Pushty's Guide to Being Mediocre


Pushty's Guide to Being Mediocre

-----Table of Contents-----
1. Introduction
2. What Defines a 'Mediocre' Player?
3. Account Development & Configuration
4. Timing, Sniping & Backtiming
5. The Infamous 'T-Train'
6. Leading & Co-operation
7. Links & References

1. Introduction

Now, before we get started, I'd like to stress that I am in no way a 'good' player, I do, on the other hand, have an understanding of the game's mechanics which I will do my upmost to pass on. I've learnt a lot, from various sources, over my year on TW, I hope to aid you skip that tedious and confusing step that had me baffled and frustrated over said duration, please note that these techniques will only work efficiently if you're active and dedicated, whilst they help immensely, they are still a mere bonus when compared to active farming and efficient account growth. This guide will be centred around early-mid game, but techniques such as sniping will be with you right until the end of the world. (Please note that most of these techniques are significantly more difficult without a premium account, and some simply aren't possible)

2. What Defines a 'Mediocre' Player?

A mediocre player is loosely depicted as a player capable of high levels of activity, farming throughout the day and holding their own in a war, making use of most of the techniques available to gain the edge on similar sized opponents. Being mediocre does not mean that you will be able to grow above the crowd to a great extent, not without a co-player, at least, but it does mean you'll be able to handle your account and make aggressive actions effectively and efficiently manage your defence to prioritise villages and snipe where no defence is available. Anyone is capable of becoming mediocre, the steps into greatness involve you being able to deal with over 1,000 incomings and multiple snipes, which is down to your mental strength and determination, some won't be able to handle that, so let's stick with being decisively average!

3. Account Development & Configuration

Your account is going to grow, every new village is not just a trophy, you will need to defend and micromanage it to keep your account at the best efficiency possible, you'll also need to be farming with it. Farming never becomes redundant, and you should be farming in every village you own, defensive villages will typically have 1,500+ heavy cavalry in them, treat them like light cavalry and send them out in groups of 20+, this also means that, in a dire situation, you have a mobile strike force. I'd recommend the bookmark farming method coupled with the farming assistant, this will be explained in depth below.

Bookmark Farming (Premium only)
Firstly, check you are using Opera (1), it is not strictly necessary for this, but it is far more versatile all round for TW.

For each village you will need attacks to bookmark, so set up a report folder for each village (So the reports don't get deleted, this won't work if the reports get deleted), send out attacks to local barbarians (Up to 3 hours out, I find), and save the reports in their respective village folders, you may need to mark the commands (Rename them on the attack confirmation or status screens, the pencil and paper icon) to distinguish them from existing bookmarks. Now that you have the reports and they have been secured from deletion, you will need to open each report and bookmark the 'attack with same troops' link, this will give you an attack confirmation screen, then you are free to use that shortcut through your bookmarks whenever you like, it is advised that you organise these bookmarks in a manner that you know the village and the rough distance that the attack reaches, but you will find out a way optimised for your own use.

But isn't clicking through each report to bookmark them so laborious, time consuming and tedious? Good job then that 'zomgTW', a TW aid site made specifically by a few of the InnoGames team, have made a 'bookmark helper' (2), follow the instructions provided and every report on your screen will have the 'attack with same troops' link extracted and placed on an external site, it is advised that you alter your 'reports per page' to 100, or however many bookmarks you have for the village. Once on this screen, press Ctrl + Shift + L, and you will get a new, administrative-looking screen, hold Ctrl and click on the first bookmark link (The first few links will not be bookmarks, they are easy enough to distinguish), then hold down Ctrl + Shift and click on the last bookmark, this will select all of the bookmarks in between. Now, look to the top of the page, there will be a bookmark option (Look for the star), you can bookmark all of these at once, saving you a lot of work. You are then free to categorise said bookmarks, etc. etc.

