Play Celtic Tribes Part Five
Edited by Nikki, Grimm, Eng, Anonymous and 1 other
This is part of the in-depth VisiHow series of Complete Celtic Tribes Game Guides.
- 1 Part Five: Attacking and Defending
- 2 Troop Attack Values
- 3 Attack Units
- 4 Defense Units
- 5 Troop Defense Values
- 6 Defense Units
- 7 Attack Units
- 8 Foundation Tactics (Defense and Offense)
- 9 OFFENSE
- 10 Attack and Defense Strategies
- 11 Attack Strategies
- 12 The '101'
- 13 Defense Strategies
- 14 Clusters, Strongholds, and Tripwires
- 15 Capturing a Village
- 16 Oooohhh... Part Five
- 17 Questions and Answers
- 18 Comments
Part Five: Attacking and Defending
What You Need To Know...
Make sure to check out all 6 parts of this guide!
The Celtic Tribes Game is a bit different than anything yet released by Xyrality, and as such there are a number of features and things those of you who have played the other games (Lords & Knights and Crazy Tribes) will want to pay close attention to. One unique aspect of this game is that all troops have three classes they defend against, but only one they attack against. This makes for some interesting strategies, as a player who is entirely defended by Archers, for example, can be attacked by the unit which targets their weakest defense statistic. For example, Archers are considered the best all around defensive unit, but they are very weak when defending against Lancers. This means, if your target is only defended by Archers, an army of Lancers will decimate their defenses, while an army of Axe Men or Slingers will not fare as well due to the defense of Archers.
There are also other factors to be taken into consideration, such as the total defense potential of a village (how many villages does a player have, with what possible Artifacts for defense, and what total bonus does that translate into). As yet some of these numbers are still being figured out by players, and there are still a number of developing strategies out there.
PRO TIP! Want the quick and dirty? The vast majority of players in game currently have no real defense to speak of. This means you can just quickly develop the fastest and lowest resource cost unit type for attacking (the Slinger), and make a massive assault against these forces, quickly overcoming what amounts to no real defense. In short, most people haven't read this guide yet, so you can easily break their defenses.
Troop Attack Values
The Best of the Best!
This gives us an in depth look at all of the troop types and how they compare to one another in terms of attack strength. It goes without saying that attack troops are used for attacking, but some of you will still insist on attacking me with your war chariots and other defense units (I will still continue to take your villages when you do this). With that in mind, pay attention to the values listed below, and remember - attack troops are for what class? ATTACKING. Very good! And defense troops are for what? DEFENDING, Ms. Nikki! Ah, what good students I have.
Sadly, the reality of things is that most of you will continue to be students and not really apply these tactics. But, for those who do apply them, good for you! Now give teacher an apple in the comments section so she knows her career wasn't wasted educating people who play online games when they should be studying, or at least using their iPhones to cheat on tests!
PRO TIP! This is actually a 'Silly Tip' - but if you consider that a War Chariot attacks cavalry at a value of 60, and slingers defend against cavalry at a value of 30, you could attack one of those 'slinger only' folks with war chariots and win (silly, I know, but it should draw you to consider where else cavalry might be useful...).
This is a list of all attack units, from the humble (and slow) Slinger, to the fast Lancers. It gives an overview of each one, including all relevant factors for those of you who meta game (you know who you are!). Everyone always asks, What is the 'best' attack unit? The answer is that there is no 'best' attack unit. It depends entirely on your play style and who you are attacking. With that in mind, if I personally could have only one attack unit, it would be Axemen, as I view them as the overall 'best' unit - but other people would disagree (and will, I'm sure, hehe).
