Pre-intro -> Terminology -> Intro
99.9% of this text is Great Tips and Help on FE Play. You will Understand
when you begin to read. Remember that Combat Alley plays a Very High
Structured Playing Style, thus this was Very Important for me to Write for
new Players who come here. It will help you out ALOT If You aren't the #1
If you Find it hard, Don't worry, I will Help you, you will get used to
it after a bit. Combat Alley is very Effective for this reason. and I'm
Not an Ass, If you Ask me a Question, I will Answer you..
I Merely Want To Make Sure
Please Don't be afraid to make mistakes every now and then, we are only
GA(s) -----------> Group Attack(s)
Indie(s) --------> Individual Attack(s)
Kill Run --------> To Kill a Player Or BBS in one shot (DEATH)
The Player(s) will Have to start ALL over again.
NW --------------> Net Worth
k (ex, 450k) ----> k=Thousands (450k = 450 000)
Money Makers ----> Alchemists/Merchants
TT(s) -----------> Travel Time(s)
A Unit & B Unit & C Unit (Self Explanatory):
Key Name Cost (Weapons) Owned
(A) Peasants 4 600 - A Unit
(B) Bull Riders 16 500 - B Unit
(C) Minotaur Knights 18 25 - C Unit
(.) Remove Military
(*) Unit Information
If you Want to be a Top Player, you have to put your Heart into the game.
This isn't a friendly Game of Cards. This is a Medieval War Game, and you
are Playing to REPRESENT ->Combat Alley<- World-Wide; not just yourself.
This Tips/Help File will help improve your playing, and eventually, once
you get the hang of our style of play, you will become a top player. But
you have to put your Heart into it, and you must have SELF-DICIPLINE. You
don't Need to Follow Exactly What this help says, but you MUST follow the
Combat Alley Rules To The Letter!
First, this is a *WAR* game, not babies. We are VICIOUS attackers, we
do not Accept Threats from Others, We make the Terms. Combat Alley plays
to win. We do want to have fun, but tell me, is it fun to be Crushed? no.
We CRUSH Boards.. We do it VICIOUSLY. We don't pity unless the Leader says
so. IF you are the kinda person that Will ask me Why Don't we hit
boards closer to our Size, then you obviously need a lot of help in the
game. We pick
NW the Less Loses we take for Taking that land, THUS we grow more and more,
outgrowing All Boards, and Therefore make EVERY war we get into an UNFAIR
fight. If you do not agree with this way of play, and will not Follow,
and will complain about it to me, then you Are not a Combat Alley player.
I do not Want to Hear ANY whining about it at all. (shoot to kill baby!) (:
Q--> IF we attack boards our own size from the start, what will happen?
A----> We will Take HEAVY loses from each "Fair" War we get into, and then
what? We will be outgrown by some Board, and then we will be Killed.
this make any sense to you? is this what War is about? dying?
1st Day of Play -> Choosing a Race -> *IMPORTANT*
1st Day of Play
Choosing a Race:
BEFORE joining an FE game, ALWAYS be aware of the Game's Settings. ie, IF
a certain League's Setting for the Basic Wage Rate = 100, the ONLY Race you
will be able to use and Actually Survive with is -> Ghouls. Ghouls Suck in
circumstances, it is the Only Race that will stand a chance. Why? Ghouls
Wages are 0%. Thus 0 Silver/Worker. With Settings Between 0-35 other Races
can hold up, and are the better Pick.
For a Normal Game, the Most Suggested Race is a Minotaur. Why? As you will
learn, Army is Almost Completely Everything that builds your NW.
Buying 1 Minotaur "B Unit" will cost 16 Weapons; NW Rises by 16.
Buying 1 Minotaur "C Unit" will cose 18 Weapons; NW Rises by 18.
Since Peasants cost 4 Weapons, NW goes up by 4/Peasant.
WITH the Training Grounds, Each Month 1% of your Peasants will be Trained
into a "B unit", thus a NW Change of 12. 12!!!!, that is a HUGE jump from
difference, BUT Minos units Are the Following :
"B Unit"(Bull Rider) ------> 6 Swords(offense) / 10 Shields(deffense)
"C Unit"(Minotaur Knight) -> 10 Swords(offense) / 6 Shields(deffense)
Both Units can be Used for Attacking. Your NW growth is not reliant on
Thus, with Minos you Can send your B's out in Attacks, and have Less
Farmers and Merchants/Alchemists, and MORE ARMOURERS (MORE ARMY). This
way you buy MORE Peasants/turn, and More A-B, 12 NW, Transition.
