Please note that the time and cost, resources wise, of defensive units or buildings will not be discussed in detail in this section. This information is available in-game.
The units with the highest defensive strength are:
- Lancers (infantry)
- Sentries (infantry)
- Guardians (cavalry)
- Ballista (siege weapons)
When defending you should have a good balance of these troops (ballista excluded – explained later) but there are a number of factors that need to consider. These include:
- your attacker/s
- the resources available in the city
- in some worlds, your research levels.
- Defense strength: 25/50 (infantry/cavalry)
- Lancers are infantry units that have good defensive strength against cavalry units (knights and guardians).
- Defense strength: 65/25 (infantry/cavalry)
- Sentries are best against other infantry units (berserker).
- Defense strength: 140/110 (infantry/cavalry)
- Guardians are mounted units that are good in both attack and defense. Remember that this all round ability calmed at the cost of resources, training times and population?
- Defense strength: 80/40 (infantry/cavalry)
- Of the two types of siege weapons available to you ballistae are better by far in defense. Although they have higher attack and defense strength than infantry defensive units like the lancer and sentry they require a large amount of resources to build, a very long time to train and the highest level of population of any unit type. It is generally not a good idea to use ballistae for a purely defensive purpose. In this game they have a far more important use which is discussed in the attacking section of this wiki.
Note: the defense strengths above are for level 1 units. See the in-game help for a table outlining level 2 and 3 unit strengths.
Poor defensive troops
Berserkers, knights and rams all have very low defensive strength and will contribute almost nothing to the defense of your city. Unless you are really pressed, it would be better to have these troops out of your city when an attack lands so they are available to you for a counter-attack.
The higher the level of your barracks, stable, and workshop, the faster you can create defensive and offensive troops. Remember that your training queues for all three buildings are separate so you can build more troops faster if you recruit from all three at the same time.
The wall is the most important building for defending your city. It not only has a base level of defense (defensive points similar to units) but it also adds a defensive bonus to the troops in your city. The following is a sample of the defensive bonus different level walls would provide to a level 1 lancer which has a base defense strength of 25/50.
- Level 1 (5% bonus) – 26/52
- Level 10 (50% bonus) – 37/75
- Level 20 – (100% bonus) – 50/100
- Level 25 – (125% bonus) – 56/112
Keep your wall as high as possible, but remember, there may be times when it must be sacrificed to save your city.
While no other building directly contributes to the defense of your city, higher level buildings can help you recover from an attack faster.
- City Hall – rebuild your wall faster with a higher level city wall
- Barracks/Stable/Workshop – train more defenders or offensive troops to counter-attack with higher level buildings.
- Resources – higher level buildings will get you resources to train troops with faster
- Hiding Place – hide wood, clay and iron from your enemies so you have the resources to rebuild. The higher the level the more resources you can hide.
At the most basic level, the person with the largest force wins the battle. As a defender you have the ability to call in support from other your other cities and your guild to load your city with defenders. Attackers are limited by the population of the city they are attacking from but can obviously send more than one attack at your city.
As an example, let’s assume that an attack on your city consists of 5000 berserkers, 3000 guardians and 550 rams. The following table outlines the result of this attack depending on the number of defenders you have in the city.
|1000 Lancers, 1000 Sentries, 1000 Guardians||All troops dead, Wall reduced to 0||Attacker wins|
|2000 Lancers, 2000 Sentries, 3000 Guardians||1368 Lancers, 1368 Sentries, 2053 Guardians, City Wall reduces to 14||Defender wins|
|4000 Lancers, 4000 Sentries, 6000 Guardians||1369 Lancers, 1369 Sentries, 2054 Guardians, City Wall reduced to 20||Defender wins|
|10,000 Lancers, 10,000 Sentries, 10,000 Guardians||1590 Lancers, 1590 Sentries, 1909 Guardians, City Wall reduced to 23||Defender wins|
In the above example all troops are level 1, your wall is maxed out at level 25, morale is 100 and luck is 0.
Spreading the losses
All losses taken while defending a city are spread equally across the cities that have units in the city. This means that the more cities supporting the one being attacked the more the losses are spread out, reducing the time required to recruit replacement troops. Let’s expand the previous example to show this.
|Defenders||Defenders killed||Supporting cities||Defenders killed per city||Results|
|1000 Lancers, 1000 Sentries, 1000 Guardians||All troops dead, Wall reduced to 0||1||1000 Lancers, 1000 Sentries, 1000 Guardians||Attacker wins|
|2000 Lancers, 2000 Sentries, 3000 Guardians||1368 Lancers, 1368 Sentries, 2053 Guardians, City Wall reduces to 14||2||684 Lancers 684 Sentries 1026 Guards||Defender wins|
|4000 Lancers, 4000 Sentries, 6000 Guardians||1369 Lancers, 1369 Sentries, 2054 Guardians, City Wall reduced to 20||3||456 Lancers 456 Sentries 684 Guardians||Defender wins|
|10,000 Lancers, 10,000 Sentries, 10,000 Guardians||1590 Lancers, 1590 Sentries, 1909 Guardians, City Wall reduced to 23||5||318 Lancers, 318 Sentries 381 Guardians||Defender wins|
Support from other your other cities
The most reliable way to get support to a city under attack is to send some from your own cities. As shown in the above table sharing the losses across your cities will help you get back on your feet faster ready to counter-attack.