Best Against Spearmen Artillery Attack: 70 Strength Unit Speed: 17.5 Minutes per Field Recruitment Time: 12 Minutes 30 Seconds Resource Cost: 51 (Wood: 13 / Clay: 21 / Ore: 17) Number of Villagers: 1 Transport Capacity: 8
Best Against War Chariots Infantry Attack: 128 Strength Unit Speed: 18.3 Minutes per Field Recruitment Time: 20 Minutes 0 Seconds Resource Cost: 166 (Wood: 38 / Clay: 46 / Ore: 82) Number of Villagers: 1 Transport Capacity: 18
Best Against Archers Cavalry Attack: 94 Strength Unit Speed: 9.2 Minutes per Field Recruitment Time: 15 Minutes 0 Seconds Resource Cost: 117 (Wood: 33 / Clay: 30 / Ore: 54) Number of Villagers: 2 Transport Capacity: 10
This is a list of all defense units (for god's sake Jim, I'm a doctor, not an attack unit!), from the almighty Archer (almighty archer, hehe) to the overrated War Chariot (think - guys with loud fast cars and, uh... ya know...). It gives an overview of each one, including all relevant factors for those of you who meta game (engine size not included because it, like batteries, is irrelevant).
Do Not Attack With These! Artillery Attack: 46 Strength Unit Speed: 11.7 Minutes per Field Recruitment Time: 17 Minutes 30 Seconds Resource Cost: 159 (Wood: 69 / Clay: 37 / Ore: 53) Number of Villagers: 1 Transport Capacity: 14
Do Not Attack With These! Infantry Attack: 32 Strength Unit Speed: 15 Minutes per Field Recruitment Time: 13 Minutes 0 Seconds Resource Cost: 87 (Wood: 35 / Clay: 23 / Ore: 29) Number of Villagers: 1 Transport Capacity: 12
Do Not Attack With These! Cavalry Attack: 60 Strength Unit Speed: 10 Minutes per Field Recruitment Time: 25 Minutes 0 Seconds Resource Cost: 224 (Wood: 68 / Clay: 41 / Ore: 115) Number of Villagers: 2 Transport Capacity: 22
PRO TIP! Many people mistakenly believe that to win a battle you need to be able to beat all defense scores of the defending unit. This is because attack units only have one attack type, but defense units have three defense types. This is NOT true!! The way it actually works is that your attacking units only need to beat "one" defense score. For example, Slingers can attack "any" unit, but their attacks are always against against that unit's defense score for Artillery. This means Slingers will always have the best attack against Spears, and the worst against War Chariots. In summary, you can attack with any unit you like, and you do "not" need to beat all of the defense scores you are attacking - just one.
Troop Defense Values
When Ninjas Just Won't Do...
I have said this so many times, but do not attack with defense troops - do not defend with attack troops! Not sure I can make it any more clear, but just in case, I have listed the defense troops first here, and the attack troops second (in case any of you have had a few drinks or taken a few hits to the head from your spouse while checking your accounts when you should be snuggling). So, here it goes.
This is where your defense guys get to do what they do best (sit there and beat back hordes of attackers. Really, while the concept of Sparta is cool, and my husband just loves discussing the tactical business involved in the battle of Thermopylae, the truth of the matter is that being a hero is a dangerous business. As Miyamoto Musashi was fond of saying, The way of the warrior is death." I think it was him anyway - you'll have to ask Joe, and since he isn't here right now, I guess that leaves it to me (or Google).
Just like the Attack section, people always ask me what the 'best' defense unit is. Just like the Attack section, I can tell you there is no 'best' defense unit. Again, if I could only chose one unit to defend with, it would be Archers, as I feel they are the overall 'best' defense unit - but if you do not have some spears for defense, then your archers will be destroyed by Lancers - so you should have a mix (as discussed in the next section).
Oh yes... I left the unit speeds and costs here because some people *cough* don't like to read and might have skipped that above. Other people will have no defense, and constantly be crying for you to send them defense troops at the last second (so you will need to know how fast they are, that is, if you didn't look above...).
