what is the ratio between wall levle and catapaults
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Personally, I would use about 2 catapults for every level of the wall.
Use mortars though when possible, they are much better than catapults when it comes to damage / upkeep ratio.
Catapults do 133 points of damage, 136 fully upgraded. The number you can take depends on the size of the town hall you are attacking. If you just need enough to make a hole in an undefended wall, this information might help.
Level HP Armour
1 150 4
2 200 8
3 250 12
4 300 16
5 350 20
6 400 24
7 450 28
8 500 32
9 550 36
10 600 40
11 650 44
12 700 48
13 750 52
14 800 56
15 850 60
16 900 64
17 950 68
18 1000 72
19 1050 76
20 1100 80
21 1150 84
22 1200 88
23 1250 92
24 1300 96
25 1350 100
26 1400 104
27 1450 108
28 1500 112
29 1550 116
30 1600 120
31 1650 124
32 1700 128
33 1750 132
Catapults are useless beyond this point
34 1800 136
35 1850 140
36 1900 144
37 1950 148
38 2000 152
39 2050 156
40 2100 160
41 2150 164
42 2200 168
43 2250 172
44 2300 176
45 2350 180
Some Golden information right there. You can find it on various websites like the ikariam battle wiki. But keep those numbers in mind =D
If you don't want to have to memorize a chart, you can just use these formulas:
HP = 100 + 50x
Armor = 4x
This should give you the most of the math necessary to give you a good idea to figure out the answer yourself... But realize that the answer will actually depend on a few factors:
Catapult Attack Upgrades
If there are Gyros/Balloons present
If you only need 1 breach or all of them
So to enumerate all the combinations would make a messy chart... Some simplification is needed. I would start out assuming no Gyros/Balloons, and a Battlefield with 7 wall sections (TH10+), and fully upgraded Catapults. 7 wall sections is most common, and determine exactly how many catapults would die to Balloons/Gyro can be difficult.. also to assume full upgrades is again, common. This only leaves the # of breaches as well as the # of catapults that can fit on the field at one time (18,25 or 30).
The last consideration has to do with time and ammo. Because Catapults have 5 ammo, at the lower Wall levels, one can choose to send less Catapult and let them fire over several rounds while expending their ammo, or send more Catapult in order to bring down the wall quicker.. Here I would assume the attacker wants the wall to go down as fast as possible due to the expense required for the army to be out for more rounds especially while the frontline takes damage from the Wall.
So all that being said... here is another handy chart:
- Wall 1 Brch 7 Brch
- 1 2 14
- 2 2 14
- 3 3 18-21
- 4 3 18-21
- 5 4 18-28
- 6 4 18-28
- 7 5 18-30
- 8 5 18-30
- 9 6 18-30
- 10 7 18-30
- 11 8 18-30
- 12 8 18-30
- 13 9 18-30
- 14 10 18-30
- 15 12 18-30
- 16 13 18-30
- 17 14 20-30 (If you can only fit 18, then you will need to send 21 for ammo)
- 18 16 23-30
- 19 18 26-30
- 20 18-20 28-30 (If you can only fit 18, then you will need to send 29 for ammo)
- 21 18-23 32
- 22 18-25 36
- 23 22-29 41
- 24 24-30 47 (26 for 1 breach @ 18 cats)
- 25 24-30 53 (33 for 1 breach @ 18 cats)
- 26 30-43 62-63 (34 for 1 breach @ 24; 43 = 18 cats)
- 27 42-54 74 (48 for 1 breach @ 24; 54 = 18 cats)
- 28 54-69 89 (62 for 1 breach @ 24; 69 = 18 cats)
I only went up to Wall28 because it starts getting real stupid past that... In fact, catapults stop making much sense around Wall24-26+ and thus makes a good reason to build your walls at least this high...
concerning artillery you should have all three types if your a good warrior. as for the walls this is generally how artillery applies to them
- levels 1-5 = rams
- levels 6-15 = catapults
- levels 16+ = Morters
i generally keep 1 field of rams, 2 fields of catapults, and 1 field of morters. a field is based on the battlefield size (which dictates how many slots there are and thus how many artillery units = 1 full field of that unit type)
full field based on battle field sizes
- Battle Field 1 = 6 units
- Battle Field 2 = 12 units
- Battle Field 3 = 18 units
- Battle Field 4 = 24 units
- Battle Field 5 = 30 units
i keep all of the units but that does not mean i use them all. what i use is based on the wall level. morters are never for killing units so you should plan for them to run out of ammo once the walls destroyed thus getting replaced by the cats. cats are good for killing troops with the best ratio and the rams are there to do the same in long battles when the cats run out of ammo.
Disclaimer: all this info is a quick generalization and not exact measurements
- levels 1-5 = rams
Ye Master Chief , I use mortars for 16+ lvls ...
BTW I see you got these things well , do you have any good link that can help me fill those fields ? I want to fill the fields in my own cities (for defense) , but not sure how do they look like.I can't find it in game , it only appears during battle and I'm not sure how large they are because it varies from level to level.Thanks in advance.
Goto in-game help under "Art of warfare"... in that section you will see another page for "The Land Battlefield"... In that page, you will not only see how it all works, but at the bottom there is a picture that will show the sizes of all of the battlefields.
What is important to remember is that if you use Mortar, they can be easily killed by Balloons.
The point here is that if there are defending Balloons, it can be wiser to send Catapults in order to not take vast losses while still chipping away at the wall. You can still send Mortar, but the amount of them that will be killed if there are Balloons defending is significant.. You could also send Rams to minimize the damage even further, but Catapults have the advantage of at least being able to damage Wall21+ while absorbing much of the damage. At walls past 26ish, even Catapults start becoming ineffective.. so you are faced with either a high loss of Mortar or trying to use Rams until all the Balloons run out of ammo (against an online opponent, this should never happen)
BTW there is no way I can see the actual situation in my cities ? I mean , no way I can check how battlefield looks at the moment ?
@automeris ; thanks as well , but I use this website for checking buildings or units info.
Maybe I am misunderstanding the question...
There should be 2 ways....
1. When you goto send a pillage.. the screen will start filling the battlefield with the units you send... and this will be good as long as the defender is below his garrison cap...
2. During or after a battle you can view the "detail" in the combat report and see exactly how the round went.
Since these 2 things are generally well known.. again, maybe I missed you question?
You answered it well.I was wondering if there is a way to see current image of battlefield , but logically , it can only appear during battle or when sending troops on mission.
However , Art of Warfare helped me a lot , I found out which units have advantage while filling the battlefield and what they are attacking first , so thanks.
The post was edited 1 time, last by DJ Mike ().
this might be helpful as well.
That is a most useful chart, Thanks!______________________________________________________________
"Everybody is ignorant, only on different subjects."
"An ignorant person is one who doesn't know what you have just found out."
- Will Rogers, 1879 – 1935
Similar to what I found at Art of Warfare.There are also sizes of battlefield and total number of units/ships that you can put on each field.
@DJ: yeah but the help page doesnt tell you how many units the number of slots translates into. so i guess you could call that chart a math friendly chart. thruth be told i made it cus i got tired of calculating how many units would fill a whole row lol