Note: It is HIGHLY recommended that you place scouts in with your attacks, for reasons that will be explained in the Farming Assistant section below. (On UK11 4 scouts are required, most worlds only require 1, however)

Farming Assistant (30 PP per month)

So now you have your bookmarks, and are getting a lot of full hauls, but toiling through 100s of reports every few hours is too boring for you to manage to hoover up every last resource, well, the FA will fix that. Send out your bookmarks, as per usual, set up your FA templates to be the same as your bookmarks (One for offensive villages, one for defensive villages). Once your bookmarks have all hit, and a large proportion of your troops have returned, click on the FA symbol (The uppermost of the two small symbols, just to the left of your points/rank), this will give you a screen showing how many resources should be in the village (Only works with scouts in the previous attack, hence me suggesting scouts in your bookmarks), you can send another attack with the click of a button, or use the 'C' template to mop up everything that remains, although this usually sends infantry, so it's up to you to configure the FA to suit your needs and preferences.

Account Set-up

It's all well and good farming, but when you're attacking with spear nukes and defending with scouts, you're not going to last long, you need to know how to get the most from your village and its troops, you should use the 'village planner' (3) and the rally point simulator to experiment with troop configurations and how to decide upon an effective village build.

A very rough template is this:
Lv. 20 Village HQ (Higher levels use too much population)
Lv. 25 Barracks (You want your troops trained as fast as possible)
Lv. 15-20 Stable (You want your troops trained as fast as possible)
Lv. 2 Workshop (Rams/catapults will rebuild faster than axes/LC at this level anyway, not even necessary in defensive villages unless advanced paladin weapons enable the 1,000% bonfire bonus)
Lv. 15-20 Market (Higher levels use too much population)
Lv. 20-30 Mines (Defensive villages will rely on these more, due to lowered farming capacity, depends on farming limits, world speed and how effective you are at farming)
Lv. 27-30 Warehouse (Costs no population, so if you have the spare resources and farm excessively, it could be useful, but is by no means necessary)
Lv. 30 Farm (Every village needs this, without exception, bigger farm = more population = more troops, simple, really)
Lv. 10-20 Smithy (Depends what you want to train and whether you want an academy in the village, I recommend that all offensive villages have academies)
Lv. 10 Hiding Place (2,000 resources may not sound like a lot, but it could save you much more)
Lv. 20 Wall (Higher wall = more defence, essential for defending your village, even offensive villages may need stacking)

The numbers and variables here will depend largely on what you want from the village, some of these have been addressed above, but I will leave it to you to decide upon preferred builds for your specific uses.

Troop configurations are slightly different - rather than having a set build, you should be focused on keeping all the queues pumping (With the exception of workshops, defensive villages won't need them and offensive villages rarely have more than 300 rams, so you can be more relaxed), although you should attempt to stick to a rough ratio of troops, depending on the village's use, for example, an offensive village should have a 2:1 - 3:1 axe:light cavalry ratio, but don't let OCD flush over you, rough proportions and un-rounded numbers are not to be feared, it shows that you want as many troops as possible, thus are prepared to meet threats without worrying about your nails.

Troops have certain perks and drawbacks, and these will effect you in different ways, it largely depends on your 'limiting factor', by which I mean what you don't have much of, be it resources, time or clustered villages, for example, it's no good going for the fastest building troops if you can't afford to keep the queues going all of the time, you lose any advantage from choosing that build. When considering your options, it's best to note units' attack/defence, speed to train, efficiency per population, movement speed and cost, you can have some, but not all of these in your favour. (I may add a table of this at a later date, but I'm sure you can work it out for yourselves)

Here are a few 'tried and tested' formulae, for both offence and defence:


2:1 - 3:1 axes:light cavalry, 230-300 rams, 15 catapults to destroy a village's rally point, thus making cancel sniping significantly more difficult for the opponent. More catapults may be used earlier on, as before nobles are widespread, catapults are the most feared unit, making destroying academies the easiest way to take a player out of the game. On archer worlds, up to 400 mounted archers should be included, as they counter archer defences nicely, although swords and heavy cavalry will pose a serious threat to them, so survey your opponent's configurations and use them to your advantage, use the simulator to find optimised builds against your opponent’s builds.