Best Against Axemen Artillery Defense: 156 Strength Infantry Defense: 210 Strength Cavalry Defense: 90 Strength Total Defense Value: 456 Strength Unit Speed: 11.7 Minutes per Field Recruitment Time: 17 Minutes 30 Seconds Resource Cost: 159 (Wood: 69 / Clay: 37 / Ore: 53) Number of Villagers: 1 Transport Capacity: 14
Best Against Lancers Artillery Defense: 68 Strength Infantry Defense: 134 Strength Cavalry Defense: 199 Strength Total Defense Value: 401 Strength Unit Speed: 15 Minutes per Field Recruitment Time: 13 Minutes 0 Seconds Resource Cost: 87 (Wood: 35 / Clay: 23 / Ore: 29) Number of Villagers: 1 Transport Capacity: 12
Best Against Slingers Artillery Defense: 246 Strength Infantry Defense: 103 Strength Cavalry Defense: 173 Strength Total Defense Value: 522 Strength Unit Speed: 10 Minutes per Field Recruitment Time: 25 Minutes 0 Seconds Resource Cost: 224 (Wood: 68 / Clay: 41 / Ore: 115) Number of Villagers: 2 Transport Capacity: 22
These guys really should not be defending (ever) but occasionally an attacker will catch you with your pants down (literally, if you are using bathroom breaks at work to play this game). For times like that, you need to know what sort of defense capability your attack troops have with their pants down (don't forget to wash your hands, or wonder if the other guy washed his the next time you use his phone to take a picture... just saying...).
Do Not Defend With These! Artillery Defense: 79 Strength Infantry Defense: 117 Strength Cavalry Defense: 30 Strength Total Defense Value: 226 Strength Unit Speed: 17.5 Minutes per Field Recruitment Time: 12 Minutes 30 Seconds Resource Cost: 51 (Wood: 13 / Clay: 21 / Ore: 17) Number of Villagers: 1 Transport Capacity: 8
Do Not Defend With These! Artillery Defense: 32 Strength Infantry Defense: 82 Strength Cavalry Defense: 118 Strength Total Defense Value: 232 Strength Unit Speed: 18.3 Minutes per Field Recruitment Time: 20 Minutes 0 Seconds Resource Cost: 166 (Wood: 38 / Clay: 46 / Ore: 82) Number of Villagers: 1 Transport Capacity: 18
Do Not Defend With These! Artillery Defense: 128 Strength Infantry Defense: 34 Strength Cavalry Defense: 83 Strength Total Defense Value: 245 Strength Unit Speed: 9.2 Minutes per Field Recruitment Time: 15 Minutes 0 Seconds Resource Cost: 117 (Wood: 33 / Clay: 30 / Ore: 54) Number of Villagers: 2 Transport Capacity: 10
PRO TIP! There are many factors to consider when training and deploying troops. The easiest to calculate is a simple 'total' troop value, divided by the number of villagers each troop type takes. There are, however, other factors as well, such as the ease and speed with which you can deploy a massive army of Slingers, as opposed to the time and resources a slower but more powerful army of Axe Men would take to build. More to the point, consider that if you produce 500 of each resource per hour, then you could only train 10 of one unit type per hour, or, for example, 30 of another unit type. Then consider the attack values, transport times, and other correlating factors, and you end up with some ideas you might not have considered before...
Foundation Tactics (Defense and Offense)
Unicorn Defenders Are Pure Awesome
I'm not the most dangerous girl in the game, but I have a stable base I use for my defense purposes. This keeps me safe from most single player attacks, and even from some group attacks. My formula is simple, and it is based on the idea of building a basic foundation of defense, and then building troops out from there to meet your other needs or personal player preferences (you can get the details of why I use this formula when I discuss troop values).
Please note, these are just FOUNDATION numbers. It means you will build more troops depending on how you play or what you want to do in the game. It also means that it is my personal opinion on them. Plus, I have far more troops than what I list here - these numbers are just the basic minimum that I have, and that I recommend to people who ask me. Since this is a guide for new players, if someone is reading it, then they are here because they needed help (or they just love me and came to read how great I am). - Special thanks to Sean for catching and correcting my math mistakes. :)
For every village point I have, I build 6 Archers, 3 Spears, and 1 Chariot. Some people will disagree with this - but I find that it builds a nice foundation for me from which to add to as I need.
Consider this... When I have a 296 size village, it is defended by (numbers rounded up - because I really do round them up) 1,800 Archers, 900 Spears, and 300 Chariots. That is only 3,000 troops of my theoretical max of about 8,900 villagers for troops and transport, and it gives me everything I need to meet the defensive requirements for any Tavern Mission I might want to run (which is the main part of how I grow so fast).
That means I still have room to build another 5,600 troops, for defense or offense, as I may decide I need.
