Dreadnought vs Deathtrap vs Warlord

Just a few days after Mobile Strike launched the defense oriented Deathtrap gear, they launch a new upgraded attack gear.

Dreadnought gearThis gear is a clear upgrade of the Warlord gear, and is an attack focused commander’s gear.

It is the first gear to support specific Divine troops Tier 9. It is also the first gear to support the new attack type called Nuclear Attack.

The gear follow the type differentiation that we have seen earlier. Mobile Strike is using it on all gears, not just battle gear.

The versions goes from the lowest version called Ultimate to Supreme to Exalted To the top version which they always calls Divine.

In the table below is a comparison of the latest 4 battle gears.

Gear comparison table

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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.

Divine Deathtrap vs Warlord vs Judgement gear

It’s no doubt Mobile Strike is increasing the stats on multiple fronts before the big Kill Event.

 

Deathtrap gear

Today Mobile Strike launched the new Divine Deathtrap gear.  The gear is an upgrade of the Judgement gear if we look at the stats on the elements it’s covering, meaning it’s defensive in nature with focus on health, defense and shielding of the different war elements.

On the other hand in gives a significant boost of the Troop Attack, with numbers in the KT range.

The table below is a short comparison of the new gear vs the two other most relevant gears out there.

 

Deathtrap comparison

The enhancements will still be following the juggernaut/ judgement enhancement parts.

 

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 – Assault Vehicle Hangar

Today Mobile Strike launched a new attack component. The new Assault Vehicles are having the same type of stats as the other Troop elements except the introduction of Nuclear  Attack which is new.

IMG_0315

The vehicles needs the commander, so all the new stats with the STAT part of Mobile Ops are supporting this new building and its deployment options.

On the other side, this means also that if someone is using the new Tombstone item with a forced death time of the commander of about a week. This building with its attacks will not be working during this time.

The attacks seems to be ment for rallying, especially since the attacks are very commander oriented.

The attacks with ie. the tanks are working the same way as with gear. If the commander dies, the vehicle’s are returned to inventory. So whatever upgrades and/or enhancements that have been done on the vehicles are not being lost if you loose the commander in the attack.

 

 

 

 

 

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.