Saturday, October 27, 2012

Leadership 2

Your Team


First - A great guild leader shares the load. If you have played in other worlds, you've probably made friends that are trust worthy, it is a good idea to see if they'd like to join you to help run the guild. If that is not an option, and its completely fine if it isn't, you want to screen your guildies for leadership qualities and willingness to take on the responsibility.

As founder, it is sometimes hard to let go of the reigns and let others make decisions about your guild, or trust them enough to crown them, giving them the power to disband is a big deal. I've trusted the wrong ppl and have been burnt, several times. It happens, there are real people behind those screen names, and people are some times douches. I usually post an experience thread to get a gauge on other's experience levels and world count. It matters how many worlds a player is in, if the world they play with you isn't as "important" to them as another may be, that person will in time of war, choose to use their valuable valor playing time on their "main" world, and you'll be stuck with someone half there and part dedicated. No good for leadership.

Keep in mind that "No Exp" does not mean "bad leadership" just learning peeps can be great leaders if given half the chance. I've trained some seriously excellent players who have gone forth to dominate hard core. Its about dedication, not experience. However that being said, having a clue is always a good start esp if you yourself are new at leading.

Second... Once you have a few people in mind for leadership roles, decide what yours and their strong suits are. If someone has only a few hours of play time a day, they may not make the best diplomat. I break up the work load:
  1. One crown for Diplomatic talks/decisions - these guys need to be strong talkers, smart and strategic. They need to know when to pacify and have a great deal of time to dedicate to general bullshit. They usually get saddled with being the intermediaries of cross claims, which is a big job unto its self, I usually assign a general to handle the claims issues, but allow the diplomatic crown to talk to our allies/naps to work things out with cross fire. I typically let the dip choose our enemies and allies, they are the one's talking to the other guild leads, they get to know the players and their trustworthiness. Dips maintain the diplomacy in the guild and make announcements to inform the warriors of changes to dip in leader announcements.
  2. One crown for War strategy and target decisions - These guys need to be good organized planners, strategic movement with a greater plan, always keeping in mind the end game result. They decide and post war targets and coordinated landing ops. They find husked out guilds for your guild to grow and work together to take down when there is no red on the map. They keep a steady buffet for the hungry masses of targets posted expanding in strategic based areas for maximum effectiveness.
  3. One Crown for Activity and recruiting. This guy needs to wheel and deal, he is constantly in touch with all guild your members, posting and maintaining goals for the guild, achievements and kill trophies, he (or she) organizes the consumption of husked guild members, kicks inactives, recruits replacements and irons out mergers. These guys need to be available often as activity is a garden that requires constant attention.
No one person should do all three alone, it will burn them out. I know, I've done it. As a founder its preferable to have three crowns with specific abilities mentioned above, in addition to yourself who can keep up with all three jobs and be able to do them as a back up when one or more crowns "call in sick" lol

Its nice to have a forum moderator as well, but that does not require a crown, just captain status. These guys I ask them to keep up with the forums, keep old and out dated posts deleted or locked, read up and keep up with questions or comments posted from your team, and have tight organizational skills to keep the forum neat and easy to read.

Keep these jobs in mind as you choose your leader team. However when you first start out, its just you. First thing you need is warriors. Best thing to do is invite like a mad man, go into the Rank system at the top of your screen, sort by Region > Player. Invite everyone NOT in a guild who appears to be active. Signs of activity - They've changed their alias, They've changed their city name, they are your points or higher!! Having a full guild of 1085 members is a waste of your time. When you are recruiting, take an extra moment to write the person a private message in addition to sending a guild invite. This will make you stand out, and give your guild a friendly face to your recruits. There are hundreds of other guilds out there, give them a reason to join you!

