10. Getting up to Mischief (fight planning and execution)
(Back to Top)
(this is a slightly different take on the battle section - it is written from a different perspective, hopefully it adds/illuminates some points I’ve made elsewhere)
Ok… so you have gotten the basics down of Atlas, and now you want to earn some G-points for your primarch and riders, without wasting too much opportunities along the way.
School fees are fine, but you would prefer to not pay for years and years to come? Right let us see what we can do.
In my mind, Atlas fights (whether small scale skirmishes by 1 player, or large scale alliance vs alliance wars), can be broken down to a few simple steps
The planning phase is fairly simple for a skirmish
- You need to decide how many troops you want to lose maximum
- You need to figure out what meta you will use (more on this just now)
- And you need to maximise the G-points you get, while minimising long term losses.
Right so troop losses
- You need to decide on what percentage of your troops are disposable in trade for G-point. Put otherwise, if it all goes horribly wrong (or right) and you lose everything that you take with, what amount of troops do you feel comfortable losing, without weakening your team.
- Now there is no magic number for this, but generally speaking you can either use a flat value (e.g. 5000), or you can tailor it to your goals – let’s say you are short 2400 g points for your next primarch level up, it would be a good idea to take around 10000 troops if that’s your goal.
- Once you have decided what you can or cannot lose, load those on your primarch (primarchs) and advance to meta-planning
- I refer to the “meta” as the summary of your strategy you will use
- Essentially whether you go in as a solo player, small group, or large team you need a strategy that will give you an advantage – you need to kill a lot, and lose a little, with some sort of contingency plan for things that can go wrong.
- The “meta” is the combination of primarchs, abilities used, and execution.
- There are many possible “meta’s” and becoming a good player / good atlas team is dependent on you figuring out your own ways.
- I will provide one or two simple meta strats, and you can work from there.
- Being rigid in your meta, is a sure fire way of getting a bad outcome – maybe not this time, but eventually.
Primarchs and their roles
- It is critical once again to understand which primarchs for which duty
- Simply put a primarch has an attack rating, a defense rating, a special ability, and a troop capacity.
- This was discussed elsewhere, but in summary
- Attack rating of attacking primarch vs. defense rating of defending primarch gives you a ship loss ratio; this is influenced by the presence or absence of a fort bonus, and by how well you do in the fight
- Successfully getting 100% 5 flame attack doubles the ratio in the attacker’s favour, it scales in a mostly linear fashion down to <10% of a base destroyed which turns the ratio completely against you. There is a stepping point at 70% destroyed as well.
- The “name” of the primarch is irrelevant – a level 15 destroyer could be as much a threat as a sieger, or rusher etc.
Sieger attacks rusher
Sieger attack power 250; rusher defense power 250
So ratio is 250:250; aka 1:1
If attacker gets 5 flames 100% - the ratio becomes 2:1
If attacker gets 4 fllames 100% the ratio stays 1:1
If attacker gets wiped out having killed less than 10%, ratio becomes 1:10
Rusher attacks Destroyer
Rusher attack power 50; destroyer defense power 200
So ratio is 50:200; aka 1:4
If attacker gets 5 flames 100% - ratio becomes 2:4
If attacker gets 4 flames 100%, ratio stays 1:4
If attacker gets wiped out <10%: ratio becomes 1:10
Sieger attacks sieger
Attack power 250: defense power 50
Ratio is 5:1
If attacker gets 5 flames 100 – ratio 10:1
If attacker gets 4 flames 100 – ratio 5:1
If attacker gets wiped out having killed less than 10%, ratio becomes 1:10
The “ratio” is troops lost — so assuming you brought 5K troops, a ratio of 2:1 means you kill two for each 1 you lose, so you kill 10k, lose 5k.
There is a maximum amount you can kill in an attack (generally 15k)
So what are some highly effective metas?
Well I don’t want to give away all options, but here are a few obvious ones
- Destroyer alone (good attack and defense
- Sieger-taunter (you attack with the sieger, and refill it from taunter. Taunter protects your sieger from direct attacks)
- Destroyer-Rusher (rusher traps taunters, destroyer attacks siegers)
- Sieger-Rusher-Taunter (rusher traps taunters, taunter protects sieger, sieger attacks)
- Taunter-taunter-sieger (if enemy has more than 1 rusher)
- Ok so once you have identified a target to attack you need to scout a little
- Scouting can be as much as sending a 1 troop fighter in to get a complete idea of troop numbers, primarchs etc., or as little as just eyeballing the primarchs around an island/mine/poacher/nml zone.
- A quick critical assessment of what you are up against, is the key to a successful campaign.
- If you are attacking a fort, and you see 5 rushers at the fort, you will need a much different approach than seeing a fort with 1 taunter and 4 siegers
- Also, if you see a level 15 taunter for a 500 base, you need to weigh up your options, vs seeing a level 1 taunter with a level 130 base attached.
Once you have assessed the situation, you need to (a) move on, (b) change /adapt your meta, © lower your expectations or (d) go ahead.
