Divine Troop T9 vs T8

Today Mobile Strike launched a new Tier of Troops called Divine Troops.

Divine TroopThe troop Tier comes very fast after the Tier 8 Infinity Troops.

The new Tier fits quite well into the statistics of the troops and the overall army composition. Each Tier gives in the range of 20-25% power gain. The first Tiers not included.

 

The table below shows the battle statistics of the new Divine Troop T9 vs the existing Tiers.

Divine Troop T9 table

Based on the statistics in the table above, we can also see how a relative low volumes of a high Tier attack deployment can do massive hurt to a defending base.

If 1 – Tier 9 soldier, can take down over 330 Tier 1, the possibility of sending a troop of up to 7B troop Tier 9 with full attack boost could probably easily take out MT levels of low quality Troop compositions like T1 and T2.

Advertisements

Train new soldiers or promote them?

It’s a building called Troop Academy. This building let you promote soldiers to a higher Tier.

IMG_0373

The process works by first choosing the soldier type you want to promote, then you choose the soldier type you want the soldier to be promoted to.

The question is – is it cheaper to promote a soldier or is it better to dismiss him and train a new one?

The answer is very clear. It’s cheaper to dismiss a soldier of a lower Tier and train a new soldier of a higher Tier rather than promote him.

IMG_0374

The table shows a Tier 5 promoted to T6 Immortal vs. training a new Immortal

 

IMG_0372

As we can see the cost of training a new soldier is almost 50% cheaper.

So the advice is – Dismiss soldiers and train new ones.

Troop composition with T8

We have earlier discussed troop composition with T5, T6 and T7.

Read step 1 in Troop composition 

Now we will add in T8 to the mix and at the same time look at the attack deployment composition.

Power Calculations

We have earlier calculated that Normal Troop types are the Type that has the least disadvantages compared to the other Troop Types.

When it comes to attack is thus a bit different, mostly due to the opposite calculation of the probabilities in an attack situation, so in a deployment setup vs a Base defense setup, we would slightly prefer Mercenary Troop Type.

The tables below shows a good example of a basic Deployment Setup consisting of T8 to T6.

If we again look at the ratios of power of Troop times power of Tier, we see that each Tier gives each Entity about an 25% increase weighted for power. Meaning that you need 50 T8 to get the same power balance as 100 T6.

Tactical Rapid Deployment

The second part of the presets below is the tactical advantage you have of mixing and matching troops when you deploy rapidly during a battle. In between these presets it is recommended to alternate a max queue Ghost Deployment. Ghost Deployment is a Deployment without the commander.

If you choose max queue you will automatically get the commander included. This is something you need to avoid, because it alter the defense ratio of the Base.

Below is a 3 preset setup for T8,T7,T6 Deployment. This is constructed with cost of training as an input variable in addition to the power ratio alone.

Preset 1 – Infantry

IMG_0362

Preset 2 – Tactical

IMG_0363

Preset 3 – Armored Vehicle

IMG_0364

 

Basic Battle Checklist Mobile Strike

Battle checklist

  • Check Commander gear
  • Check Insignia’s
  • Check Troops
  • Check Wall
  • Check Boosts
  • Check Rally partners
  • Check Phone / pad

This list expect that you have preset active for most tasks.

First time battle

  • Check Commander gear
  • Check Commander level
  • Check Skill Tree
  • Check VIP points
  • Check Insignia’s
  • Check Troops
  • Check Wall
  • Check Boosts
  • Check Piece shields
  • Check Teleport
  • Check Rally partners
  • Check Phone / pad
  • Check Time

Check commander gear

Is the commander wearing battle gear?
Are the correct mods installed, and are they installed on all items?
Are all the augments and the right augments installed?
Is the gear fully enhanced?
Is the gear level fully updated?

Check commander level

Have you updated the commander’s xp point to max?

Skill Tree

Is the Skill Tree preset set for battle?
Are you fighting at cp or just attack? – adjust accordingly

Check VIP points

Have you updated an added all your VIP points?

Check Troops

Are all troops trained?
Are all troop enhancements done?
Are all troop preset done?

Check wall

Is the wall full of traps?

Check boosts

Have you added all building boost if applicable?
Have you added all time limited boosts?
Have you decided to use attack or defense boost?
Are you fighting at cp or just attack? – adjust accordingly

Check Piece shield

Have you new shields ready if you need to shield?

Check teleport

Have you enough teleports to go both ways?

Check Insignia’s

Have you the right preset Insignia’s?
Have you activated all Insignia’s?
Are you fighting at cp or just attack? – adjust accordingly

Check rally partners

Are the other players ready to assist you?
Are the other players ready?

Check phone/pad

Is your phone/ pad charged?
Is the cell reception good and stable?

Check time

Are you free the next 20 min?

 

 

 

Mobile Strike tips – Advanced Troop composition


Comparing Troop types for weakness and strength is one of the first rules we discussed.

First read the linked documents below, in order to understand Base structure, Commander and Gear, Troop Enhancement etc.

Most importantly you need to understand the Troop structure.

For a reminder of the Basic setup read this first.

For the structure and different defenses and attacks read this

In this article we will look further into a more advanced setup of troops, analyzing power ratios, training cost and troop type weaknesses and strengths.

