Attacks are launched using selected troops. The speed of the selected troops is determined by the slowest unit.
The defender will know he is being attacked from reports and also in the troop overview of the base under attack. At first, he will not be able to see the number and formation of the troops.

Arrival of troops 
Once the troops have arrived, the attacking troops wait in front of the besieged base. As soon as the troops arrive at the base under attack, the defender will see in the troop overview of the base that he is being attacked by and with which kind of troops.

Battles
The first battle starts 10 minutes after the first enemy troops have reached the base. During this time, more attackers may arrive at the base and join in the battle. An attacker may also withdraw his troops again.
Support forces may also arrive to help defend the base and join in the battle during the 10-minute period. The defender can also send for troops he has stationed at other bases, as well as launch attacks and recruit troops.
This means that attackers and defenders have a number of tactical maneuvers available that can decide the outcome of a battle. Players who can keep a cool head in a combat situation, select the right units, and act strategically have a good chance of emerging victorious.
If more than 100 units take part in a battle on both sides, they are deployed in rounds. Because not all the troops will fall in a round, players have the chance to deploy tactics at the end of a round, such as ordering a retreat, deploying reinforcements, or dispatching for extra troops to win the battle. The next round of combat will start 10 minutes later.

Calculating troop losses 
Troop losses are calculated based on the ratio between the defensive and attack values of infantry, artillery, and cavalry. It is important to remember that the more a protective wall is upgraded, the more its defensive value increases. Plus, the protective wall gives all troops a defensive boost that also increases with upgrades. You can find more information about this at www.crazytribes.com.

Capturing a base 
An attacker can capture an enemy base. To do this, he must equip his troops with enough ammo and defeat all the defending troops. The amount of ammo needed depends on the number of bases the attacker already has: 1000 ammo is needed per base. For example, if the attacker has one base, he needs 1000 ammo to capture a second base, 2000 ammo to capture a third base etc. When a player equips troops with ammo, it will be used up, regardless of whether the battle takes place or its outcome. Ammo is not returned. Ammo can come from different bases belonging to the attacker, but it must come from a single player. It’s not possible to pool the ammo needed to capture a base from multiple players.
If several players attack a base and equip their troops with enough ammo, it is the player with the highest ratio of equipped ammo to required ammo who will capture the base. For example, if a player sends 2000 ammo and needs 1000 ammo to capture a base, he has a ratio of 2:1. Another player has already got 2 bases, so he needs 2000 ammo to capture a base. If he sends 3000 ammo, he has an ammo ratio of 1.5:1. The player with the greater ammo ratio will capture the base.
If multiple players have the same ammo ratio, it is randomly decided who gets the base.

Plundering a base
If the attacker defeats all the defender’s troops, the resources located at the attacked base are divided up between the attackers.

Farming mutant bases
Mutant bases do not have dukes. Their defenses consist only of level 1 protective walls. Therefore, it’s easy for players to farm mutant bases.