Let’s get back to our top two examples
In scenario one – 5 rushers at a fort, you need to have a look at their levels (both base and primarch) – you need to understand attacking a rusher is a painful exercise (you will take high losses), and if you do decide to attack them, you probably want to use a sieger, so you can get close to a 1:1 ratio. This is not the battle to be fighting with your destroyer. On the plus side, since they have very few offensive abilities, you are probably fairly safe bringing in your sieger without a taunter as cover.
On the other hand, in scenario two – the 1 taunter and 4 siegers – I would ideally want to create a scenario where I evaluate the taunter. If it’s from a low level base – I would hit it straight out, if it’s a high level taunter, I would bring a rusher to disable the taunter, and then hit the sieges as fast as I can, inflicting mass casualties. I’m very likely to want to bring at least 1 rusher, and probably a destroyer. If I decided to bring a sieger, I would need a rusher with it as well as a taunter or two – so becomes a mult- player affair.
Lastly – it is completely fine (and rational), to walk away from a fight if it is stacked against you. Simple running your destroyer into a high level rusher over and over covered by a fort is stupidity – you gain nothing, and lose a lot.
It is also important to have an exit strategy. Whether you hit till destroyed, or plan to hit and run – make sure this is predetermined and stick to it. “just 1 more hit” turns a highly successful attack into a poor campaign very quickly. Imagine hitting with your sieger two times then retreating could have resulted in 20k killed, 2k lost. If in the beginning of your third hit they hit you first, while defending your attack, you might find yourself in a situation where you get killed during their attack and you lose 10k, and they defend your attack on them, losing you another 10k. So you end up down 22k killed for 22k lost, vs 3 mins earlier being 20k killed, 2k lost.
Right – so you have found your target, you’ve decided on your meta, and now it is time for execution.
Steps are as follows
- Load up primarchs
- Get close (travel to nearby launching point – safe zone / allied area etc.)
- Make sure everyone that is part of the attack is up to speed – have your wings ready, have your defenders ready, make sure you have an exit plan.
- Don’t announce your arrival
- Trap first, then hit fast and hard. Always have a wing. Time is critical, so a well-co-ordinated strike can usually take out 2-3 primarchs before retaliation. Once the enemy team starts mobilizing, it is time to fall back.
- Priorities are (1) trap taunters / destroy taunters (2) hit squishy targets/high threat targets like siegers (3) re-assess (4) attack next wave, or fall back.
- Execute exit strategy
- One of the critical points of any attack is to analyze it afterwards
- What went well, what went poorly, what was unexpected, and what can you do better in the future.
- See if your pre-war planning was accurate (did you gain the G you thought? Did you lose less/as much as planned? Can you revive the numbers you bargained on?
- If you do not do this – you will not get better at it. Haphazard learning is slow and painful, directed learning is efficient (but still painful)
Calculating G points, revives etc.
(based on current understanding) [3.92]
Let’s take a hypothetical scenario
This section is now out of date due to the change that just went live - will correct as soon as I have enough experience at the new system to make sure I don’t give out wrong information
- Potential glory gained is based on the amount of troops you kill (0.75* Troops killed)
- This gives you the potential glory available (eg if you kill 10 000 enemy troops 7500 glory is available)
- This is then tempered by the amount of troops you lost, in that it can never be higher than 1.5x the troop amount you lost,e.g. in the same above scenario, if you lost 5000 —> 7500 glory is awadred, if you lost 10 000 —> 7500 glory is awarded, if you only lost 1000 —> 1500 glory is awarded (the remaining 6000 potential glory is lost, because you picked on someone a lot weaker than you).
- All attacks have a MINIMUM revive percentage of 66.6%
- Cost of revive is roughly 20% of what a new troop is worth
- All 5 flame attacks will give MINIMUM revive, aka 66.6% for the attacker.
There are a few things I would like to stress
- There is no “ideal” primarch to attack with/defend with
- There are some bad choices (attacking with a rusher, defending with a sieger)
- I abhor “kill trading” and will not promote it
- Generally speaking, suicide attacks might make you think you are doing well in the short term (eg you are gaining G points), but in the long term you are weakening yourself
- Same goes for “poorly” executed attacks to gain a lot of G points. It might look great in the short term (eg everyone that uses a rusher to attack another rusher), but practically speaking you are massively weakening yourself over the long run.
- Always do the most successful attack you can - stack ratios in your favour, aim for 10:1. Yes you might “only” gain what seems to be a little bit of G points, but in the long run this is by far the superior strategy, all things considered.
10.2 Startup Blueprint
Ok … so you’ve ventured out, taken a land of your own and had big dreams of building an empire where you will …. BOOM!?@WTAF!@#@? … ok safezoned by D1.
Right let’s regroup.
First order of business – get a plan. Second stick to it. Third start small go slow.
Here it is
Find a nice cozy safezone spot. Ideally, you want a safezone spot that gives you access to a few different colors of elements, in other words near a transition area, so you can say get wind and fire, by going left or right.
Get your entire team there, and have them set the safezone island as their home base.