After you have a full guild, keep the activity up, a silent guild is a dead guild  .Make it fun for them to log in and post in the forum!  Join Kakao Talk or Palringo or some other third party free to download chat app that will give you a better sense of who your guys are. Talk with them, get to know them, there's a whole community out there from all over the globe, tap in man! I try to keep the 3rd pty chat rooms to a minimum, one room crowns only, a second room for general chat chit. It is a great source for instant help, but gets a little crazy when you have 5 rooms all with the same people in them.  I keep a separate room for leadership to discuss sensitive topics that are for crowns ears only.  Crown votes and major decisions are made there.  I don't typically allow the entire guild to vote, although I do ask for input after the leadership has come to a conclusion, even warriors like to be heard.

Leadership

Ok so lets say you've played a couple worlds and your guild choice has been lack luster, or you just think you can do a better job at leading and so you start a new world and start a new guild!!  Leading is a big responsibility, you are dedicating your time and effort for the betterment of all the players who join you.  I decided to create a piece on Leadership to assist those who want to be the best but have no idea what they are getting themselves into. *evil diabolical laugh*

I'll outline some key must haves then go into greater detail of each point for those who care to hear my opinion :) you know who you are ;)

  1. Choose a good guild name with a good clear tag. Leave the description as something inspiring at first, then for posting whom to contact for diplomacy later on.  I love guilds who post all the guild tags of all of their allies to "scare" the opposition, this doesn't scare anyone, it just gives your enemy a hit list.
  2. Recruit like mad.  Invite everyone within your region who is not in a guild who appears active.
  3. Set up your forum.
  4. Choose your leadership team. More detail here.
  5. Build your diplomacy.
  6. Set guild goals to inspire growth and deter stagnant points.
  7. Set up a third party chat like kakao or palringo.
  8. Mingle with the masses!
  9. Break up the warriors into squads or teams.
  10. Post a husk filled guild to build teamwork and promote growth.
From there you'll know who is active who is dead weight.  Your activity coordinator should swap out the husks for warm bodies and a plan should be formed for your first enemy guild take down.  Choose wisely kids!

Friday, October 26, 2012

Capture Strategies

So tough guy, you want to capture your first city, huh?  Not sure what to attack but have blood rage to the max and need to shed blood?  Here are some easy simple attack strategies that have worked well.  Everyone has their own way of doing things, this has worked for me and is common practice within the community.  The deconstruction on the "How To" has been explained in the blog Capturing Cities - this is just an explanation on the strategies of capping live targets.

Train
  • You will hear the term "Train" or "Scholar train" all over this blog, and quite often in your guild forums.  This is the practice of sending 5 consecutive attacks all at once to land within a few minutes of each other to capture a city with the 5th land.  You can achieve this by teaming up with a buddy or two from your guild or home grow the 5 scholars within your kingdom.  You can grow them all in one city or launch from several strategically placed cities to land all at approximately the same time.  When you do this, you have your clearing crews land before hand, then your train.  Most send 5 scholars, one scholar per wave as it is pointless to send more then one scholar per wave as it does no more loyalty damage then one scholar alone.  This is the grand standard on capping cities within the land of Valor, no matter what world you play, this tactic is the old reliable.  You may want to send more then 5 scholars in case your victim gets smart and tries to Snipe you.  Sniping your scholar is to kill one wave so your just short of capping his city.  The victim usually seeks mad support and truces up so you can't send another wave to cap for an additional 24 hours.  If you have enough escort and a 6th wave, you shouldn't need to worry about snipers.
  • Escorted Train -- Another way to avoid the Snipe is to time clearing crews to land just before each scholar in your train.  This is especially useful if your scholar trains are grown in a single city.  It is better to stagger your train with several cities, but that is not always feasible.  If you have a large enough kingdom, your clearing waves can be calculated easily, however if you are getting others in on it, make sure they are aware of how critical the strike time needs to be, and work out their math for them.  Maybe its because I'm a control freak, but I like to know that they know exactly when they need to launch.  The tactic of launching scholars then waiting to launch cc is a gamble with the introduction of Truce in the store.  This is one of the main reasons I've adopted fake into my strategy bag, if you fake them, they truce, you know when their truce wears off, they can NOT truce again for another 24 hours.  No matter the support they've gotten, nor troops they've built, you can take your time and trust in the knowledge that you have 24 glorious hours in which to take their city from them. 

Divide and Conquer
  • This is where your guild chooses high risk targets of the enemy guild, posts the cities of the victim in the guild forum, then you each take one or two targets and either coordinate a land time - which will freeze the victims home grown defense troops, or just pick him apart one city at a time.  This tactic is the best for full guild participation and a good war planner will know how to choose targets.  Some take out mid range and bottom feeders first, this will force the larger players to scatter their defense troops (this is also a good fake out target area because mid rangers always post for support in guild - no matter what type of troop is coming their way), others choose the larger players first because it is more of a challenge. 
 Rally Take Down
  • This method uses the much loved rally against your victim.  The idea behind it is to a) hit your waves within 30 seconds - this requires careful planning on your part, and much more math then I've ever been happy about using.  First wave hits massive cc PLUS Ballistas.  your victim will likely want to keep his city supported if he thinks his buildings or wall will be destroyed. Set your Balls to destroy the Rally Point - But why Luna? It only takes a minute to rebuild RP! Here's why kids, your second (and third, fourth or fifth) clearing crew lands seconds after your first, preventing your victim from dodging. Make sure you scout and do all the math to clear, plus whatever forces he can bring in just to be safe.  You can't ever send too much.  Have your scholar train hit seconds after your clearing crew.  5 scholars, 6 if you are uncertain about support, and boom, city is gone before rally point is finished rebuilding.  This is a fan fave and is called many different names, I prefer the ball buster - but I'm crude like that ;)
Fake Out Take Out
  • This strategy is good when you have minimal guild participation and you are going against a larger player.  For this strategy to work, your fakes must be in abundance.  With the introduction of incoming troop view which is purchasable in the store, your victim only needs to spy one or two waves to figure faux from real so plan ahead and use his gold spending ways against him.  Don't only fake cities you have no intention on taking, but also the city you ARE taking - make the fake scholar trains land after your real ones.  Group up your fakes to match, so they feel the same to your victim.  Stagger fake launches by a few seconds - this will assist in making them 'feel' real to your victim and will make it harder for him to guess what is what.  If you have no one else to help you, spend an extra day or so lulling him into a false sense of fakes R us - making them land throughout the day and night, he will get used to seeing incoming and slip into complacency. It will also tire him out.  Most people have day jobs, and will spend the first night or two staying up to view landing and carnage reports, or to dodge and counter. I'm not saying using the human need for sleep against your victim is fair, I'm saying its FUN. :)  Few things, as you fake, send scouts to monitor your victims behaviour.  Watch what he does, how he moves, how quickly support comes in, you can get a good idea where it is coming from by scouting often. You can also get a sense of his play schedule by doing this as well.  The more information you have, the better.  I can hear you now, but WHY Luna? Why put extra effort into the cap, why not just bombard him ceaselessly till he has no troops to spare then cap him at your leisure?  Because kiddo, its fun.  Its also harder to take down a larger player by yourself, or with minimal guild interaction - and in my experience brute force is only good if you have cooperation with your mates.
Scholar Bounce
  • Not everyone has a scholar train from the get go, and sometimes bouncing your nerd off your victim is the only way to go.  For this, if you are going against a real person (not a barb or husk) you are going to want to plan carefully, it is strongly recommended you seek guild assistance, there is always someone who has an extra scholar and most are willing to help.  However if that is not the case, or you have no one near by, scout and send clearing waves in between bounces - as you are bouncing, scout in between - constantly bombard your target with incoming to keep him on his toes, and make sure you fortify your scholar accompaniment.  To bounce your scholar your target should be fairly close by, you do not want to use this method if you can at all avoid it on anything longer then a 1 to 2 hour walk one way.  Make sure you continually monitor your cap if your guild mates do not have extra scholars they may have clearing waves willing to send to your victim - have them do so often as it will keep your target's resources down, and you can save your troops for defending your scholar as he does his job.
The Double Tap
  • We have all had an instance where you are hap hap happily capping a barbarian city, just to get your final report and see a train barreling down on your 6.  What to do?! If your defense cluster is close enough you can always defend heavy and kill off his train, or... and you're going to love this... or... Take a gander at his source cities, if you have the time of course you can always attack and cap his source cities, if you cap his source city before his scholar lands, when it finally does land on your new cap, it will be as if you capped it.  Yes that sounds complicated, but it's not - Break down:  Any troops that are out supporting, farming, attacking or otherwise are not dead at the time you capture a city instantly become apart of your army!  Yes that includes scholars.  When you 'inherit' scholars your scholarship goes into deficit, or a negative number (its like a school loan, you still have to pay for the scholarships for the inherited scholar) if said inherited scholar caps one of YOUR cities, your scholars v. scholarships even out because you gain back your scholar once your city gets capped.  This strategy is always fun, and causes your would be ganker to have a bad, bad day.
 

Tuesday, October 23, 2012

My First City

OK so uber noob time kids!  You've joined your first world, what do you build? Where do you go from here?? Well Aurora's quests will guide you through a good solid base build, but its not... quite there so I decided to share my experience with you on this reoccurring subject.
Well your resource buildings are basically your money, you can't build any other building, nor troop without an abundance. So to start out build the following buildings to the corresponding levels.  Remember, the quests will give you not only a few hundred resources but also much needed farmers.  FARM a LOT.

Take the first day or so to reach the following city level goals:
Lumbermill 10
Quarry 9
Ironmine 7

Warehouse 10
Farm 5

As you add to these levels, open your Barracks this will allow you to train lancers to farm with.  Add City Hall in between as you can afford it, the higher CH is, the faster your other buildings will build in queue. Queue extender is great in the early stages, but only after your warehouse and production buildings are at 10, otherwise you won't have the cheese to keep it full and its kind of a waste.

As you can see you need wood and clay far more then you need iron from the get go.  Iron is mainly a resource used for troop production and in the beginning troop production is slow, but continuous, its more city buildings you will be spending the most cheese on, so don't worry about ironmine so much.  Besides, everyone in the world will have an abundance of iron and will foolishly post it on the market.  If you are in need of iron, open your market and trade for some of that much sought after wood you'll have plenty of.

Most people will say that the Academy is your first goal, and well in a way it is, but in my experience it is better to have a few things locked down before you open your academy. A) Resource buildings.  Get your three resource buildings to at LEAST 25 before you open academy. B) Warehouse needs to be at 20 or higher, preferably 23 - 25 before acad is built. C) Army - in order to attack and capture successfully a second city you need a decent army to SUPPORT your scholar (or in better circumstances scholarS). You want to aim for 1000 lancers, 500 sentries, at least 1000 bezerkers, and 500 knights.  Before you open your acad, because once its open, the lure to capture something, anything is overwhelming.  As a noob you are going to look at 3000 point cities as if their streets were paved with gold.  By the way, they are not.  Scholars are expensive, choose your first city to conquer carefully.  The idea is to make it easy to start producing troops and scholarships as quickly as possible with minimal amount of build up by you.  This is a fast paced game once everyone starts to hit academy and you don't want to dedicate too much time TLCing a new cap.  Also don't go by points of the city alone, SCOUT - find out building levels and assess how much work you'll need to put into it to 'flip' the property.

