What Are Trap Accounts & Why Are They Awesome?
In one sentence: A Trap Account is Stronghold setup that appears to be weak but in reality is very strong.
In the early part of the game one type of account stood taller than all the rest. A TRAP. These types of accounts are very easy to build and extremely powerful. A smart player could play on almost any budget and eat any rally sent at them. Since then, the requirements have changed drastically due to the introduction of more powerful core sets, buildings, building boost and research.
Over the past couple of years trap play has become more sophisticated as Game of War has evolved. Many of the consistently high point scorers in most Kingdoms are Trap Accounts, and these players are a strength to any Alliance. Over the past couple of years trap play has become more sophisticated as Game of War has evolved. Many of the consistently high point scorers in most Kingdoms are Trap Accounts, and these players are a strength to any Alliance.
This play style takes advantage of the boisterous bigger players who think they can solo or rally any stronghold that appears weak. You want to bait those players into thinking you are a weak, when in reality your Stronghold is extremely powerful. Being a master of Illusion can be a traps best weapon.
A Trap Account play style can help you dominate Kill Events, help your Alliance place in the top ranks, and help your Kingdom win KvK Events. You will quickly become a valuable member of your Alliance, and don't be surprised if roles are switched between your Alliance depending on big players to depending on small traps. Players ten times your size will be looking for your help instead of the other way around!
We all know how KvK Events play out at this point. The big outlanders teleport around the Kingdom and hit anything they think will burn. With this play style this is exactly what we want.
As the game continues to grow and develop, so do the traps. Two of the biggest issues for traps are bigger march sizes and much stronger cores. This is both a blessing and a curse. It's a blessing in the since that it allows traps to grow much bigger and not be worried about size , but also a curse due to the fact that if you don't update your SH and your set up your will definitely take a beating. So let's get to the meat and potatoes of the article. The two main categories for trapping are solo and rally and each category has a few sub categories. I'll start with solos.
An Effective Trap Account
There are certain characteristics necessary to having a good trap account. Those characteristics combined with a great strategy are the keys to success if you know your limitations.
Sun Tzu, the famous military leader and philosopher says, “Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.”
The purpose of a Trap Account in War is simple: scoring as many points as possible in a Kingdom Kill Event. Perfecting your Kill Death Ratio (KDR) with a Trap Account can be more difficult than you might think. In order to be effective a trap needs to possess the following criteria: low kill counts, low KDR, low Power, clean graveyard, and ability to take a hit without losing Troops, and the ability to kill as many Troops of incoming Marches as possible.
Decide which type of trap you are creating early on. This will give you some basic guidelines to follow along the way. The most effective Traps are irresistible to enemies and will be hit often.
Solo Traps are designed to take War Marches (meaning Marches from single players). While there are obviously exceptions to every rule, most players looking for solo attacks will look for Strongholds under 3.5 bil power as an upper limit. That means solo traps can run a little over 200 mil troops! If you run 15 mill t4 that is (540mil power). Staying under nerf we will train 190 mil t2 which is (1.52bil power). Add the 2 together and you are at 2.06 bil troop power. That leaves room to have some research power or more troops, but the lower the power the better your odds of getting hit. As march increases and cores come out you will have to adjust this number accordingly.
A Rally Trap, on the other hand, is meant to take Rally Marches. There are 5 or 6 different types of rally traps, which we will explain in our advanced trapping article, but for now we will just cover the basics. Rally traps can be from 3bil power to 300 bil power. It all depends on how you set it up. The main difference in solo traps and rally traps is the troop numbers and account power. Because troop power can be bigger a rally trap can do more research and have over 1billion troops. Rally traps much like soloes, the lower the power the better.
Note: Savvy players can generally tell that you are a Trap Account. Your job is to get them to hit you in spite of them knowing it. That is where it can start to get fun! Continue to the next article as we go into great detail about setting up a trap.
Game Strategy article contributed by Creed XS and Blind Eagle
The Ultimate Game of War Trapping Series
- Article 1: What Are Trap Accounts & Why Are They Awesome?
- Article 2: The Two Types of Trap Accounts
- Article 3: The Latest Requirements for a Flawless Trap Account
- Article 4: 5 Advanced Strategies For Trap Accounts
- Article 5: Build a Perfect Trap With Only $200
- Article 6: 8 Ways To Spot a Trap Account
- Article 7: Battle Tested: Troop Attack vs. Trap Attack
- Article 8: Best Trap Account Builds
- Article 9: 4 Piece Core Strategy for Traps