PRO TIP! You don't "need" Chariots, ever, but they are essential to certain Artifact and Tavern missions, so you'll eventually want to have some if you worry about Artifacts. Additionally, Archers are considered the best 'all around' defense, but they are very weak against Lancers. Make sure you train some Spears, or you'll be an easy target.
Don't Let the Monkey Spank You
It has been said that the best defense is a good offense, but that is a cliche that is worn thin. The truth is that a combination of defense and offense is what makes a good defense. Being able to take a hit is just as important as being able to hit back. This is why there is a minimum defense you should have in every village. I use a similar formula to the one I use for defense, and it is just to provide me with a foundation. Again, the reason for having a foundation is that every player is different. Some will want more defense, other more offense.
If you weren't spanked too much by the monkey, then you should still have good eyesight. That means you can read the part I wrote in the defensive section where I make sure everyone knows these are FOUNDATION numbers. They are just minimums - I have way more troops than this, and you should too - but what type of troops you have will depend on your play style. There is also a healthy dose of my opinion in here, but then... it was me who wrote the article, hehe. Take care, and watch out for monkeys!
For every village point I have, I build 2 Slingers, 2 Axemen, and 1 Lancer. This is so that I can run Tavern Missions with my troops, and also have a little extra to attack. Just like the numbers from my Defensive tips in the previous section, this is just a foundation, and not set in stone.
At 296 village points, I will have (numbers rounded up - because I really do round them up) 600 Slingers, 600 Axemen, and 300 Lancers (1,500 village population). Because I attack (often) my preference will be to build more troops later - though you might not want to attack at all, and instead will build less attack troops, or only the minimum needed to run Tavern Missions. Some people do not build any attack troops ever (they are called turtles - and they eventually lose their villages to determined attackers who have no fear of reprisal).
The prevailing thought in game is that you can quickly build thousands of Slingers and attack with them, suffering heavy casualties, but rebuilding much faster and for less resources than if you had sent Axemen. The reason for this is that attack troops only use one category to attack, while defense uses whichever defense type is applicable to that attack troop.
To give you a brief example, Spearmen defend against Slingers at the base value of 68, Axemen at the base value of 134, and Lancers at the base value of 199. Think about that. If you were attacking Spearmen, you would want to send in only Slingers, because it would be 70 Slinger attack against 68 Spearmen defense. If you sent in any other attack unit, you would have higher troop casualties.
PRO TIP! Keep a mix of offensive troops, as you never know what sort of force you'll be up against, and you want to be prepared to attack all types of enemy.
Attack and Defense Strategies
Why This Section Is Important
MANY of you have played other Xyrality games, and many of you are experts, by your own words (and that is great). The thing is, much of what you know from those other games absolutely does not apply in Celtic Tribes. This isn't to say your knowledge or experience is irrelevant (it isn't, you just need to consider some factors that come into play here). Rather, it is to say, there are some important changes you need to be aware of, especially when talking to or guiding new players in your Alliance, or you'll end up looking silly (and we don't want that).
PRO TIP! Battles in the Celtic Tribes Game are instant. This means there is no chance to send additional attack troops, additional defense troops, or trickle defense to a base. Either you have what it takes, or you don't.
As attacks are instant in the Celtic Tribes Game, some of the more traditional attack methods do not work, such as having multiple waves of attacker arrive in the same ten minute window. This, however, does open other strategies that were previously unavailable, and more importantly, it makes feint attacks into a whole other beast. Since attacks can be targeted to a specific unit type, you should consider the number of those unit types you can field against the individual and total troop defense of your enemy.
In simple terms, that means you will normally face a larger percentage of Archers and Spears than anything else (especially if they have read this guide and understand the tactics). Generally speaking, if an opponent is heavy on spears, then I attack with an army of slingers (they have the highest attack value against spears). The other key strategy is to attack with huge numbers. The larger your attack force, the better your chance of success.
