Plato, 6 hours ago
The problem is not raze attacks, but that its 100% accurate (no real protection from it) and the 50% extra war damage really dont help...
If lets say a thieve runs 20 arsons against a tribe exactly his size but that target has 0 thieves and no GH. The thieve would still fail a few ops.
If the attacker do the same, sends 100% of the targets defence, that will be 100% success.
Sure the attacker takes a risk in attacking, but the thieves take a risk when he/she sends out his thieves aswell.
There is a big difference
sure the attackers raze cant be blocked and takes some more risk sending out def vs the thvs sending out thve def (although most thve tribes have their thvs back quicker then most attackers have their mil back)
attackers doing raze can only do it once every 6hrs so thats 22,5 arsons (excl weaps) every 6 hrs (in general)VS a thve tribe in warmode who can do easily 30-40 arsons every 5 hrs (avarage)
this is ofcourse counter balanced by the razed acres going into incoming acres instead of direct brrn
so thve tribes generally can send way more ops but have higher failrates
attackers raze is really a blitz attack and perfectly suited for 1 tick KA's where thve tribes can get a second strike in before the new homes comes in (if the target has rebuilded asap)
and Vortex the attackers where given this ability because ages ago there was a situation where attackers where found not too usefull in wars (especially against higher targets who they couldnt grab) that time too there was alot of discussion about it and raze was provided as an anwser
I dont know if orkfia is better or worse with the RAZE but its an xtra strategic capability which you are also asking for, maybe the damage can be high in some cases but if we repts where say 2k acres smaller then we where in the war we prob couldnt have done much against the britts (MH we prob would still be able to kill) this case might have been a perfect situation
Changes should not be made on just one situation but on multiple and then tweak it. So we need more input from other wars/raze kills. surely 17 isnt the only alliance thats using it
About why 11 TMs cant kill a defended tribe at semi turtle i cant really say i dont know the succes % of the britts, it might be that the damage reduction from GH/CH are too high or the failrates for arson are too big but that can all be tested in devork (or am i wrong?)