The Beginner's Guide to Trap Accounts

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.
This article was update for accuracy and comprehensiveness on June 6, 2016.
In January of 2015, these types of accounts were very easy to build and extremely powerful. A smart player could spend less than $100 in Troops and kill an entire T4 march. Since then, the requirements have changed drastically due to the introduction of more powerful core sets.
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.
In fact, throughout the last two years Game of War has cycled between two different successful strategies. First, high power Strongholds and rallies. Then, Wonder Defensive strategies and Trap Accounts, in continuous succession. With tier scoring Kill Events effective Trap Accounts can lead to huge successes for a Kingdom. Their biggest strength is the ability to use a lot of low level troops to kill much less higher powered Troops.
This play style takes advantage of the boisterous bigger players who think they can solo 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.
A Trap Account play style can help you complete every event tier in a Kill Event, 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 (billions in power or more) Teleport around the Kingdom and solo-hit players under 300-850 million Power. With the Trap Account play style, those crazy bigs are the ones we are really after for points, by baiting them into attacking you.
As the game continues to grow and develop, so does 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.
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, 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

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 1.8B power as an upper limit. So the farther below 1.8B power you are, the more likely you are to get hit.

Rally Traps

A Rally Trap, on the other hand, is meant to take Rally Marches. While it may be relatively common to see or hear of players with over 3B power getting zeroed, I would set the upper limit of a Rally Trap at 5B and the lower level at 2.5B, those seem to get the most action in KvKs (which is a Rally traps main goal). The lower you can keep your power while still keeping your Hero safe, 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!
Game Strategy article contributed by Creed XS and Blind Eagle
Thank to http://www.gameofwarrealtips.com
Previous
Next Post »