This can vary wildly, defence has a significantly larger set of options to consider, as the speeds of units becomes more important - with a nuke you're looking at siege/noble speed every time, whereas with defence, sneaking a few heavy cavalry into an already stacked village may make the difference between holding said village or not, it's also handy for short-notice sniping attempts. Archer worlds tend to favour defence more than offence, mounted archers are a fairly small addition, whereas almost every decent defence configuration will include archers, so long as you have a healthy amount of heavy cavalry to combat archers, an archer is practically a spear and a sword combined, offering hefty infantry and cavalry defence. A configuration of spears, archers and heavy cavalry offers speed of training and mobility, this is often taken instead of a sword configuration, although the swords are slower in both senses, they are slightly more effective due to the spears and heavy cavalry having lower values for their population costs (roughly speaking, a sword is 150% as efficient as a heavy cavalry unit). This configuration is typically 3:3:1, but the numbers can be altered in many directions and still be classed as effective. The more traditional defences, such as spears/heavy cavalry and spears/swords aren't the worst options, the former being the fastest to train but also the weakest and the latter being the slowest in both senses, but also one of the strongest. Typically a 3:1 - 4:1 spear:heavy cavalry ratio is taken, and 1:1 spears:swords. I advise that you keep the stable running as well as the barracks if you can afford it, however. On advanced paladin worlds, the catapult weapon offers a 1,000% defence bonus for catapults, making them a deadly defensive weapon, these are best combined with spears (2:1 spears:catapults) to balance out the defence, as catapults have a lower cavalry defence, it also helps to lower the build time.

4. Timing, Sniping & Backtiming

These techniques largely require the use of the TWstats 'attack planner' (4), which enables you to time attacks based on the origin, destination, arrival time and slowest unit within the attack, it's fairly self-explanatory and I will leave you to explore its uses. All of these techniques require the knowledge of your server latency (the time taken for the server to 'acknowledge' your actions, such as, in this case, the sending of an attack or cancellation of said attack), on standard broadband you're probably looking in the region of 0.5-2 seconds, my latency is 1.5 seconds, so I would confirm my attack 1.5 seconds before the attack planner suggests, to keep my attack as close to the timing as possible. You can find your latency out as simply as sending an attack and checking the time, it's probably best to assume that it is 1 second until you know for sure.


As stated before, this is as simple as knowing your connection and how to use the attack planner, there is not a lot more to it than that. Naturally, you want to keep attacks as close as possible, practice is the only way you will perfect this, until then, focus on keeping the nukes in front of the train! If this means whole second gaps, it's not the end of the world, not the complete end, at least.


Sniping takes two forms; regular and cancel sniping, the former being rather easy once you have the hang of it, the former being a bit hit and miss unless you have honed your skills remarkably. Regular sniping requires two or more villages and the attack planner, as well as the knowledge of your latency and the Opera 'T-Train' method.

First of all, set the arrival time on the attack planner as the arrival time of the first attack in the incoming train, and prepare a support 'T-Train' from the village you're sniping from to the village the noble train is due at, launch the train (remember to account for your latency) when the attack planner says, and you should have at least 2 snipes in between the attacks, the ones that fail you can cancel to save losses. You want at least 150 troops in a snipe, to ensure a noble/s death and the keeping of the village, some players may send nukes in the middle of their trains, if you have a train from multiple villages, they may be noble nukes, meaning there is no real hope of sniping and you will simply have to stack the village or lose it, you can always launch a noble nuke to re-take the village directly after the village has been taken. This makes it a good idea, if you're using noble nukes, to send a noble from a full defensive village as the last attack, as they will garrison the village after it has been taken, making a re-cap less likely, it's also good to hit a target just before night bonus, as people fear the 100% defence bonus that grants.

Cancel sniping is trickier, as a tight train can be very hard to crack and may take numerous attempts, this is quite difficult to explain, so forgive me if I insult your intelligence! You will need to know your latency for this technique, and be able to work under pressure without panicking, just remind yourself that it's only a game and any villages can be re-capped if necessary. Keep your cool.

One thing, before we start, a cancelled attack returns on the millisecond that it was due to hit its target, e.g. if an attack was going to hit a village at 12:00:01:234 and you then cancel it, it will return at xx:xx:xx:234.

Here's an example, which I will explain in depth afterwards.

Here's your latency for the purpose of this example: 1 second.
Train (Time until arrival):

Bearing in mind that your latency is 1 second, if you send an outwards attack now, it will be acknowledged by the server at 00:06:00:xxx to go. (This is the time until arrival, not the actual time)

So say you get :125 at the end of your attack, brilliant. If you time this correctly, it will return in between the first and second attack, which is the best place to hit, as it dodges the nuke and kills as many nobles as possible.

