Grepolis – Unit Overviews by Odoakar

Posted by player on Jan 29, 2010 in Grepolis |

PART 1: UNIT OVERVIEW

SWORDSMAN
Blunt Weapons 5
Speed 8
Booty 16
Defense Blunt 14
Defense Sharp 8
Defense Distance 30
Overall Defense 52
Defense per farm space 52
Offense per farm space 5
Unit costs: 190, 0, 170
Build time: 0:17:10 (at Barracks lvl 5)

SLINGER
Distance Weapons 19
Speed 14
Booty 8
Defense Blunt 7
Defense Sharp 8
Defense Distance 2
Overall Defense 17
Defense per farm space 17
Offense per farm space 19
Unit costs:55/100/40
Build time: 0:19:04

ARCHER
Distance Weapons 8
Speed 12
Booty 24
Defense Blunt 6
Defense Sharp 25
Defense Distance 12
Overall Defense 42
Defense per farm space 42
Offense per farm space 8
Unit costs: 120/0/75
Build time: 0:18:07

HOPLITE
Sharp Weapons 16
Speed 6
Booty 8
Defense Blunt 18
Defense Sharp 12
Defense Distance 7
Overall Defense 37
Defense per farm space 37
Offense per farm space 16
Unit costs: 0/75/150
Build time: 0:21:56

HORSEMAN
Blunt Weapons 60
Speed 22
Booty 72
Defense Blunt 18
Defense Sharp 0
Defense Distance 24
Overall Defense 42
Defense per farm space 14
Offense per farm space 20
Unit costs: 240/120/360
Build time: 0:21:56

CHARIOT
Sharp Weapons 56
Speed 18
Booty 64
Defense Blunt 76
Defense Sharp 16
Defense Distance 56
Overall Defense 148
Defense per farm space 37
Offense per farm space 14
Unit costs: 200/440/320
Build time: 1:31:35

CATAPULT
Distance Weapons 100
Speed 1
Booty 400
Defense Blunt 30
Defense Sharp 30
Defense Distance 30
Overall Defense 90
Defense per farm space 6
Offense per farm space 6

BEST OVERALL DEFENSE

As we can see, Swordsman has the highest defense per farm space of 52, so defensive force of only Swordsmen would have highest overall value. However, it would certainly be weak against sharp weapons (hoplites)

Second best defensive unit is Archer, with 42 defensive points per farm space. With Sharp Defense value of Archer being the highest, we can see that it combines well with Swordsman. Their combined defense would be 20/33/42 (Blunt/Sharp/Distance) per 2 farm spaces. As we can see, it would be weak against Blunt Weapons.

Chariot is the third best defensive units if we look at defense per farm space (37 in this case). It also has the best defense against Blunt weapons, and is perfect in combination with Swords/Archers. It’s good to notice that instead of 1 Chariot you can have 4 Hoplites with combined Defense Blunt of 72, which is just little short of Chariot’s 76.

This part needs re-evaluation, see Snowman8′s post:
Combined defense of Sword/Archer/Chariot mix would be 39/37/56 per 3 farm spaces, or 108/99/122 (total of 329) for 1 Sword/3 Archer/1 Chariot. This can be replaced with a build of 1 Sword/3 Archer/4 Hoplites which would give 104/131/94 (total of 329) defense distribution.

Possible corrections would have to be made for different kinds of opponent’s offensive builds.

Still, it is clear that possible defensive builds will consist of either Swords, Archers, Hoplites or Swords, Archers, Chariots. It is important to notice that Chariots move 3 times faster than Hoplites, so will be suited for fast support. This is in many ways similar to TW defensive builds where usually Swords are replaced by Heavy Cavalry.

Let’s compare the mentioned builds in terms of resources used, and time to build. Again, this is done for lvl 5 barracks. Higher lvls will just scale the time, but the ratio will remain the same.

1) 1 Sword/3 Archers/1 Chariot

Time to build: 0:17:10/0:54:21/1:31:35, in total 2:43:06
Resources to build: 655/440/630

2) 1 Sword/3 Archers/4 Hoplites

Time to build: 0:17:10/0:54:21/1:27:44, in total 2:39:15
Resource to build: 455/300/910

As we can see, 2) builds faster, but has (very) uneven resources.

If you have other possible builds that you would like to see presented here, just post them in the thread, and I’ll check build times, and resources needed to train them, and possible their defensive values.

BEST OVERALL OFFENSE

When talking about possible offensive force, we can see that that Horseman has highest offense per farm space of 20 (Blunt), followed by Slinger (Distance) with offense per farm space of 19, and Hoplite (Sharp) with offense of 16.
Obviously, army consisting of only Horseman would have highest possible overall offense, but could be easily countered with Chariot. A mix of these 3 units presents the best overall offensive force. The overall offensive power of this army would be 20/19/16 per 3 farm spaces. If we were to aim for best all round attacking force, we see that the desired ratio would be 1.25/1.2/1 (Horseman/Slinger/Hoplite) per 3 farm spaces, or speaking in terms on how many units we need to build, ratio would be 1,25 Horsemen/3,6 Slingers/3 Hoplites. Or 13/36/30, so we don’t cut our horses into little parts

Obviously catapults will be integral part of any decent offensive force, the only question is how many catapults will be needed to tear down walls from its max value to 0. Once we know that number we can start integrating the catapult numbers in our troops ratio.

Things to do:
- evaluate contribution of mythical units to these forces
- evaluate naval forces

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