The Added Bonus with Minos, unlike Mermaids, if your "C Units" get Caught
at Home if you get Attacked, they aren't all going to Die! they are Still
great Defense for their Cost.
you want your
out your "B Units". if it's the Other Way Around then DO NOT PICK THE RACE!
If you choose a Different Race, then you are on your own to Find the Next
When you start Playing, Styles of Starts can vary depending on the Settings.
if it's a High starting Land Setting, between 500-2000, then you can Afford
to start Building Improvements Right away. (what Buildings should you
start with? Will be covered in "Buildings/Improvements") IF the game starts
with giving you a relatively Nice amount of Food in stock, Then you should
hire ONLY Merchants/Alchemists! Buy more land, Run your Food Reserve Dry,
be careful when it gets low, smartly begin to add Farmers. When producing
food, Try to ONLY produce what you need. You DO NOT need a huge Surplus!!
month. (People Growth isn't only dependant on your land but also your
Aproval Rating) buying Land at the Start is the ONLY way you will Grow,
the beginning of the game is the MOST important part of FE.
(BTW, on day one, you should try and have at least 100 Builders)
Most Games have about 3-4 Days of Protection, You can Go Without starting
your Army for a few days, and then BOOST your Armourers a day or two
before going out of protection. This can be done by Firing most of your
"Money Makers", and putting them in Armory, or by Only Hiring Armourers.
Since we Attack ASAP, you want some Offense to Attack With. So ALWAYS be
ready when you get out of protection.
(as for low Land starting games, then you just have to delay your
Improvement building for a bit)
Next Few Days
When should you start placing people in other Jobs? well, 1 1/2 days before
you get out of protection, you should start to put some workers in Druids.
and a Day before coming out of protection, start to put some in Mages, and
Scientists. You want to make sure you will have enough Runes, and 10 Skill
Mages to attempt to Cast your Aura Of Majesty (and if enough, if needed,
attempt to cast a Create Confidence or two..) (Spells Later Discussed).
Money, just like Food, You do NOT NEED a Huge Surplus. After a bit, you will
no longer need to Buy any land because you will be Attacking for it! So
the people that would be used to buy land like babies for half of the round
will be used to Make a Powerful Army!
Your Approval is VERY Important! You must ALWAYS try to Keep it as HIGH as
you possibly can! Goal=100% ALL the time. and YES it's possible, I do it!
The Approval will Effect how many People you get/turn BIG TIME. ie, if you
have 4000 Acres of Land and 3.50 people/acre, the Difference of 90% and
100%, can be noticed by either Losing 100 People/Turn, or Gaining 100!!!
You ALWAYS want to Gain people No MATTER how high your Density is!
This is Self-Explanatory.
Also, the Higher the Approval the Better the Productivity of Your People.
this is more Significant than you may Think.
Where Should I place my People?
Well, with the Exception of the Beginning of the Game, You can Easily
calculate how much people should be where. This will Give you the Most
Effective Numbers to Upkeep your County.
Farmers ------> ONLY What you Need
Builders -----> 100-350 for the Whole Game, Unless you are being Quaked
to Death, then you MAY need MUCH more.
Money Makers -> ONLY What You need
Scientists ---> 1 Scientists/4-5 Acres Of Land
Druids -------> 1 Druid/4-5 Acres of Land
Mages --------> 1 Mage/4 Acres of Land
This Gives Nice success with your Life Spells. without
overdoing the Amount of Mages you just DON'T NEED. By
Not overdoing it, you can used those extra People in your
Armourers ----> Rest
How NW Works
NW is Calculated from many things. like, Food, Silver, Land, Weapons, Runes
and so on.. But the BIGGEST is from your Army. the Others are Insignificant
compared to how much NW your Army will give you.
As an Example, I will use Minotaurs.
"A Unit"(Peasant) -------> Cost= 4 Weapons -> NW=4
"B Unit"(Bull Rider) ----> Cost=16 Weapons -> NW=16
"C Unit"(Minotaur Knight)-> Cost=18 Weapons -> NW=18
With this Info you can Calculate how much Defense Someone Could have for
their NW (to know how much to put in an attack for a Worse Case Scenario).
The quality rating of your army. This value helps determine how effectively
your troops can fight. When military is used in Combat, Their quality rating
You should NEVER send out attacks if your Quality Rating is under 95%. This
too, is self-Explanatory and the most Effective way to play.
