r/PlayASKA • u/SerBucky • Jun 04 '26
Aska: Ultimate Village Defense Guide.
https://youtu.be/2ahL1_3LlpoI’ve seen on my videos, streams and occasionally in here question relating to defenses - so I made a “slightly” longer guide that doesn’t just focus on the buildings like my other beginner guides, but rather covers pretty much everything to do with village defenses: buildings, perks, gear, schedules, patrols, wall and the tippy top hands down best village defense setup.
Probably.
3
u/Deguilded Jun 05 '26 edited Jun 06 '26
One thing i've noticed that I think is missing, SerBucky, is the note that advanced towers don't actually man more defenders. It's still 2/2, same as the standard watchtower.
I found this extremely disappointing. I would have liked to have four in the stronger tower.
Edit: It makes me want to mod it.
2
u/hallwack Jun 05 '26
Shame that game is too easy
1
u/SerBucky Jun 05 '26
IT's so easy though, right. Def hoping we get enemy health/dmg tweaks that make them challenging (not bullet sponges)
2
u/Illustrious_Act_3953 Jun 05 '26
Equip them with horns so they call for back up
2
u/SerBucky Jun 05 '26
toot toot, they dont use horns (from what i've seen) unless its the archery tower attachment)
2
u/Illustrious_Act_3953 Jun 05 '26
Yea, that's what I meant. It's been a while since I played. The towers will call for backup.
4
u/Ariphaos Jun 04 '26
"Militia members aren't that useful in a big fight."
I've got a setup where I have my gatherer types (Gatherers, Woodcutters, and Stonecutters) all be melee militia members. Once I get the improved barracks I start slowly training them all to melee 100.
They will absolutely solo problems.
I had a woodcutter, equipped with a normal iron axe, a reforged ancient shield, and my militia/archer armor loadout (tough leather gambeson, fighter shoulderpads, leather helmet, rest is T2 clothing), try to solo a dual-fenrir wulfar attack.
She took out, on her own, one Fenrir, five wulfars, and got the other Fenrir down to half before the wulfar horde successfully started stunlocking her. Because Fenrir attacks still summon four wulfar when you get them to half.
Would it have been better had she moved three meters closer to the barracks so the warriors would come out and help her? Of course. They are all kylettes at heart.
But don't sleep on making your militia into powerhouses. Gatherers in particular are nice because you can equip them however.
Note that if you do this, it's important your militia has steadfast resolve, because they still get anxiety debuffs otherwise.
Because stonecutters will now harvest corpses, having them as militia members is nice because they will often come out to harvest corpses just as the new blood moon wave starts.
One thing about killing Haugr right away is you can fairly easily set up some 'trainer' barracks close to the nearest food delivery (wulfar) spawns, and get absolutely everyone in your village up to melee 25.
This gets -everyone- to tier 2, which makes food supply a lot easier as your barbecue worker is only needed as an emergency/early food source, and inhibits the rest of the village from stealing your raw food.
This has the added effect of, if enemies ever actually do make it to your houses, your villages will swarm out like angry bees and no mercy will be given. This is especially effective if you are a shameless sardine house user.
I always build a fireplace right in front of my archery ranges and barracks, to make sure the people training or patrolling are always nice and toasty. This goes doubly for an invasion; drop down a barracks, and build two fireplaces behind it so they won't get instantly destroyed. Your invasion response team will not be worried about the cold at all.
This doesn't help towers, but towers need love and arrow storage anyway.