Outside of that, there isn't much else you can do in the Celtic Tribes Game to defeat a well defended opponent. Since battles are instant, you can't 'combine' attack forces to all land at the same time, so you have to be sure you are landing the largest possible force within a given window. One effective strategy some folks are using is to build three villages next to one another, with one village having 100% attack force, and the other two having 100% defense force. Then, when they attack someone, they can send out an attack force of 8,000+ slingers and axemen, while splitting their defenses to keep 65% or so at each of their three bases (5,000 more or less to each village). This works well - though I prefer a less all or nothing strategy - as losing one of the defending villages reduces your total defense across all villages (which can be very bad).
This is an attack strategy many people use, though I find it a bit counterproductive. It simply involves sending 101 attack troops to any village on the map you plan to attack. Those 101 attack troops will all perish in the attack, but they will give you a limited attack report that only shows the troops they fought against (no other details). I personally do not recommend this method, for the following two reasons (this is only my opinion, many people only use 101 attacks - and I even use them from time to time, but it is rare for me to use them)...
Assuming maximum Training It takes 5,151 resources and 12 hours to train 101 Slingers - so you are losing training time, troops, and resources by sending an attack instead of a spy. The maximum cost a spy would be is 10,001 bronze. Again, assuming you had maximum Market to trade resources (because we already assumed you had maximum training facilities in example one), it would cost a total of 40,004 resources. If you have resource production of 400 per hour, then every hour you are producing 1,200 resources. You can quickly get silver or bronze (10,000 bronze = 800 silver at max conversion levels). Time is more valuable than anything else in the game.
PRO TIP! The single most important thing your spy report will contain is information on the total population (Farm size). This is far more important than the initial troop count, as it will show you how many possible troops a player has - and let you know if they have huge armies hidden or on missions. For example, I might have 1,000 Archers that are 20 fields away protecting a friend's new village. No matter how many spies you send, you'll never see these troops until I bring them home - but if you pay close attention to my village population, you'll note that 'somewhere' I have a missing 1,000 villagers. You won't know what my troops are, but you can account for that by sending extra troops with your attack.
There are a few things to consider here, but the first among them is the calculation of troop recruitment time with consideration of the total resources required, plus population. This is perhaps easiest to understand in terms of time versus result. In the most basic example, the following applies:
2 Villagers Cost, 224 Total Resource cost, 25 Minutes Recruit Time, 522 Combined Base Defense
Archer + Spearman
2 Villagers Cost, 246 Total Resource cost, 30 Minutes Recruit Time, 857 Combined Base Defense
You should be able to see in the above example that for an additional 5 minutes and 22 resources, you get an extra 335 combined defense value from the combination of archer and spearman. In terms of time, it means your are gaining 20.88 defense per minute when training War Chariots, or 28.57 defense per minute when training Archers + Spearmen. Add those up to 25 minutes each (to get an exact comparison of what 25 minutes training time gets you), and you have 522 Defense for War Chariots, and 714.17 Defense for the Archer + Spearman combination. More importantly, you are enhancing your combined defense by mixing units. The following example shows a combination of 1 War Chariot (also 2 villagers) defense value versus 1 Archer and 1 Spearman (2 villagers) defense value:
Artillery 246 / Infantry 103 / Cavalry 173
Archer + Spearman
Artillery 224 / Infantry 344 / Cavalry 289
As you can see, the combination of Archer + Spearman is significantly better than one War Chariot in every category except for Artillery attacks, where they are basically even. This brings me to what I consider as the ideal balance of defense. For me, it is counting on there almost always being more Slingers and Axe Men attacking me (first), and second the fact that Lancers will always cost twice as much in terms of villagers as any other attack unit. Therefore, I can safely build 2 archers for every 1 spear. In reality, I can even build 3 archers for every 1 spear.
Lastly, battles are instant. This means the only thing limiting your attacker is their silver and the number of troops they can field to attack you. If you are under attack, your options are limited to either defend with all you have, or counter attack and take the attacking village before the attack hits you. This is because when you lose your village, all troops that belong to that village disappear with it. So, if someone attacks you, but you capture their village before their attack hits you, then their attack troops disappear. On the other hand, if someone is attacking and you send your troops away, they will disappear when you lose your village. For this reason, if you can't successfully counter attack, then make sure you have all troops home when the enemy attacks.
