Real Attacks and Fakes

In Travian: Legends, alliance operations often require players to send both real attacks and fakes precisely on time. Understanding how to prepare and execute these correctly helps your alliance succeed and prevents enemies from easily identifying your true targets.

What Is an Off-Operation?

An off-operation (off-op) is a coordinated alliance attack or a solo timed operation where players must send real attacks and fakes to land at specific times. Success depends on:

  • Sticking to the plan

  • Respecting timing

  • Maintaining the correct ratio of real attacks to fakes

  • Supporting your off-coordinator with accurate execution

Calculating your travel times carefully is essential. If your coordinator gives you an exact landing second, you should aim to hit that exact second. If you are new to Travian, using a wave builder is strongly recommended.

Consider Artefact Effects

Artefacts affect how real and fake attacks should look:

  • Eagle Eyes: The defender can see the number of units from a certain number of attacks. Fakes must mirror the real attack structure to avoid detection.

  • Architect/Confusion: These artefacts influence catapult damage or target selection, so adjust your catapult numbers accordingly.

Do Not Send Your Entire Army in the First Wave

If you still need to send multiple fake waves afterward, you must keep enough units for proper fakes.

For example:
If you need to send 4 fakes with 4 waves each:

  • 19 infantry × 4 waves × 4 fakes = 304 infantry

  • 1 catapult × 4 waves × 4 fakes = 16 catapults

Always assume the defender has Rally Point 20—your fakes must contain at least 20 units.

If you use your hero in real attacks, switch to the correct offensive equipment and avoid wearing speed-boosting boots, which can break the timing of your wave sequence.

Choosing How Many Troops to Send in the Real Attack

This is situational.

  • Some players send minimal infantry or even only catapults (if the defender cannot use Eagle Eyes).

  • Others send more troops to reduce catapult losses.

The key is consistency: fakes must mirror real attacks closely enough to avoid revealing your true target.


How to Structure Real Attacks and Fakes

Below is a clear comparison of what real and fake waves should look like in different scenarios.

Zeroing a Village (Defender Has No Eyes Artefact)

Real attack:

  • First wave: attacking infantry, cavalry, rams, catapults, optional hero

  • Next 3 waves: some attacking infantry + 200–400 catapults (depends on target and whether it’s a capital)

Fakes:

  • 4 waves of: 19 cheap units + 1 catapult

Zeroing a Village (Defender Has Eagle Eyes Artefact)

Real attack:

  • First wave: attacking infantry, cavalry, rams, catapults, no hero

  • Next 3 waves: some attacking infantry + 200–400 catapults

  • Set two targets per wave

Fakes:

  • First fake wave: 17 infantry, 1 cavalry, 1 ram, 1 catapult

  • Next 3 fake waves: 19 infantry + 1 catapult

Chiefing an Active Target

Real attack:

  • First wave: attacking infantry, cavalry, rams, 1 catapult, optional hero

  • Second wave: 100–300 infantry, ~100 catapults targeting residence/palace/command center

  • Add chiefs

  • Third & fourth waves (optional): 19 infantry + 1 catapult each

Fakes:

  • Either standard 4 waves of 19 infantry + 1 catapult

  • Or mirror the real chiefing wave pattern more closely

Catapult numbers depend on smithy upgrades and the target type. You can check recommended catapult counts in the catapult guide.


Summary

Real attacks and fakes must be prepared carefully to avoid revealing your intentions. By matching wave structure, respecting timing, and adjusting for artefacts, you can significantly increase the success rate of alliance operations and reduce losses.