Saturday, January 6, 2018

Territory Wars: A Brief Overview


Now that we have the opportunity to engage in the latest Territory War, which pits one guild against another for rewards, I thought I'd repost a general overview of the event. My original post, back in November, can be found here.

The first thing about Territory Wars that you need to know is that they aren't as glamorous as you might think. There are a number of basics that you should be aware of, though, if we are to enter this latest TW:

1. We need 25 members to enter. Without 25 members at Lvl 65+ entered into the TW during the 24 hour sign-up phase, we won't be fighting anyone.

2. You can only use characters who have a 6000+ Power Rating, no matter their level. So, before entering, make sure you gear up as many characters as you can above 6000. The more squads you have, the deadlier.

3. There are two aspects to TWs, Offense and Defense. All members of the guild, including Officers, are asked to set Defensive squads first. If you are below player Lvl 80, your only job is to set Defensive Squads. Which leads us to...

4. When the TW begins, you'll find Commands on each blue grid (pictured above). Please follow these Commands. There is an overarching strategy in place and our success as a guild depends upon the proper placement of Defensive squads.

5. Upper Lvl players will deploy their squads on both Defense and Offense. In fact, Upper Lvl players are given the task of carrying the Offensive load for the entire guild. