The guild expedition level 4 is considered the king class of fighting in Forge of Empires.
In the space Age Venus, it starts out quite simple at first.
Our bonuses of 719% attack and 583% defense allow us to do the first 3 battles in auto-combat.
We didn’t even try here to see if there might be better teams. If anyone knows of better alternatives, we’re happy to receive comments via our contact page.
On the first big platform, we fight manually for the first time.
You can immediately see the effect of the Kraken.
In previous guides, we made sure to avoid Great Building effects so that everyone can follow along.
However, in the highest age Venus, ambitious players may be expected to have the Kraken.
In our case, the Kraken is upgraded to level 68.
This results in a 95% chance of destroying an enemy unit 23 times a day at the start. This happens in every battle in this guide.
The Ghost Blasters we use here are the ranged unit of the Space Age Venus.
Their long range makes it easier to keep maximum distance from the rogues and then hit them last.
This way we get through the first wave without being wounded.
Towards the second wave, the Ghostblasters can then fully show their strengths against artillery.
The opponent’s power dragons often fall at the first hit.
Anyway, we like to use the Ghost Blaster very much. They are very easy to use, you don’t even have to pay attention to field bonuses.
Against the Steel Fists, the heavy units of the Space Age Venus, the Ghost Blasters have a harder time.
Often 3 hits are needed to take out an enemy unit. So some lost units are unavoidable.
It is nice when no Ghost Blaster is lost, but only rogues, because so far we can only produce the Steel Fists and all other units come from rewards, so their number is still very limited.
Having previously admitted my preference for the Ghost Blasters, it’s no wonder that they come into play again on the 5th platform of level 4.
Again, it is a crucial point that this way distance to the enemy rogues can be kept and thus they can be attacked effortlessly last.
With a bit of luck, you can also make it through wave 1 without being wounded. In the example shown, one rogue is wounded.
Against wave 2 another strength of the Ghost Blaster comes into play.
If the Observer Drones are hiding on broken ground, the Ghost Blasters can still hit them there and even have special bonuses against light units.
So it’s no wonder that the fight against wave 2 also goes easily, although against the heavy units the one or other loss of a unit has to be accepted again.
Platform 6 in each age has a first wave with fast units followed by wave 2 with heavy units. In all space ages, the light units have bonuses against fast and heavy units.
Therefore, it makes sense to use the Observer Drones here.
Of course, you try to put Observer Drones preferably on broken ground. But rarely will you have a map that offers enough of these tiles.
Thus, using the bonuses associated with them is rather the exception.
Still, the Observer Drones manage to take out the enemy Energy Cannons without any trouble, with only two light wounds in the end.
Against the steel fists in wave 2, be sure to pull the rogues forward quickly.
The Steel Fists only have a short range of 2 tiles.
If they could not reach the rogues, they would take out the drones first, which would then lose the battle.
Sometimes 3 hits are needed to take out a Steel Fist.
That’s why fighting wave 2 with my combat bonuses usually doesn’t end without a lost unit.
However, since we use drones in only 2 encounters in the entire guild expedition, we receive more drones each week than we can lose here.
On platform 7 the Ghost Blaster is used again.
The fight against wave 1 is effortless and needs no special explanation, we think.
Simply always attack the enemy’s frontmost unit, taking advantage of the fact that slow units with modest range cannot reach our units at first.
Against wave 2, we make sure not to hit the Ghost Blasters first by putting them in a corner of the map.
Auto combat in particular sends them recklessly forward, resulting in unnecessary losses.
Manually fought, it also does not go out completely loss-free, but otherwise holds no nasty surprises.
Platform 8 is then once an opportunity to use the Energy Cannon, that is, the fast unit of the Space Age Venus.
Unlike the less popular fast unit of the Asteroid Belt, this one has a mobility that allows it to reach the opponent in the first turn.
This makes it an important unit for certain niche applications. Such is what we have here. The first turn prerogative allows completing wave 1 with only one lost unit.
We do wave 2 in autocombat, although Venus artillery can hit flying units. But manually we wouldn’t get a better result there.
Then we clear all the relics first. The first half of level 4 is done. Let’s continue.