Improvements -> *IMPORTANT*
BUILD BUILD! your goal is to build as many buildings as Possible. They help
with Many things. Approval, Productivity, (1 building for Quality Rating
after Combat), and a few other things..
What's important to Understand, is that Your Approval is the MOST Important
thing for Buildings.. I Will Explain one way of doing it, and you may like
it or you can compromise a bit. Some Buildings disallow other Buildings, be
careful with what you are Disallowing! (And Unless You have 1000s Of Acres
of Land, BE CAREFUL, A Building Can Take Up Alot of Land, Depending)
Most Important Approval Buildings:
Artist's Hall --> +1% Approval Rating/Turn
Jester's House -> Slows Approval Worsening by 50%
* to Get to the Jester's House you will need to Build the Church, then
Cathedral. doing this, Will Disallow building a
is more-or-less for Runes Protection/Mages. (the
Approval/YEAR). Some people Prefer the
hell!!! The Approval is MUCH more important.
There are many Buildings that help Productivity for one thing or Another.
A good Way to Start is by
Barracks>Fighter's Guild>Training Grounds>and so on
Artist's Hall for faster Approval Rise
University to Hire people that Start at 7.0 Skill instead of 5.0 Skill
Armourer's Guild for +10% ARMOURER Productivity (VERY IMPORTANT!!)
Fighter's Guild +1 Attack/Year
Training Grounds for 1% of Peasants converted to "B Units" per Turn.
What you Do NOT want to do is Sacrifice Productivity for Approval, some
buildings like the Circus That gives +2% Approval/Year, BUT Your Workers
Suffer a 5% Drop! NOT GOOD.
Or the Pub That gives you +3% Approval/Year, BUT combat effectiveness is
reduced by 5%! NOT GOOD.
This should be enough Information for you about Improvements.
Spells -> *IMPORTANT*
What Spell Books Should I Research?
1-> Nature Spells --> VERY IMPORTANT
2-> Life Spells ----> EXTREMELY IMPORTANT
3-> Either Death Spells or Chaos Spells
*Sorcery Spells Are Basically for Local Play, and Cannot be casted
Nature Spell's Most Important Spell(s):
WATER'S OF LIFE: After
Want to send you Army back out Sooner, Cast This, and
BOOST your Quality Rating by 15%
Life Spell's Most Important Spell(s):
CREATE CONFIDENCE: This BOOSTS your Approval by 6%!
FALCON'S BLESSING: Get Rid of Storms or Curses Upon you County by Casting
AURA OF MAJESTY: This is the MOST IMPORTANT SPELL IN THE GAME. It BOOSTS
Your Productivity like hell. You Should ALWAYS Try to
Have this Spell on your County at All costs. It lasts
for a Year.. and If you Cast it 2 Times in a Row
successfully, it will NOT Double the Amount of Time it
The Other Spell Books are, more-or-less, for offensive purposes.
Trade Market/Trade Deals
Some People may be nice and Put Some Blocks or Runes on the Market for
people for EMERGENCY purposes. Emergency, this is the Big Word. If I catch
someone Being Greedy and taking Everything or lot's of it, when not needed,
I will Take action.. I can see everything. GREED is NOT a Team like
attribute.. We will not stand for it At ALL.
Trade Deals.. It's possible that someone may Put their Runes on the Market
to Protect them from Enemy Spells. This person will probably Write a Msg
about it, asking for someone to Send it back. NOW :
If you send the deal on turn 3, then the Person will get it on Turn 3.
If you send the deal on turn 12, then the Person will get it on Turn 12.
This is Not what we want.
Sending someone Runes that will get there on Turn 3 is COMPLETELY USELESS!
What if they have storms over their County? Receiving Runes on Turn 3 is
NOT what I want to see people complain about. and >I< don't want to see it.
When it comes to this, You are To send it on Turn #0 ZERO!!
Turn #0 = BEFORE A SINGLE TURN HAS BEEN TAKEN. This is ABSOLUTELY IMPORTANT
to understand. A fool can understand this. So don't make mistakes here
please. This can Really Fuck up someone's Game if you do NOT send the
runes back on Turn #0! I am telling you this, because We've had MASSIVE
problems in the past having people understand this. Please just don't be
a dumbass about this subject.. It is very important.. (:
My Advice to you, is Always Overwhelm your Attacks. Expect the Worse.
Expect your Victim to Have 2 Military Alliances, and Maybe even a
Protectorate Treaty with the 2/3 Largest Players on the Victims Team.