This is going to be your daily routine for the next 4 weeks
- Your hats regen at a rate of 1440/hour, or put otherwise, you can safely build 399 troops every 3-4 hours.
- Now no one expects you to be able to pull that off flawlessly, so with a bit of leeway, its pretty reasonable to expect your team to be able to AT MINIMUM do it 4x in a day - in other words 1600 troops per player per day
- That’s 11200 troops a week, or 44800 troops per player for the 4 weeks
- If you have 50 players, that’s 2.24million troops for your team in the month you wont be pvp-ing actively.
So back to the steps
- Hit the gold mine enough times every 3 hours so that you always have enough gold to build the 399 troops.
- Make sure that you hit enough poachers each day to use up all the poacher multipliers
- Avoid “atlas events” that expect you to kill of your troops.
In this month you need all your players to pick up a little bit of pvp experience, without getting themselves wiped out. Specifically, you want them to pick up enough experience to understand the basics of combat, know the atlas pvp map, and navigate safely.
You all start with a fighter primarch, and your entire team’s goals should be to level that primarch to level 5, so you can unlock the research for other primarchs. That’s it. No more pvp than that. You need every troop you can get, G points are secondary gain later, makes very little difference when you have a small army only.
So do small skirmishes at best – usually good during normal game major events, as your primes can move around freely - go to No man’s Land zones with small amounts of troops (1000) and attack and defend.
Don’t attack big players at their bases – your loss ratios will be stupidly high.
So now – at the end of the third week, you have 2 primarch slots, a level 5 fighter, and the ability to research new primarch types.
Picking primarchs for your team
- Just about every member of your team should be using Destroyers and Rushers. Rushers to defend, destroyers to move around and attack.
- If you are lucky enough to a >lvl350 player on your team, s/he can consider getting a taunter.
- A select few of your better fliers that can take out high level bases can get siegers. But generally no more than 5 out of the 50.
It’s the end of a month, everyone is twitchy, and you want land. Ok… so how do you get it.
PLANNING is key.
You need three elements
I. Identify the correct zone
II. Identify the correct timing
IV. HODL! (ok old jokes aside), you need to hold what you take….
Let’s break this down shall we?
(1) So careful zone planning is important. You need to locate a zone 2 area, somewhere in the periphery. Its generally pointless trying to take a zone off the very big teams, since they can come take it back easily, set your sights a little bit lower — find another sapphire team that has say 2-3 zones - they are probably over extended, and if you take 1 zone, they will likely not take be able to defend it successfully. They will also have to think carefully about taking it back, since it might weaken them to the extent that they might lose other territories as well.
(2) Be careful for sapphire teams that are sitting between Diamond teams – they are almost certainly part of an alliance.
Now on the topic of alliances. Have you considered one? Or more specifically, why aren’t you in one yet? Atlas is team sport, or more correctly – multi team sport. A few friends make a huge difference – you can attack together, defend together, and take over zones together! Hah, now there is a thought.
Ok so now you have a zone targeted, what now?
Scouting of course! Summon a 1 troop fighter and run into the zone you are interested in’s fort. Get stuck, now open up the castle view, click on garrison and have a look. A detailed look. How many troops? How many rushers? Siegers? destroyers? Size of garrison (NB), Taunters? What level are they?
Ok that was informative… (ps your primarch has been freed, you can resummon it)
Right. So …. Too strong? Pick another target (Phew… disaster avoided), weak? Why? Is the team over extended? Over confident? Something else?
Ok… so either this is the right target or move on.
Target good? Watch them. See what times the team is active, mostly offline, and what your teams profile is. You want to hit them right at the start of the time that your team is active for 4-6hours, and their team is mostly offline. This is important. Hitting a team on the front door is hard – doing so while they are online and defending is stupid.
One more thing about timing, has to do with conquering and holding
If the team has more than ~75k troops present (garrison or primed), it will activate a PVP bubble, which gives them 24 hours to regroup. Ideally you want to hit a team with less at the base, so you can actually conquer it without the shield going up, but if not, you will need to hit them twice 24-hours apart. So plan on this – makes it much harder.
Also the BEST time to hit a team is roughly 60 hours before a major pvp event starts. Why? Because it allows you 2x 24h attack windows to conquer the base, and then doesn’t allow them 2x 24 attack windows to conquer it back before the pvp shield activates and gives you 5 days to consolidate.
By then most teams will give up, and the new land is yours.
Now, once you have taken over your new pad, don’t over extend! 1-zone is more than enough. MORE than enough. Did I say 1 zone is good enough to start with? For the next 2-3 months, 1 zone will do you just fine. As soon as its yours, get your team organized. At all entry points into the zone, you need to fortify well. That’s where all these rushers and destroyers are good. They are made for defending. So get your major entrances properly fortified, try get a fort up in the shielded period so you can control access to your lands.
Make sure to leave your siegers in the safe zone – so they can’t be sniped. And get your team settled in, split troops so all your bases are defended, but the major choke points need to be able to pop shields.
Welcome to your new home! Now – wake up – stop dreaming — and go find a cozy safe zone to start your empire from!