When the attacks look like this:

This means that your outbound attack is 2:59 minutes out, and, latency accounted, is at the 'halfway mark' along the train, (6 divided by 2 is 3). So cancel it now, you should have your troops returning in between the first two attacks.

Note: that train (150ms) is a pretty decent train, and you would be very lucky to actually get :125 in your sniping attack. If the milliseconds for your attack were under :099 or over :249, you would not be able to snipe the train and would have to send another attack to snipe with, trying at another time of arrival, 00:04:01:xxx, for instance, where you would then need to cancel at 00:02:01:xxx (4 divided by 2 is 2).


Backtiming is the art of dodging your own offence and taking out your opponent's troops when they return after attacking you, hitting an enemy's offence within 10 seconds of it returning usually renders it dead, it is an essential skill early game, but when people are able to stack their villages and kill off your offence, it is no longer as effective. This will require use of the map to decipher the time (based on the opponents surviving force's slowest unit speed) that the opponent's force will return, now use the attack planner to decipher when you will need to launch your troops. If both of your slowest units are the same and you wish to send them, you will need to perform a sort of cancel snipe, but you will need to cancel your attack slightly later than the 'halfway mark', for instance, in the cancel snipe example above, you would need to cancel your attack at (bearing in mind that your latency is 1 second) 00:03:00:xxx, meaning it would return 2 seconds after the attack, the closest possible. You'd then need to quickly launch your force at the opposing village. The smaller the gap between their troops returning and your troops hitting their village the better chance you have of catching it.

5. The Infamous 'T-Train'

The 'T-Train' is the iconic use of Opera for TW, it allows for millisecond noble trains without any skill being required, it is also useful as a means of multiple village sniping, as detailed previously in this guide. First of all, you will need to configure your Opera...

Whilst on your Opera browser, press Ctrl + F12, go to 'advanced' and then to 'shortcuts'. Now, create a new keyboard configuration, naming it 'T-Train', 'TW', or whatever. The only thing you need to alter is this: click 'edit', open the 'application' drop-down menu, now click 'new', you will gain a new line which you can edit. In the first box, type in 't', in the second box, type in 'Click button&Switch to next page'. This means that pressing 't' will switch to the next tab, and, if a button is highlighted on the present tab, it will click it in the process. Pressing the 'Tab' key (the opposing arrows above caps lock) will highlight the 'OK' button if you're on an 'attack confirmation' page, meaning now you can press 'Tab' and then 't', which will select the 'OK' confirmation and then click it, then switches to the next page.

So, to send a train you're going to need more than that, go to your map and find the target village, click on it and right click on the crossed swords icon, and select 'open in background tab', do this 4 times. Now you will have 4 tabs to set up - set the nuke and a noble up on the first tab, and then a noble with a small axe escort in the other 3 tabs, press the 'attack' button on each. Go through each of these tabs and press 'Tab' so that each 'OK' button is highlighted, make sure you still have another unrelated tab open. Now hold down 't', this will quickly cycle through each tab, clicking the 'OK' buttons on the way. Try to stop on the unrelated tab, so it doesn't effect any of the tabs.

That's it, you should now have a sub-second train, if it crosses over two seconds, you may consider re-sending, but it is of no significant consequence.

6. Leading & Co-operation

This is just a very quick run-down of a few basic grasps of leadership, and is certainly not a replacement for any of the numerous and great existing guides, this is just a little extra I thought I'd add on, having a little experience in dictatorship and senate styled tribes, running one of the former and helping run one of the latter.

Forum and mail etiquette play a large part in the game - it's an online game, people react differently and it's essential that a tribe is not just a name, but a unit, capable of defending and striking with equal measure and efficiency, a good tribe will perform many timed operations and these operations will involve a large amount, if not all, of the tribe. You should defend tribe members whenever you are able, and the other player, if they're worth their salt, will return the favour if possible, it's this sharing of power that makes a tribe stronger than its individual players. You should send out 'tripwires' (small groups of say 5 spears/scouts) to local allied villages, if they're attacked you will get a report, the proportion of your troops killed will give you a rough idea of the damage and whether support will be necessary, this is extremely effective if the attacked player is offline and your tripwire gets killed. Respect is a key part of being in a tribe, people won't feel inclined to aid those they dislike.