In order to open up your academy you will need your city hall to be 25. This is the second longest leg of your trip to conquerville, but is worth doing quickly.  As stated before, the higher the city hall is, the faster everything else builds.  You will need your barracks to be 15.  This is the quickest leg of your trip, and recommended saved for last. Barracks should be as high as needed, till after your first cap, then max it in accordance to your city style.  If you know you won't be building lancers, sentries and or bezerkers, keep this building at 15.  Forge needs to be completely maxed to level 20 and is the longest building ever endured by mankind.  Its like they hired highway construction guys to build forge and they get paid by the hour, AND they are union.  Forge is a good building to put on if you know you won't be able to log into valor for extended periods of time like you are at work, sleeping, at school or planning a coma. Forge is the reason I say leave barracks for last because after forge, barracks growth will seem like a blow off class at community college after studying to be an astro physicist and quantum engineer, at the same time.  Yes, dual major majors, it could happen.

I digress.  As stated before your warehouse will need to be at least 20 in order to accommodate the 50,000 resources ea it will cost to educate your scholar and Farm needs to be larger then your needs as you grow.

Early on in the game it is smart to open your scouts and knights both help with effectively farming.  Rams are also your friend in the early city development as your farmable barbarians grow walls like they are next year's big thing.

Get your wall up to 15 by the time your city is 5000 points. match your hiding place with your wall size, a lot of people say HP is a waste of resources and farm space, but I say poppycock.  Hiding away 10,000 resources each can be a life saver when you are being farmed or just got taken by surprise and all your troops are dead and you can't farm.  Just do it dude.

Once you have your city maxed, or custom built depending on your style of play, things get stagnent when your only using resources to buy scholarships, and everyone around you will have the same issue, LACK OF CLAY. My suggestion for this children is stagger your resource buildings by using the destruction capability in your city hall. Lumber at 29, Clay at 30, and Iron at 28.  This will keep your resources balanced properly for all the scholarships you'll be purchasing.  And if you ever need either Wood or Iron, everyone around you will be in desperate need of clay to which you will have an unending supply of.

Good Hunting Kids!!!

Friday, October 19, 2012

Kingdom Design Part 2

After you've been through a few wars you develop an appreciation for defense troops, how they handle themselves and how many it takes to stay off an attacker.  Whether your goal is to completely annihilate your attacker's Offensive supply or just dodge and snipe a cap attempt, having nearby troops by the thousand can be a city saver.

This setup is where you grow defense troops in every city. Yes, I know how that sounds, but hear me out.  If you grow 3k lancers and 1000 guards (and/or 4k sentries) in each city, you can mount a seriously decent defense for when you are attacked.  Guardians are awesome for a quick response all purpose defense troop.  If you have 5K guardians in your city, coupled with 200 - 300 RAMS (yes rams as a defense troop, who'd have thought) and your wall is 25, it will take several cities of bombardment to clear your city.  The rams actually fortify the wall bonus and kill off any rams or ballistas they may send at you. Now guards, they move quick, they defend hard and are great for a first line import.  However, do not underestimate the power of lancers and sentries!  These guys take little time, resources and farm space to train, even though they walk a little slower, they are definitely worth the effort.

So back to design, if you have 3K lancers, 3 - 4K sentries (that's 6000 farm space) and 1k guards (another 4000 farm space) that's 10k farm space, in a maxed city, which is anywhere from 3k to 4k of farm used by buildings, you still have 9 - 10k left for attack troops!  When you are attacking it will certainly take you longer to clear a city, but you can rest assured that your kingdom is safe.

It wouldn't hurt to have a NUKE city in the midst of your cluster of Defense forward cities. A city that has strictly attack troops can be a quick and easy way to crush a man's soul.. I mean city... In the same breath, having a strictly Def city within your cluster is also smart. Nothing like an extra 8000 lancers within 3 hours of your scholar cluster to make a guy sleep better.

