If you follow my recommendation on wall general, you chose George Dewey. He does not have a strong ground buff to start with, so you want to use mounted troops for your meat shield. For Mounted troops, your tiers look like this:

Tier Attack Defense HP
t1 220 150 400
t2 300 200 540
t3 410 270 190
t4 550 360 260
t5 740 490 350
t6 1,000 660 470
t7 1,350 890 630
t8 1,820 1,200 850
t9 2,460 1,620 1,150
t10 3,320 2,190 1,550
t11 4,150 2,740 1,940
t12 5,187 3,425 2,425
t13 5,800 3,830 2,780
t14 6,670 4,400 3,280
t15 7,540 4,970 3,780

For your defense, the HP and Defense figures are how much your troops can absorb, and the attack is how much damage they give back.

If you are trying to build what is known as a trap keep, one that entices the enemy to attack but has 1) very little of value in it (in case you misjudge the size of the attack you attract) and 2) hopefully costs the enemy more points than it gives up, you care a great deal about the attack of your meat shield, because you have few if any other troops present. Redwood’s advice leans heavily towards keeps that are either traps, or are just transitioning from ghosting towards having troops at home.

To help understand how this works, lets look at the above attack figures differently.

tier Attack Per Unit Number Needed to
Hit 1,000,000 Power
t1 220 4545.45
t2 300 3333.33
t3 410 2439.02
t4 550 1818.18
t5 740 1351.35
t6 1,000 1000.00
t7 1,350 740.74
t8 1,820 549.45
t9 2,460 406.50
t10 3,320 301.20
t11 4,150 240.96
t12 5,187 192.78
t13 5,800 172.41
t14 6,670 149.92
t15 7,540 132.62

So if we were hunting monsters, where we attack first, you can send 133 t15s, 173 t13s, 301 t10s, 1,000 t6s, 2439 t3s, or 4545 t1s, and any of these single tiered marches will do precisely the same amount of damage on their first hit. They will differ though in that with 4545 t1s, you might have some survive to make a second hit, whereas with only 133 t15s, if more than 13 get damaged, you just lost the entire battle. That’s where having numbers helps more than having high stats on individual units, and that is even more true when you are defending your keep, because in this situation, you attack second; the other guy gets to attack first.

However, so far we have only looked at the mounted troops base statistics. That is hardly realistic, your average keep gets buffs from a wide variety of sources. This includes, but is not limited to:

Most of these will help in the form of percentages. To make just one example, lets say you have art treasures Excalibur and Terracotta Army, both at level 3. We will take the first table, and see what these do to our figures.

Tier Attack +12% Attack
from Excalibur
+25% in City Attack
from Terracotta Army
Total Attack Value Number Needed to
Hit 1,000,000 Power
t1 220 246.40 275 301.40 3317
t2 300 336.00 375.00 411.00 2433
t3 410 459.20 512.50 561.70 1780
t4 550 616.00 687.50 753.50 1327
t5 740 828.80 925.00 1013.80 986
t6 1,000 1120.00 1250.00 1370.00 729
t7 1,350 1512.00 1687.50 1849.50 540
t8 1,820 2038.40 2275.00 2493.40 401
t9 2,460 2755.20 3075.00 3370.20 296
t10 3,320 3718.40 4150.00 4548.40 219
t11 4,150 4648.00 5187.50 5685.50 175
t12 5,187 5809.44 6483.75 7106.19 140
t13 5,800 6496.00 7250.00 7946.00 125
t14 6,670 7470.40 8337.50 9137.90 109
t15 7,540 8444.80 10555.00 10329.80 96

As you can see, these percentage based refines did not change the t1s much, instead of sending 4,545 t1s, we are now sending 3,317 troops. If we were hunting monsters, being able to kill the same monster with 1,000 fewer troops would be a big deal, but on the other hand, you had to increase two art treasures three whole levels to do it.

But look at the power change in the high-end troops, t12 and up. The difference this percentage based buff has made is much, much more noticeable.

Flat refines have almost an inverse effect. They help the smaller troops more than the big ones. You are looking for a flat refine of 950 or more as you refine, so lets stick with that low-end number.

tier Attack Per Unit Attack after a
+950 Flat Refine
Number Needed to
Hit 1,000,000 Power
t1 220 1170 854
t2 300 1250 800
t3 410 1360 735
t4 550 1500 666
t5 740 1690 591
t6 1,000 1950 512
t7 1,350 2300 434
t8 1,820 2770 361
t9 2,460 3410 293
t10 3,320 4270 234
t11 4,150 5100 196
t12 5,187 6137 162
t13 5,800 6750 148
t14 6,670 7620 131
t15 7,540 8490 117

So for our t1s, this flat refine cut our figure from 4545 down to 854!!! On the high end however, it cut our t12s by 30 troops, and our t15s by only 15. While we would all be absolutely thrilled to cut the number of troops we need to send down by a factor of 5, cutting the number we need to send down by a mere 30 does not seem worthwhile.

But we are defending, not hunting monsters, so there are a few things we need to consider.

  1. T1s are cheap to build, we can have millions of them for the same cost that we can have only dozens of t13s or t14s (most of us don’t have t15s and might not ever).
  2. In PvP, unlike monster hunting, you lose the battle if your loss percentage is higher than the other person’s percentage. Because we have an enormous number of t1s, we will probably win.
  3. T1s give very few points compared to t12s, t13s, or t14s. We can lose hundreds of t1s for every t12 of the enemy’s we kill and come out ahead in points.

So if in raw numbers, if the enemy is sending a full march of mostly high-end troops, per the chart above, I need 854 t1s for every 162 t12s the enemy sends. If the enemy has 2,000,000 t12s coming at me, that means I need 10,542,630 t1s. Because of my flat refines, that’s a thousand times better than the 4545 t1s per 192 t12s we started with, where I would have needed 47,340,720 t1s. Better yet, unlike percentage based refines, flat refines are immune to the enemy’s debuffs, so these ratios actually stay fairly fixed. Note, however, that the chart above only looks at a single flat refine on a single piece of armor.

While flat refines are better, we want to get the most out of his special skill that we can. For a pure t1 meat shield defense, you want 8 flat refines on mounted attack, each with a value of 950 or better. This will give your meat shield the best ability to hit back. If you are ghosting everything else, this attack is the bulk of your counter-attack, so that is important.

Regardless of whether or not you are ghosting everything else, it is important that your meat shield survive. To do that, attack does not actually matter. Defense and HP do.

The health refines

When you no longer ghost everything else