Power Ratio

The Power Ratio is telling us how much stronger one Tier is compared to another.

IMG_0301

The Power of a trooptype is connected to its Tier, but the power is not linear between the different Tiers.
As you can see from the pictures above.

Aspect to consider when building a troop composition:
– Viewing different Tiers based on cost (rss)
– Viewing different Tiers based on time to train , Speed Ups
– Viewing different Tiers based on change in power
– Viewing different Troops based on their weakness and strength towards other troop types in context of the expected forces defending on the Base/ CP your going to attack/ rally against.

Statistical proofs

1. The average power across all Tiers right now is 38. That means that T 5 and above is higher than average. Since the scale between each Tier is not linear, the largest delta/ change in power exist between T5 and T6 for Tiers above average. Isolated it concludes that T6 is the best Tier, power wise.
2. Cost of training troops are becoming a bit difficult to calculate since T7 and T8 uses other rss/ resources than the other Tiers, but if we can see this as training days instead, we can conclude that the best Tier to build vs cost and time is T5. Picture below show the rss need for the different Tiers. Please note that this is with Divine Jungle Fully Enhanced and modded.

IMG_0302
3. The best troop type we can have is Normal Troops. The reason for this is that these troops have less weaknesses than both Advanced or Mercenary troop types.

Pictues below for proof after analysis:

Based on the three conclusions above we should focus our troop on Normal Troop and spread with big volumes on T5 and T6, then just build as much we can for T7 and T8.

It’s a good start when beginning higher Tier fighting to spread evenly over all types of troop meaning:
40%Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery
30%Advanced Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery
30%Mercenary Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery

This means total 100% of the Troop spread across Normal, Advanced and Mercenary, then divided further based on each Tier and Troop Type.

This setup is documented statistically, and is considered a proper ground setup. However this is only still abit rudimentary, since we need to consider Attack vs Defense, Boost, Bonuses CP /Base attack, deployment size/ rally size, bulletts, Insignias, Chemical warfare etc.. this will be discussed in another article to combine what we know so far and to put it all in to one Solution.

Troop setup example T5 T6 T7

When you start to battle against larger bases from level 30 and upwards, it starts to be a bit more complicated to figure out how to penetrate their defenses.

This article will give an simple example on the distribution of troop types in one preset when attacking.

Please note that the preset is often a game changer if you set it up correctly. Mixing and matching troop types on the fly is not possible during a high level fight.

The tables below show a wave setup of Infantry for Preset 1. The first picture is small but show you that this setup has just started with filling in Infantry.

IMG_0291

All preset is based on percentage, so you need to calculate your max deployment troop size times 30-50, because that usually the number of hits you will do on a fight.

In the example above the max size is 100M troops pr deployment, thus using 3M T7 infantry Mercs pr hit. Leading to 60M at least in order for you to not run out of troops during battle.

The picture below shows a bit more clearly how to calculation is done

IMG_0293

 

You need to do this for both Tactical and Armored Vehicle as well. If you understand the easy thinking behind this attack-structure we will next time discuss more advanced structure, power balancing of Tiers and maybe look into boost.

 

Army and Base warfare structure

Army and Base warfare structure

In order to understand how to attack and defend in Mobile Strike, it’s important to understand the basics of the different variables that your troops and your base are exposed to.

This article gives a short introduction to the different basic effects of warfare in Mobile Strike.

There are a few more variables than mentioned here, and most importantly there are the Troop Type Tier’s, stacking and weight of the different Bonuses and Boosts that come into the calculation of the battle.

Army Hierarchy

The first thing to understand is the hierarchy of your Base. The picture below shows the content of your attack power.

IMG_0244

The defense power is a bit more complicated since it entails your base infrastructure as well. In essence it works the same way, but you will have either debuffing capability or defense capability of the buildings of your base in addition. But this force/ strength only applies when you get attacked, and is not influencing your military force when you attack other bases or the CP.

Attack power Base vs CP

The second part is that your Army has different Power, Bonuses and Boost depending on what they are attacking. This means they can be strong when attacking a Base, but weak if they are attacking the CP or tiles.

Rally Attack/Defense

These are also relatively new stats and used when you’re in a Rally. This stat will be determined by the Commander of the Rally, and is a great way to give your Rallies that extra push when attacking. Please keep in mind that because these stats only apply when in a Rally, so they won’t have any effect on your Troops while in their Base.

Attack

Attack will determine how much damage your troops deal. This stat can be boosted in numerous ways and can be boosted by individual Troop Type, but in the end it’s just about how much hurt your troops can put on the enemy.

Defense

Defense is pretty much the opposite of Attack. This will determine how much damage your troops can take before being killed in battle. It’s essentially armor and mitigates damage.

Health

Fundamentally, health is the same as Hit Points. So where Defense mitigates damage, Health allows your Troops to soak up more of that punishment.

Armor Piercing

This is a relatively new Stat. This stat is used to lower the Defense Stat of your opponents.

Accuracy

Like Armor Piercing, this Stat debuffs your opponents, lowering their Troops’ health.

Army Boost

While these behave in the same way as the Boosts you’re used to, they’re in a different category. For example, this means that your enemy’s Armor Piercing will debuff your Troop Defense, but they won’t be able to touch your Army Troop Defense!