves.
The leadership needs to be strong, respected, and above all active. If the aristo isn't around can’t lead. And a tribe that isn't lead will inevitably fail. The leadership is there for a reason, being primarily, to coordinate and unify the tribe for developed goals. If any part of that is missing the leadership is failing for the tribe, and the tribe will in turn fail for the leadership.
In diplomacy a tribe shouldn't have more allies than it needs. While a long list of friends who will "fight" for you looks powerful it has very negative consequences that many don’t weight properly before they develop an alliance list. Further many tribes don’t consider the lasting ramifications of said alliances when they are first signed. What looked good 2 months ago can often change overtime.
First each and every of those "allies" is a war waiting to happen. Those allies are inevitably going to cause conflicts as they expand into outside tribes and eventually they are going to call on you to join them. You’re obligated through the agreement to back them up. Oftentimes it will be at one of the worst times, while you yourself are fighting your own wars of expansion. But in all but the rarest of circumstances of this scenario you’re looking at a situation where you just earned yourself a new enemy. If you refuse to enter the war then often you’re looking at even worse consequences in P&P and backlash from your former "allies".
Second every one of those "allies" is one more group of players you can’t expand into. Not that its always bad, but if you have prime targets in an allied tribe it isn't often your going to be allowed the opportunity to take them. This will in turn force you to attack less opportune targets. As a result proximity and relative power should be considered when making alliances. You need to pick tribes that will offer you more benefits as an ally than as a target. If you could easily take them over they are likely not a good ally and you better off putting those villages under more capable tribal affiliation, namely yours.
Next you need to make sure your allies get along, with each other and with you. A lot of damage is cause with relations when you are forced to pick between 2 allies because they went to war with each other. Few can play the "neutral" card and still be respected in the end. Further even if you and your allies don’t all get along its going to make coordinated efforts much more difficult and further inhibit the war effort. If you can’t count on support between your tribes because of political issues then they certainly aren't the right sort of allies.
Enemies are just as important as allies. You always want to have somebody your tribe is attacking. Idle time for a tribe is death. Players get bored and will leave, and in general you will see your tribe fall quickly into decline. You need to grow and attack to remain a top tribe. If your leadership is always waiting for others to try to take them on they will fail. Further a tribe that always grows through mergers and assimilating players they will rarely maintain a good member base that knows how to handle wartime situations. Because when you get down to the bottom of TW its war. In picking enemies you need to weigh several factors.
You want an enemy that’s near enough your tribe can attack easily. You don’t want to have to launch attacks halfway around the world. Further if they are near you they will offer more strategic territory that will assist the tribe in the future. A tribe with a single large core will have an advantage over tribes with many clusters. Further your tribe is going to lose interest if they are all blued in. The fighting is what makes the actual game fun.
You also need to weight the allies of the target and their forum presence. A tribe with more allies and a better forum presence will bring in more outside assistance. Likewise you need to evaluate your own allies and forum presence to make sure that you can handle your enemy. It’s not unknown in TW for a tribe to wipe out another in a war but to then be destroyed in the following months because of the targets allies and forum support.
Also you need to weight the skill of the players of the target tribe vs. your own. Understand that although a tribe may not have the points of a larger tribe their smaller tribe can often consist of much more skilled players. Never underestimate a tribe because of their member count or point total. Evaluate you target carefully. Nothing will destroy a tribe morale and forum presence like a large cocky ranked tribe loosing a war to a small elite tribe that knows how to handle itself.
Openeye's Fake attack guide
I know that some who are reading this may not yet have mastered timing an attack but once you get that down you will want to further your skill with fake attacks.
There are three basic kinds of fake attacks, used with different intentions.
Swarm: These fake attacks usually are made up of 5-250 scouts and 1 ram or cat. Since they move slowly they may be mistaken for an actual offensive attack. They may get info, usually they just all die.
Swarm Fakes are usually launched 1 or 4 from a village (4 may be mistaken for nobles from a larger 6000+pnt village ) by everyone one in the tribe from every village. They are launched 1-5 hours before a main assault begins.
Swarm Fakes main purpose is to confuse and overwhelm the opponent. What would you do if you had 10-500 incoming attacks from a tribe?
Decoy: These are fakes launched by people not involved in an assault but timed to land as if they were.
Decoys usually have the same makeup as Swarm Fakes (scouts and a ram/cat) but aren't launched before an attack randomly. These are precision timed and focused on large villages.
Decoy Fakes are launched on targets that have more than one large village to hopefully have the target spread his def troops too thin or defend the wrong village in an assault.
Fanged: By far the most advanced and evil fake. These fakes are launched to land close to immediately after a large scale attack. They are focused on villages that have already been hit by "nukes" or other clearing forces. These fakes are usually used on large scary targets that will take a while to defeat or in a large scale war when the target is member of an enemy tribe especially if you do not have enough nobles available to rim him.
Fanged Fakes usually consist of 25-100 scouts and 25 cats. They are sent in 1 or 4 after an offensive army to mimic nobles but instead demolish Farm Buildings.
This way troops that have been killed of the targets cannot be rebuilt quickly leaving the target vulnerable and unable to send help to his tribe mates.
Learn these well. They are the second most important thing, after timing, to winning against skilled opponents.