Evony · Alliance F R E E M E N
 

CAMP Time - one of the deadliest tools in the game

CAMP TIME · Arrival time for attacks and reinforcements
- one of the deadliest tools in the game

While camp time can be deadly and effective, it is important to note that the camp time is used for returning as well as attacking. If you add 13 minutes camp time to the attack, it will also take an additional 13 minutes to return.

Set Attacks on Target

Click on target to attack, click attack, and set your desired troops. You need to set your slowest attack first, but this description will instruct for 4 identical attacks
 
Set the number of minutes to camp for the number of attacks you want to hit at the same time.
- For practice, lets say we set it to 3 minutes (we'll set 4 attacks).
- Now, look at the arrival time.
- Wait for the seconds to scroll to 0, then click send.
- Then, lower the camp time by 1 minute, and wait until the exact same time comes up, then send that hit.
- To set the 4th attack to arrive at the same time, no camp ,minutes would be used.
 
Now, to tell others the exact hit time. The moment you send your first attack, mentally adjust your attack timer, to server time, and announce that time to others coordinating attacks.

Camp time sounds like they'll camp at the location before coming back, but they camp in your rally spot until it's time to leave.
 
After you set your attacks, open your reports.
- click on army movement, and see the arrival time.
If you weren't sure of the exact second to tell others, this is where you'll find it. Again, adjust to server time to announce.
 
Sending next attacks with faster troops:
Let's say you want to send 4 scout bombs to hit 1 second before your troops (or any other hit that arrives faster than your first hit(s).
- Set your troops
- Look at the arrival time, and set the number of camp minutes so arrival time is about a minute before your original attacks
- Wait for the seconds to scroll by. In this case, we'll click send 1-2 seconds before the arrival of the previous hits so these scout bombs clear some archers before your other hits arrive.

Examples when you've seen this in action:
 
You've probably attacked a player who announced your arrival time for reinforcements, or sent his reinforcements to arrive JIT (just in time) to mess with you. You scouted 20 seconds before your troops hit, and saw you'd beat his troops. However, when you hits landed, you lost too badly to get a report.

Also, when you had 400k archers hit you all at once, and you couldn't heal between hits, this is how they did it to you.

I often send 400k-800k troops to land on the same second. Then I'll send 200k-400k scouts to land 1 second before. I might lose a lot of troops, but, I'll often get through with one of the hits, and of course, any that follow in that round of hits.

Also, sometimes players don't want to lose their 300k archers in that city, so they'll close their gates for this round, and I'll just get lots of .resources & kill all their wall defenses.

Later, if I only sent a 100k wave, they'd open the gates to kill them, so I might send another combined set like this.

So, if I strike like this, I might send transp with the last hit to land, and make it land 1 second after the others. So, I set the last wave first (slowest), then camp the others to hit 1 second before.

Practice the attack/camp timer deal to put it to good use. Use it soon to see how it works. You'll find it is truly awesome.

THANKS to Armorous for the good information.




Helle Rohde