Before sending support to the city under attack consider whether the attack is likely to spread to your other cities. This may be the case if you are being targeted by a timed attack (link to attack section of the wiki). In this situation you are better off calling in support from the rest of your guild than risking loosing multiple cities to defend one.
Support from your guild
As with all other areas of Valor, your guild is one of the most important parts of a successful defense. As shown in the table above the more cities sending supporting, the more the losses are shared across the defenders. This means that the guild can share the losses across multiple players and regroup faster than a single player would be able to.
When asking for support the more information you can provide your guild the better. This will allow them to support you and also organise a counter-attack if possible. Information you should provide your guild with includes:
- the city under attack*
- the time the attacks arrive
- the city the attacks are coming from*
- the player attacking you*
- the guild the player belongs to*.
Note: In the list above fields with an asterix (*) should be provided using BB codes so other guild members can access the information quickly. In some cases this will make the difference between receiving support or not.
Remember that as with attacks, troops you send to support another city move at the speed of the slowest units included in the troop movement. To get support to a city fast send your cavalry units in one movement and your infantry units in another.
Support questions answered
What level do my supporting troops fight at?
In worlds with 3 levels of research defending troops have the defense statistics of the city they are defending. For example, you have received some 3000 guardians as support from a guild member. They have researched level 3 guardians but your city only has level 1 guardians researched. This means that the guardians you have been sent will have a defense level of 140 against infantry instead of 196.
How much support can a city receive?
A city can receive support from a maximum of 65 other cities at any one time.
Dodging and sniping
To explain the dodging and sniping we will use an example attack on your city that consists of 3 clearing attacks followed by 5 scholar attacks.
We will also assume that all incoming attacks are real and that you cannot get support from your own cities or others in your guild to the city under attack in time.
Dodging involves sending your defenders out of the city under attacked before the attack arrives so they are not killed. You can do this by attacking a nearby barbarian city or supporting another guild member’s city.
When you dodge an attack, you don’t want to send your troops too far away. This is because they need to be back in your city before the attacks with scholars in them arrive, so you can kill them and keep your city. This is called sniping.
Timing is key
Timing is very important to successfully using dodging and sniping tactics to defend a city. A good attacker will time their attacks so there is a very small gap between the clearing and scholar attacks. When dodging clearing attacks you need to allow for travel time so your troops are in your city when the scholars arrive.
For example, if the first scholar arrives at 02:00 and you decide to send your troops to attack a barbarian 5 minutes away to dodge the clearing waves before the scholars, you need to send them as close to ten minutes before the 01:50 as possible so they return in time. Note that you do not have to complete a troop movement to dodge an incoming attack, you can cancel it at anytime. Use whatever method works for you to dodge and snipe incoming attacks.
Launching attacks on the attacker from your other cities or by other players in your guild will not, on most occasions, make the attacker cancel their existing attacks, but it may stop them from launching additional attacks on your city. This will allow you to concentrate on defending against the existing attacks.
Fakes are attacks that include only one unit, usually an infantry or siege unit. Similar to counter-attacks, they are not likely to make an attacker cancel existing attacks but they may stop them from sending additional attacks allowing you to focus on those already sent.
The porcupine defense
There will be times when you know that an attack is likely. This could occur when others in your guild attack an enemy that is close to your cities. Because you are close to your enemy you expect members of the enemy guild to attack you in retaliation.
If you load your cities with defensive troops from guild members who are not on the front line before the attack is launched, you not only protect your cities from being conquered, you also clear the cities of other enemy guild members so they are easier to attack and possible conquer.
There are two items that can be purchased from the store for gold that are specifically designed to assist you to defend your city. These are:
- reveal incoming troops
Reveal incoming troops
Cost: 10 gold
This item allows you to see what troops are in a single attack on your city. This can be useful to determine which attacks are clearing waves and which have scholars in them. This information can then be used to inform your choice of tactics in defending your city.
Cost: 50 gold
Another option is to buy a truce. This will mean that no troop movements are allowed to or from any of your cities for a period of 24 hours. This time can be spent rebuilding your defenses and training additional troops.
Caution must be used when buying a truce for the following reasons.
- From the time a truce is called no more troop movements can be made to or from any of your cities. While this means that your enemies can not send more attacks, it also means that you cannot receive support from your guild or move troops between your cities. Ensure you have made all the troop movements and have any possible support from guild members sent before you call a truce.
- All incoming attacks will continue and they will still attack your city. You will not be able to dodge or send support to defend against these attacks.
- Once the truce expires you cannot call another one for 24 hours. This means that your attacker/s have a 24 hour window to send fresh attacks before you can truce again.
- Truce does not apply to conquered barbarian cities. This means that attacks/support can still be sent to/between any barbarian cities you own. !!!Please rewrite/remove this if necessary???
Speed ups and instant resources
Speed ups can be useful for rebuilding your wall after an attack. There are a number of speed ups available that shorten the length of time it takes to build buildings.
Instants resources can be purchased if you are short on resources to rebuild your wall or recruit troops.
Quest rewards and daily amulets
If you are running low on resources or don’t have gold to buy speed ups you can also use quest rewards or test your fortune to get back on your feet faster.