Styles of Leadership

Leadership is a rather loose topic, it can vary from dictatorship, a senate, or simply polling the membership and granting the majority their way. This section will briefly define each of these styles.

A dictatorship consists of one duke who has the say on everything, there may be a small council of barons, serving as advisors or representatives, but ultimately, the duke does what they want. They can go against the whole tribe if they want, and responds to no one's orders, dictators tend to be rather stubborn, used to having their way, and may spark many conflicts over their own pride, even against larger foes. This attitude is also liable to start internal conflicts, threatening to break tribes apart if it is not moderated. This style of leadership will require a high level of activity from the duke.

A senate will usually consist of up to 10 'council members', 2-3 dukes and the rest being barons, who discuss amongst themselves and decide on matters. Each member will typically handle individual areas of running the tribe, diplomacy, recruitment, forum moderation, etc. Making the whole council's life a lot simpler and easier, although split views may cause distraction and conflict, making stubborn members a poor choice of promotion, unlike a dictatorship.

A democracy involves consulting the masses for practically everything, nothing/very little is kept secret and the council is no more important than the membership, this takes all strain off the council, although it sometimes leads to poor decisions, depending on the standard of player recruited.


You should have a set standard for recruitment, generally I expect 3 things - a well-written mail, Skype and an account sit. The mail is a show of co-operative and polite personality, Skype is essential for instant communication and an account sit helps you determine the player's troop count, general ability and how trustworthy they are. A traceable TW history is usually a good thing to check for, as previous worlds can show a lot of what you can expect.


Hugging isn't a great idea, but I wouldn't recommend declaring war on the world either, it's finding a balance - find a single, strong ally, a high average points per player is often a good indication of a tribe's quality, although you should always get into talking with all of the leadership, just to probe, to see if they know what they're doing, the players may be a hardy wood, but if the nails, the leadership, are made of clay, it isn't going to hold together for very long. Prey on the weak where you can, it may not sound pleasant, but you want the most villages you can get with the minimum amount of damage done to you in return, then you will be in a better state to face larger threats in the future.

7. Links & References


Thank you to [player]Dwarfed Midget[/player] for teaching me to send T-Trains and bookmark farming runs, to James Mullane and Lee Benfield for teaching me to snipe and cancel snipe, to Adellion for helping me grasp a mathematical outlook of the game. I'd also like to point you in the direction of the excellent 'Monty's Leading Guide', you can find it in the UK external forums.

I've spent the past year learning this, I've been through my fair share of mistakes and bad tribes, hopefully this guide will make a difference to someone, and these past few hours of my life will have a purpose, remember, it's a game, but what's the point if you don't enjoy it? Enjoyment is essence of anticipation, anticipation of victory. Where victory lingers, joy shall follow.


(1) Opera Browser
(2) zomgTW
(3) zomgTW
(4) TWstats


Nice guide, good job :)

Would give some rep but it says I have to spread it around first


good guide and very well written if maybe trying to do too much maybe in a single guide!!! Am not sure of your title though as if someone could do all the above and be active they would be the backbone of any tribe but see what you were trying to say!


Do you not think we have got enough guides already? :/


Thanks, to be honest with you, I'm without a stable internet connection for a little while longer, so this was just a way of amusing myself for a few hours. :3

@ARA000... w/e - I've always looked for a guide that explains everything, without searching through numerous sources (as I lose concentration, personally), so I did my best to create that guide. As 'new kid on the block' this has been a learning curve, and hopefully I'll be able to create more original guides in the foreseeable future. :)


Well-Known Member
Reaction score
Pretty decent overall, some parts I'd disagree with, but I think that'd be true for any guide written by just about anyone. I also acknowledge that me disagreeing with something doesn't make it inherently wrong since in TW there's not one paved route to success.


Update - bookmarks aren't really necessary. Save reports as you would with a bookmark, and they will be saved in the farm assistant screen, meaning you can simply click down the list for each village, this also gives you the advantage of having predicted resources without having to send off bookmarks first.