Usually Sending 90% of the Victims NW in Offensive Swords is Enough.
Assuming that the Teammates aren't 10 Times Larger then him. Be careful.
You Don't need to lose Attacks.. 90% Takes into Account, not Only
Military Alliances, but also a Day's Growth because of Travel Times.
Of course you must ALSO Take into Account the Travel Times.. the Longer the
TTs the more you may want to Overwhelm your Attack. Here at Xbit BBS,
you will be Attacking ALOT.. If you are not sure about this, ie, you don't
have the hang of Attacking, it won't take you long to get the Hang of it
Money Making -> *IMPORTANT*
Merchants! Some call it the Merchant trick. Whatever, it's a Strategy to me.
What you Do is Hire Merchants (you might only hire Merchants, That's upto
you), and WHEN you are Finished your Turns YOU MUST FIRE ALL OF your
Merchants. Then when you Play again the next Day, Do NOT forget to Re-hire
them. The Skill Will NOT be effected because you are not playing a Turn
After Firing Them! What will this do? well, at it's Best the Merchant's
Productivity can get as high as 400% or more.. 400%!!!
Why do I have to Fire My Merchants though?
EVERY Player Must do it for it To work. What happens is this: Merchants are
like the "stores" in a Flea Market. in this Game, the Less Merchants Hired
in the GAME, The More Money They Will Make. But IF people forget, the
Productivity can be EXTREMELY Killed.. and this is not good..
(More Productivity = less people making Money = more people for Armory)
That's why If you are not Used to playing this style, Well, get used to it.
It is a Rule.. or a LAW at Combat Alley. Forgetting too Often can earn you
Expulsion from Combat Alley's InterBBS FE games until you feel you are ready
to Remember all the Time.. (I Can accept Forgetting every Now and Then, but
NOT all the time.) Write yourself a HUGE Self-Reminder to help remind
yourself to Fire Them at End of Turns, and Re-hire Them before taking a
turn, If you have trouble remembering.. Eventually it will come naturally
KILL RUNS -> *IMPORTANT*
Setting up a GA Kill Run
This is EXTREMELY Important NOT to Mess up! This is the MOST EFFECTIVE way
to End annoyances. Like a Board we just crushed doesn't want peace, they
Will Annoy us with Spells, So We teach them a Lesson. We kill 'em ALL!
This is EXACTLY how a Kill Run is Set up: The Leader will Usually Start
the First Set of GAs to Leave at X time. The NEXT person is to Set up His
SET of GAs 1 Hour AFTER the Previous Person's SET.
(A SET of GAs, means if you can start 5 GAs, then ALL 5 GAs are to be SET
to leave at the SAME TIME!!!)
Here's How a GA Kill Run Would look as an Example Cut down,
This is A little Example of a PROPER KILL RUN:
GA #1 -> Leaves in 40 Hours -> Started by Player A
GA #2 -> Leaves in 40 Hours -> Started by Player A
GA #3 -> Leaves in 40 Hours -> Started by Player A
GA #4 -> Leaves in 40 Hours -> Started by Player A
GA #5 -> Leaves in 40 Hours -> Started by Player A
GA #6 -> Leaves in 41 Hours -> Started by Player E
GA #7 -> Leaves in 41 Hours -> Started by Player E
GA #8 -> Leaves in 41 Hours -> Started by Player E
GA #9 -> Leaves in 41 Hours -> Started by Player E
GA #10-> Leaves in 41 Hours -> Started by Player E
GA #11-> Leaves in 42 Hours -> Started by Player C
GA #12-> Leaves in 42 Hours -> Started by Player C
GA #13-> Leaves in 42 Hours -> Started by Player C
GA #14-> Leaves in 42 Hours -> Started by Player C
GA #15-> Leaves in 42 Hours -> Started by Player C
GA #56-> Leaves in 50 Hours -> Started by Player A
GA #57-> Leaves in 50 Hours -> Started by Player A
GA #58-> Leaves in 50 Hours -> Started by Player A
GA #59-> Leaves in 50 Hours -> Started by Player A
GA #60-> Leaves in 50 Hours -> Started by Player A
Get the Picture? Very EASY to Understand.
And YES, 60 GAs. Maybe even 100, More sometimes.. Depends.
Well that's all. I hope this Helps you out a good amount. (I'm Sure it will)
Written By: G r y m R e a p e r aka ~ K i l l a H i l l ~