If you followed the other sections of this guide concerning what to build, and how much defense to have, then you should be safe from all but the most determined attackers. The Celtic Tribes Game heavily favors defenders, so defending yourself properly will stop a great many attacks - keeping in mind that part of a good defense is your alliance, ability to counter attack, and lastly your defense troops.
Good luck ;)
PRO TIP! When someone takes your village, make sure you get rid of all resources, otherwise the new village owner will have a head start on building defense troops (if they are a money player they will speed build troops and have 'instant' defense). I find an effective strategy is to build three sets of ox carts or horse carts, so the troop slots are all filled and no new troops can be trained, sending the rest of the resources to any nearby village. This also makes your village easier to capture again if you are so inclined.
Clusters, Strongholds, and Tripwires
Taking Care of Business (and working overtime!)
These are some tried and true tactics in the other Xyrality games, but do they work here? Some work as you would expect, but others, not so much. Read on to learn more.
This isn't the tasty granola snack you love to hate. These are groups of two or more villages, close to one another. Of all the changes the Celtic Tribes Game has brought, this is perhaps the most interesting one. Because Druids move so slowly (e-t-e-r-n-a-l-l-y slow), you have a much larger window of notice when someone launches an attack against you. This is great if they are farther away, and it still remains good if they are close. How far away, you ask? Well... two villages that are physically as close as they can be will still take 30 minutes to attack with a druid. Separate them just the distance of a few villages (as groups often are separated) and it can take hours for a druid to reach. Move them a little farther apart, and it can take a day or more. This is because Druids move at 25.3 minutes per field. So, quite literally, almost a half hour per field. 10 fields is more than 4 hours away.
So, if you are going to take a cluster, take ALL of it, that way you are as protected as you can possibly be. At all costs, avoid villages that sit out there all alone unless you plan to capture everything around it so you are protected by distance. This is the voice of experience speaking, as I once had a neighbor who launched an attack on me that I just happened to see (I had 30 minutes notice), so I was able to defend myself (and then destroy the little liar) - but if I had not been online at that very moment, I would have definitely lost a very nice village - so - NO NEIGHBORS! Don't even take your own alliance mates as neighbors if you can help it - because you never know when someone might switch alliances, go inactive, or just be under defended and lose their village to an attacker - putting you in danger. Just like they say on airplanes - put the oxygen mask on yourself first, and then take care of those around you - no different here - take care of yourself first so you can better take care of those around you.
This does not mean you shouldn't work in a team - it means you should keep yourself ready to fight and defend so that you can keep those you are allied with well protected by both your continued presence and your ability to defend yourself if no one else can.
Rely on yourself first, and everyone else second, because when push comes to shove, you'll be taking care of yourself more than you care to admit most times.
A Stronghold is any location where a group of players from the same alliance put a large number of villages. Once this is done, the players then have established their own little territory. In practice it is an extremely effective way to defend oneself (try attacking and keeping the village you attacked in the center of a 100 village Stronghold - it is nearly impossible to do). Most people swear by these.
I think they are a mixed blessing. The good part is it literally means your alliance 'won that part of the map, and the alliance with the most villages is the top alliance (whee). The bad part is when someone goes inactive (best case scenario) or decides they want to change alliances. Consider that if you are at the center of 100 villages in your alliance, and you decide you want to join another alliance - well... even if you had the very first village in that little neighborhood, you are outnumbered by the new folks who moved in, and you no longer get to say what happens there. Sort of like all those people who had a family house for generations, and then the government decides to take their house (imminent domain, I believe it is called). So you will quite likely lose your house for the 'common good' of the alliance.
To avoid this, build your own little cluster - but not too far from the Stronghold. This way you get the best of both worlds, and if you ever leave, you can just let a few villages go (and really, once you have 5,000 points worth of villages, losing a few is no big deal, just like gaining a few is no big deal).
Tripwires used to be the one stop defense maneuver for anyone working in an alliance. Move to a Stronghold, and you would be defended by Tripwires - and even if you were away, someone else would get a notice that you had been attacked and send defense. The problem with that strategy in the Celtic Tribes Game is that it no longer works. Battles are instant, and the only time you even see a battle report for your Tripwire is when someone either wins an attack, or significantly damages the village they are attacking. In most cases, by the time someone has noticed you were attacked, your village is already gone.
