FoEhints: Rogues in Forge of Empires

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Rogues in Forge of Empires

A really strong fighter in Forge of Empires not only developed the great buildings with fighting bonus up to level 10 and built an Alcatraz, he also has several rogue hideouts. My seven rogue hideouts I upgraded to 4 slots each. This results in 28 rogues. And other players have many more.

Even more important is that my Alcatraz produces unattached rogues every day. These are displayed only partially to speed up the game interface and to improve the handling. The cloud represents the remaining units. You recognize that I have 100 unattached rogues there. And this is nothing. Other players have hundreds, enabling them to do gvg in many different ages as rogues are a strong unit in all ages.

If a rogue is hit first he changes to one of the other unit types of your army without taking damage. So the rogue has one free hit. This is a huge advantage, considering that the right counter unit usually needs two hits to eliminate an opponent unit. A rogue can take 50% more damage this way.

Together with a single real unit, e g a heavy unit, seven rogues are a very strong attacking team. Except on province maps above industrial age the computer will always try to hit rogues first. This is a free hit for each rogue, resulting in enough time to get closer to the enemy. This way you can often complete fights without losing a unit. Especially in gvg this is very important if you want to win 80 fights.

Using many rogues in the defense of your city is not a good idea. Unattached rogues cannot get lost that way but attacking players will be very happy to attack normal units first and then kill the remaining rogues, each with only a single hit. Even 4 rogues are too many. A single rogue in the defense can make sense as I explained already in the city defense clip.

In GvG I love to use rogues in the defending team. Especially against artillery ir ranged units they suck, buck attackers need to play manually to take advantage of this. This takes them a lot of time. And this can help already a lot, especially if only one or two defending armies are built like that and not all.

Especially a mixture of two ranged units, two light units, two fast units and two rogues is a difficulty for attackers in GvG as attackers never know into what type of unit the rogue might be converted. In GvG everything helps that slows down the attacker. This is the time a defending team can use to destroy the attacker's siege. This is why I like to use rogues in the defense. Players with only a few rogues prefer to use attached rogues in the gvg defense as these can be reproduced easily in the hideouts.

I do not like to mix rogues with artillery. If a rogue is converted to an artillery unit while in the middle of enemy units, it is weak. Therefore I have a rule: Either rogues or artillery, never both.

As rogues are a very strong unit I highly recommend: Whenever an event offers rogue hideouts, use the opportunity to get it. You cannot have too many hideouts if you participate in gvg.







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Currently, FoEhints has 6,492,349 views for Forge of Empires across 372 videos. This game accounts for over 1 day of watchable video on his channel, roughly 99.07% of Forge of Empires content that FoEhints has uploaded to YouTube.