Scholar cities, when setting up Defense Posturing kingdom design, you want to grow your scholars and adequately support each scholar wave, bundle three cities, all within a 6 block radius of one another (the closer the better - especially if math isn't your strong suit) in each city you grow 2 scholar waves.  When actively warring, you want to support each scholar wave as if it were going to be sniped, the more troops the better!!!  If your cities are close by, you can always use those three to set up scholar trains, they will land within a reasonable amount of time and you will cap your target.  It is always better to send more scholar waves then you think you'll need, you may cap, then recap, but at least YOU have the city, not your victim, and you can always retrain your scholars.

Thursday, January 19, 2012

Troop Research

This post is about 3 Tier Troop Research worlds.  3 tier worlds are more of a pain in the arse and make the time honoured simulator ineffective, or at very least in accurate, but it also makes the game a little more interesting.  I used to avoid the 3t worlds like the plague, but have recently joined one and am getting used to it.  I guess.  Keep in mind that I'm an old schooler and don't particularly like the 3 Tier worlds.

So, the idea is that in your forge you have 10 "points" to allocate to increase the effectiveness of each of your troop type.  Now you can revoke certain types to free up these points to customize your troops as you see fit, the points that you allocate effect all existing troops you have built - meaning if you build 1200 level 1 knights, you increase your knights to level 2 and build 200 more knights, all 1400 knights will be level 2.  In the same breath, if you send 1000 lvl3 support to a city it defends at the lvl the city your defending currently at. So if you send lvl3 guards to a city that doesn't have guardians researched they'll defend at lvl1.

Now, each level increases the effectiveness of the troops and the details of this are located in your Forge in game.  I had every intention to post what each one does, but they pretty much spell it out in game, and if you are reading this you are smart enough to follow what they have written in game - its pretty clear cut.

Now if you grow 50 level 3 scouts, then revoke the scouts to level 0 the 50 scouts already grown will work as level one, even though it shows level 0.   This can be useful if you want to grow a few scouts in a city to farm effectively but still use your allocation points on other troops.  This works for all troops, and can also be used to create false security in someone attacking you.  If you have a few of each troop grown, then when you are scouted the person who is attacking may think you are daft and have all your troops at level one - he MAY not send enough troops to clear, and will be surprised when he gets there and all your defense troops are all at level 3. :)  Good times.

Now for some reason you HAVE to have lancers allocated at lvl 1 in every city, which is a severe flaw in my opinion. But, I don't make the rules I just enforce them, so to customize your cities, its good to pair up and have an attack only city (level 3 Bezerkers, L3 Knights L3 Rams) with a defense city (L3 Lancers, L3 Sentries L3 Guards).  The biggest flaw I've come across is that when you cap a new city you have to take the time to revoke what the person has allocated before you can build what you want.  Its also douchey that you not only have allocation points but also have to spend an arse load of resources if you want to upgrade. 

As you can tell I'm not a fan, but some ppl swear by the 3t worlds and well good for them.  As I get more familiar with the Tier system I'll post tactics but for the short term, that's all she wrote.  However it would be nice if they gave you the option to 'unresearch' the one tier worlds so those of us who have plus 60 cities can remember which cities were designated as attack cities and which were for defense.  Like I said, I'm not the rule maker.
Good Hunting Friends :)

Battlefield Chaos

** Please note that due to the introduction of the purchasable "truce" within the Valor Store, Playmesh has removed Battlefield Chaos from the game play experience **

Chaos is a term that is commonly used in Valor.  It refers to a defense tactic that is used by players to prevent others from attacking a city that you currently own, prevents others from attacking a city you are currently conquering, and or to prevent a player from defending a newly conquered city by filling it with troops.