So, how do you compensate for this? Well, the best way is to always keep enough extra silver to immediately take back a village - counting on the fact that few of your enemies will utilize the same strategy (trust me, almost no one will - all but a few players are always burning through their silver as fast as they can make it). In this way, they take your village, and you immediately take it back - leaving you still having enough silver for a second village, and them out of silver.
The good part about this is that if you are sure you can defeat their attacking army, you can make your own attack against yourself while their attack is still on the way, timing your attack to land a minute after they attack your village. This way you will not only leave them without silver, but also destroy any attacking army they have left - crippling them and preventing any real counter attacks from their side.
Capturing a Village
Knowing What It Takes...
It can be as easy as taking a free village, or conquering a fortified enemy position and then defending it from counter attacks. The question is, are you prepared? Things are very different in Celtic Tribes than in ANY other Xyrality game to date. That means if you came here thinking you know how to do it, you're likely going to fall on your face and come back to read about me making fun of you (nyah-nyah!).
PRO TIP! This section was going to have a part about what happens when you lose your village too - but honestly - when you lose a village you just keep on fighting, unless it is your last village. If you lost your last village, then you were either against some "very" determined players, or you didn't read my guide. I'm betting you didn't read the guide - but because I'm nice, I'll let you know that when you lose that last village, you start off at the edge of the map and can begin all over again with a fresh two week protection and all.
How To Kill a Mockingbird
Did anyone else see that stupid cartoon that everyone thought was so great about that book? Anyway... back to business.
If you are planning to take a village, there are three things you will want. First, you should have a spy report; Second, you will need silver; Third you will need... oh, I know, you already know everything. You will need carts, right?
No. Wrong. You will never need even one cart to take a village, and you can take any free village with as little as one slinger. So whenever you are done telling me about how Lords and Knights is, and how Crazy Tribes is, we can get back to how the Celtic Tribes Game is (love that SEO plug - hehe).
Here, you will also need a Druid. They cost 1,000 of each resource to train, and take about a day to train (less, but who stays awake that long?). They also move slower than a snail, at a painfully slow 25 minutes per field. But wait, there is good news!! You just have to check the pro tip to get it.
Anyway, to conquer a village, those three things are needed. One slinger, enough silver (however many villages you have times 1,000 is the amount of silver you need), and one Druid. Send them on their way, and the village is yours. Still wondering what the great, exciting, and awesome pro tip is?
PRO TIP! In Celtic Tribes, silver is not restricted to a single base. No more staying at the computer ALL DAY to launch 50 attacks at the same time so you can get that 50th castle. Nope. Instead, you can launch just one attack, with one Druid, and that attack will win or lose - but the best part - when you fail an attack, the only thing you lose is the Druid. So you could, in theory, send one druid from each of your 50 bases with attack troops until you won. You would lose a huge amount of resources and time in terms of druids, but it does make things easier when you don't lose the silver. Please note that when I say 'the only thing you lose is the Druid' - I mean that you do not lose the silver. In every other Xyrality game, a failed attack = complete 100% loss of the silver you sent in the attack (ammo, if you play Crazy Tribes). So, keep in mind, every time you attack a player, you will lose troops - even if there are no troops in the village, the Palisade will still kill some troops. The only thing you can attack with no troop loss is a 'Free' village that is not owned by a player. Hope this clears things up.]]></intro>
Oooohhh... Part Five
You're Almost There!
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Part five of the epic guide to the Celtic Tribes Game, and you're still with me. I can't believe it. This is almost like marriage, except I'm not washing your socks and you're not sleeping on the couch. I really hope you've found this all quite enlightening, and hope to see you at Six (hint, hint). Should you wish to praise me, the appropriate forum sits beneath these gilded feet of mine. Sally forth peon! I await tales of my greatness to adorn these barren halls!
Questions and Answers
I want to attack a village in Celtic tribes?
I want to attack a village that has mixed deff and off troops in Celtic tribes what is the best way
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Categories : Gaming
Recent edits by: Anonymous, Eng, Grimm