Battle tanks are probably the most well rounded with decent movement and stats but you might be able to go harder longer with other setups depending on what your enemy uses as DAs. Modern - 8 paratroopers? (I'm only partly kidding O:)) Every unit has its place. Maybe use 2 conscripts + 6 rogues overall to keep going longer before switches. ![]() The "counter" unit to them is reliant on bonus attack and will get overwhelmed by your large boost. Jaegers probably you should run more than one non-rogue if you want to keep hammering the autos. Howitzers can be with 7 rogues in general. Industrial - Howitzers if they don't run too many breech loader armies. Fast + Rogues has the issue that the fast is likely to take a bunch of hits and you'll need to replace it - hence the 8 fasts. Light + Rogues might be a reasonable compromise if you want to stick with rogues. Heavy + Rogues is great if there's not too many artillery. If they use a lot of fasts though you might wind up needing to replace too often (not because you can't kill them fast but because the base defense on an artillery is pitiful in early ages, so if 3-4 survive to take swings at you it'll do some decent damage). If they use a lot of artillery, 4 artillery + 4 rogues is hard to beat as your army. It depends a lot on what the guild you're hitting uses as DAs most frequently though as to what's ideal. Can probably keep rattling off hits and just add a unit when it's dead (though i've autoed with only 6 left at times if I know it'll still win). And you can hit again with less than full armies if you need the speed. 8 fasts will be a pretty solid setup when you're only taking 1 damage when you get hit. Next two paragraphs are referring to colonial and earlier: How long will it be before you get frustrated and not bother trying any more? You would probably think that the developers suck and that this game favours the strong (Strong becomes stronger).With stats that high you might be interested in trying non-rogue setups? You, on the other hand, simply restart a new city. Imagine if you just started this game, you have no defenses, and someone just swoops in, attack the two miserable troops that the game puts in by default, and wins? Going by your idea, he takes your entire city, gaining all the benefits that come with it. I like the way LadyMedea puts it, this feature is in place to protect the players who are just starting out, from the stronger players, who probably started earlier and had more time to develop. Although you are forging an empire out of a small village/town/city, this empire is on the Continent Map and those territories conquered grants you further expansions and goods production boosts. Simply because Forge of Empires is a city building game. To add on to what wizard1001, LadyMedea and Pendragon has said, it is extremely unlikely (1 in a trillion?) that the developers will ever change the game in the direction you are suggesting. For a further explanation on PvP, Towers and medals, do read Pendragon's excellent FAQ: (click me) ![]() These medals can then be used to purchase territory for your own city. You are awarded a certain number of medals by attaining certain positions in those tournaments, which conclues at the end of the week (Sunday). ![]() These tournaments are held weekly, and there are different levels for different Ages. When you win a battle, you gain PvP points, which goes to a certain tournament (in Forge of Empires, we call them Towers). You actually do gain territory when you defeat an enemy's city.indirectly.
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