Tribal Wars | Tribal Wars Nobles | Tribal Wars Strategy-Tactics

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Tribal Wars - A How To Guide For Nobles

Once you've built up your village, you're going to want more of them and nobles are the only way to get them.

Nobles are expensive and time-consuming, but they are a must-have if you want to succeed in Tribal Wars.

We'll talk about how to develop so you can build them and how to use them.

Nobles - Vital Statistics 

Cost:
(Variable) Each Noble costs so many packets, each one a multiple of 28000 wood, 30000 clay and 25000 iron. The more nobles you create, the more expensive they get. Fortunately, packets of resources can be stored in the Academy.

Villagers
100

Speed
35 minutes per field (Note: These are the slowest units in the game)

Carrying Capacity
None

Required Tech
To build an Academy you need a level 20 Headquarters, level 20 smithy and level 10 market.

Due to the high expense, you will also need a high level warehouse and preferably as high a level of resource sites as possible.

To build and upgrade each level of your Academy (to level 3) you will need a Warehouse level of 17, 20 and 24 for each level of Academy.

There is only one level of noble.

Offensive Strength

General Defense

Cavalry Defense


30

100

50



Noble Mechanics, Academies and Loyalty 

Nobles are built in the Academy. The Academy has 3 levels, each level allowing you to build another noble. You can only build as many nobles as you have Academy levels amongst all of your villages. Effectively, each village has the potential to spawn 3 nobles to take villages, which can each spawn 3 nobles to take villages, and so on.

Although nobles can defend, they aren't worth the expense to lose them so they should be preserved for taking villages at all costs.

All villages have Loyalty, which is a factor of how close the village is to be taken over by another player.

All villages have 100 Loyalty until a noble successfully attacks and survives the attack. This reduces the village's Loyalty by a random number, but generally anywhere from 25-33%.

Villages gain Loyalty at the rate of 1 point per hour, so if a noble attacks and reduces loyalty, a day or two later, the village will be back to full Loyalty.

Once Loyalty is reduced to zero or less, the attacking noble takes up residence and disappears (he will not return to the village he came from), the village becomes the property of the attacking player, and any other troops that went with the noble will now be in that village. They can be recalled to the village of origin at any time.

It is important to send 4 nobles in close succession for any attempt to take over a village. 3 is never enough, and if you wait too long between attacks, as little as 12 hours, it can be enough to leave the village with 1 or more Loyalty.

As a result, most players send noble trains. These are attacks that are spearheaded by a "nuke" (an overwhelming attack designed to clear out any troops in the village), followed by 4 nobles, each as a separate attack.

Noble Strategy and Tactics 

Sending Nobles

You NEVER send more than 1 noble in the same attack force, send 4 separate attacks, as evidenced by the Rally Point's attack listings. Nobles that hit in the same force will only reduce loyalty once.

Noble Trains

4 attacks designed to hit at about the same time usually means a noble train. Sometimes troops can be moved out of the way to avoid attacks, but these attacks are designed to prevent shuffling troops. If you suspect a noble train, your only defense is to stack troops to stop the attack. If you defeat the nuke, the defending troops will crush the following nobles.

For attackers, its worthwhile, assuming timing is similar, to send a nuke from one village, and send nobles from 1 or more different villages allowing you to send more offensive troops with each wave. If the nuke clears out most but not all of the defender's troops, then another mini-nuke from the noble's village may save the train.

For example, your attacks might look like this.

Village 1: 8000 axemen, 3000 light cavalry, 300 rams
Village 2: 3000 axemen, 1000 light cavalry, 1 noble
Village 3: etc.

By putting a small offensive force in with your second attack, designed to hit second, and close behind the first attack, the second force might be enough to finish clearing the village without killing off the noble.

You should put offensive troops with each noble group, because even if the first noble attack fails, but its enough to get 3 nobles through, depending on the distance, you might be able to build and send more nobles to a pretty much unguarded village, and finish it off.

Nobles should never go unguarded. Even a wall with no troops has the power to kill a noble, so always send a sizable offensive force, just to clear rabble.

The LAST noble should be accompanied by a decent offensive force and a large defensive force, because the last noble's group is the one that will take over, and those troops will stay put. You want good defensive troops there to defend as soon as you take over, even though you can send more troops there for support later.

Fake Noble Trains

As with any attack, you can simulate an attack of one kind to one village, and hit them with the real thing elsewhere. There is no one unit that simulates a noble perfectly, but rams and catapults are close.

Nobles move at 35 minutes per field, while catapults and rams move at 30 per field. A popular tactics is to send a noble train to one village with the appropriate nukes and defensive support, while sending 4-5 attacks of 1 ram each to another village, in the hope that the defender will split his forces.

Since they move at slightly different speeds, the further out they are, the further apart the attacks will be. You will have to calculate how long it will take each attack to get to its destination, and maybe send the slower one first, followed by the faster one when it's destination time will be close to the first attack. Many players lose track of attacks, and if they are close, they will assume both are noble trains.

Of course, you can fake noble trains even when you aren't sending a real noble train just by sending 5 ram attacks. This is useful when helping a friend attack a group of villages, or just to mess other players.

A great deal of the game is psychological, and a lot of players panic when they see a train with unknown contents.

Some players will send a fake train, and another fake train, and then a real noble train, catching a player off guard by making them cry wolf.

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