The game limits the amount of attacks and support any one city can send and receive - this prevents server clogs for Playmesh and provides an excellent tactic for us to use against our enemies. These queues are called "Commander Slots" and the numbers are as follows:

  • You can have only have 40 INCOMING attacks to any one city 
  • You can only send out 25 OUTGOING attacks from any once city
  • You can only receive 15 INCOMING support (trip wires count) to any one city
    • Note that if multiple support is sent from ONE city, once the support lands the game will combine the support into one support commander slot - so to make support chaos permanent send the 15 waves from multiple locations.
    • Also Note that battlefield chaos usually takes up an abundance of TIME and it will limit your ability to FARM and ATTACK if the need arises, sending 10 waves from 4 cities will leave open commander slots for you to still function as a productive member of your guild.
To achieve BFC you will need to either not be in the same guild, or drop your guild, send chaos then rejoin.  Its smart for the leadership of your guild to create a designated Chaos Team who are very active and will be responsible for providing chaos to your sister guilds and or allies.  It is helpful for your sister guilds and allies to also have a point of contact to provide chaos for your guild as well.  The more efficient the communication, the more effective this tactic can be. To assist a friendly with chaos, you send one Ram, Sentry or Lancer to the city in need of chaos.  The longer the walk the better, so Rams are typically used.  The city you are Chaos'ing, will stay in chaos until your waves start to land. As soon as Commander Slots start to free up, others can fill those slots by sending in attacks so make sure you have someone dedicated to this task to keep your city in chaos for as long as you need to rebuild, get support or plan for defense.

Now it is speculated that Playmesh created this to prevent exhaustion on their servers, or some also say that its a 'glitch'. I like to refer to it as the poor man's "Truce" but better because you can send yourself support.  Whatever the case it works to your advantage and here's how you can make it work for you.

Battlefield Chaos
First example in how to make battlefield chaos (BFC) work to your advantage is to defend your city - if you have been bombarded and need time to get support from your guild, and rebuild your city - putting your city into chaos will effectively cease all incoming attacks and further damage to your city or to prevent your city from being capped when loyalty is dropped.

Second example is to put a target city you intend to capture into chaos as you are capping it.  This prevents others from sneaking in and taking it from you.  Its a little more work esp if you are bouncing scholars off the city or working with others to cap, but it is well worth it when you have finally capped to not have a surprise incoming sch attack from friend or foe to take it from you after you did all the work.  This is effective best when capping an inactive city or juicy barb far away - you are just leveling the playing field giving your slow ass scholars time to walk the great distance to a new location - good cities are hard to come by and go quick esp by ppl already in the neighbourhood.   This tactic is tested and effective and prevents a ton of work for your diplomacy leaders and as long as you have the legal claim on the city and cleared it, there should be no issues for your leadership to work out.  |It is also effective to put a city you are not quite prepared to clear into chaos to prevent property disputes later on, typically property disputes are settled as who cleared the troops and who has first scholar land.  Its kind of a douche move to tie up a cities commanders for days on end while you take the time to clear it, but w/e, their loss.

Lastly, Chaos is a common tactic used, and most ppl use chaos to defend newly capped cities.  If you want to recap your own city, but need time to re educate your scholar, send in a couple of waves to the city stolen from you just as it is capped - this will prevent your squatter from filling all the slots, you'll be able to monitor landing of the few waves you sent and will be able to fill them with your scholar waves as soon as they do land. Scouts work really well for this, if you send them from far enough away you can time it so that your scholar(s) will be done cooking and you are ready to roll by the time the waves start to land.  If your squatter isn't paying attention, he might not even notice that a few waves are from you, he may just think they are chaos set up from friends, and will get complacent and feel safe.  I love it when that happens, bcs when you finally do recap your city it'll wreck his day.  Good Times.

Support Chaos
An example of Support Chaos to work for you is this - If your city is getting capped, and there's no way you can save it - send yourself 15 waves of support.  Send 1 lancer in each wave, preferably from as far away as possible, giving yourself as much time to recap as possible.  How this works is once your city is capped, your squatter will want to fill your city with support to defend, if all 15 support slots are filled said squatter will be unable to defend and you will be able to recap easily.  Keep in mind that this will only work for support on route, once support lands, if your squatter is smart, he will just send it back to you and send support of his own.

Chaos smart.  Chaos Fair.
Good hunting my friends.