Hey pushty, great guide :)
One thing though, I'm struggling to understand the paragraphs on cancel sniping. Naturally it is a hard skill to master, but I'm feeling a little confused by how you have explained it. Perhaps a little more clarity in that section would be helpful? :icon_biggrin:


I read this and was thinking "YES i am a mediocre player!!" Until i read....

Anyone is capable of becoming mediocre, the steps into greatness involve you being able to deal with over 1,000 incomings and multiple snipes, which is down to your mental strength and determination, some won't be able to handle that, so let's stick with being decisively average!

Which got me thinkin, "piece of pish, i must be awesome!" From mediocre to awesome in about 10 seconds, i feel an ego equivalent to 0210 comin on!!

+1, good guide :icon_wink:
Last edited by a moderator:


Hey pushty, great guide :)
One thing though, I'm struggling to understand the paragraphs on cancel sniping. Naturally it is a hard skill to master, but I'm feeling a little confused by how you have explained it. Perhaps a little more clarity in that section would be helpful? :icon_biggrin:

Thanks for bring this to my attention, I'll have a look over it and hopefully add some rectification on that area. It can be a very daunting skill to wrap your head around, particularly when you're not accounting a simple send time, but a return time and the complications that entails. :)

And thanks. ;)

EDIT: Okay, upon re-reading, I'm not too sure how else to explain it. I'll give you a basic, re-worded run-down of it here, please note that I'm going to assume you understand server latency, which I'm sure you do.

You need to launch your cancel snipe attack so that its launched when the 'Time until arrival' of the incoming train is an even number, so that it can effectively be 'halved' - you're effectively timing two separate attacks here under the same command, so if you get an odd number, you won't be able to do it. The easiest time for you to use would be on any precise minute until arrival, depending on how long you're allowed to cancel an attack for, as granted by the world settings.

Let's say the train is hitting in ten minutes. You want to time your cancel snipe attack so that it is sent exactly at the same time that the train is 10 minutes away. When the train is 5 minutes away (Half-way from the point you launched your cancel snipe attack), you should cancel the command so that it is returning at some point in the train.

The success of this is dependent on a multitude of timings:
- Human error, I have lost a village in the past from a nervous hand - canceling before it was due. It's important to remain calm, but still on-task, you mustn't let a shaky hand, of all things, ruin your chances. Even if it means a very brief break from looking at the screen.
- Latency, you must know your latency to succeed at timing anything to a average-'professional' standard, this is the time that the server takes to register your confirmations of attacks, cancellations of attacks, etc. This is primarily dependent on your connection, it can be tested by using an attack planner to time attacks to send at barbarians, launching at the time specified and checking the land time in comparison to the intended land time.
- Milliseconds (ms), the most important thing to know when cancel sniping, is that the millisecond values will be the same upon launching and canceling the attack. If these milliseconds don't fit into the train, or don't fit where you want them, you must cancel the attack and try again.

I hope this helped, although I've likely explained it worse this time around. PM me if you have further issues.

I read this and was thinking "YES i am a mediocre player!!" Until i read....

Anyone is capable of becoming mediocre, the steps into greatness involve you being able to deal with over 1,000 incomings and multiple snipes, which is down to your mental strength and determination, some won't be able to handle that, so let's stick with being decisively average!

Which got me thinkin, "piece of pish, i must be awesome!" From mediocre to awesome in about 10 seconds, i feel an ego equivalent to 0210 comin on!!

+1, good guide :icon_wink:

Hehe, good for you, champ. ;) And thank ye!
Last edited by a moderator:


Brilliant! Thanks for explaining further!
One question, to help with accuracy when sending the attack away, I assume you could use a T-train method and then check the times to see if one of the attacks has the correct milliseconds to land within the incoming train?

Don't know how clear i made that, but to further explain, if i see an incoming i send a T-train out at 10 mins until arrival, then it is likely one of these attacks will hit within the incoming train. All that is necessary then is to cancel the appropriate attack at 5 mins to incoming for it to land within the train. The idea being that you don't have to try again if you miss.

Just checking if this would work?

P.s. I am bookmarking this guide for future reference, very well done :icon_biggrin:


That should work well, so long as you don't mind dividing your defence. :)

Thank you, always nice to be acknowledged in a community. :D