In all ages platform 9 is encounter 6 with switched waves and a bit more combat bonus.
So we deploy the observer drones again. Having the difficult wave with the heavy units first makes this encounter a little more challenging. So we have initial losses against wave 1.
We thus have to face wave 2 with a somewhat reduced team.
Although this is the easier of the two waves, the reduced team leads to more losses.
Lucky for us, this time we only lost rogues.
We have enough of those in my inventory.
We can only build the drones ourselves as our research progresses.
We therefore have to rely on the few units from rewards from the first three stages of the guild expedition.
Platform 10 is then again a mission for our standard Space Age Venus team: 2 Ghost Blasters plus 6 rogues.
This would certainly work in autocombat as well.
To be able to reach the artillery on the other side, this time it is important to advance in time and not to pause on the baseline.
Venus units with such high bonuses have the potential to occasionally take out a unit with a single hit.
Therefore, it is not guaranteed to always complete the first wave without loss.
This is exactly why we take two Ghost Blasters as a precaution, then the battle is not lost just because one is lost against wave 1. In the example shown, we get through wave 1 without any losses.
The fight against the 2nd wave is then more violent.
The Ghost Blasters have it harder and harder as the combat bonuses of the opponent’s Steel Fists increase.
Our 719% attack bonus is rather mediocre for Space Age Venus.
That’s just a level that you can easily earn without spending money in this age. If you have significantly less bonus, you will have trouble with this platform.
On platform 11, we like to use the Energy Cannons, the fast units of the Space Age Venus.
We combine 2 of them with 6 rogues.
Actually, it is a huge advantage of fast units to always have the first move, i.e. to be able to take out enemy units before they can fire the first time.
But here we deliberately make sure that the two energy cannons don’t make themselves targets.
We move both of them into a corner of the map where they are unreachable for enemy units.
One or the other enemy unit can then transform a rogue. The rest cannot do damage at all on the first turn.
Then, on the second turn, the advantage of mobility comes into play and numerous enemy units can be taken out.
The 4 enemy units remaining after that can transform the remaining rogues.
After that, we can successfully complete the wave. With this approach, it is possible without any wounding.
Against wave 2, the fast units again stay on the baseline for the time being, in order not to be reached by the enemy heavy units.
The enemy artillery then transforms two of our rogues into energy cannons.
These transformed units can then, on their turn, take out the enemy artillery.
Due to the high bonuses of the fast units against artillery, it is very likely that the enemy Power Dragons will be defeated with only one hit.
The fight against the then remaining heavy units is harder, but always successful due to the superior numbers.
The third major platform of the Guild Expedition Stage 4 is then a case for the artillery.
Be careful to take out the enemy units in the right order so that none comes to fire.
The slow steel fists have only a short range and therefore cannot reach the artillery at the beginning.
They are then hit in the second round and so we complete wave 1 without any wounding.
Against wave 2 we apply the same principle, this one having even more slow units, which we hit calmly, one by one. Thus, this platform is a very easy encounter to play.
At platform 13 and all other platforms, we use the artillery again.
These last encounters are virtually free lots. Taking out the fast units first is the key to success, because the slow units behind them can’t do any damage on the first turn.
Even if the light units were to hide, it’s not a problem because the Venus artillery uses the mega shot and thus ignores such special effects.
The fight against wave 2 would be the same in autocombat. Only obvious and previously explained procedures are used here.
Platforms 14, 15 and 16 can be dealt with by artillery in autocombat without risk.
The mix of 4 artillery and 4 rogues allows even players with only a few artillery units to fight successfully here.
Commenting on manual combat would be rather boring.
Do not be frightened by the computer’s high bonuses. Artillery has enough strength and advantages against these opponents.
Overall we like the Space Age Venus units more than the Asteroid Belt units.
We were able to demolish my steel warden station from the Space Age Mars because of this.
So players in the Space Age Venus can handle about half of all level 4 encounters in autocombat if they have about my combat bonuses.
This saves a lot of time, which can then be used in guild battlegrounds, for example.
For high end players the weekly rewards from guild battlegrounds are known to surpass the good rewards from level 4 of the guild expedition.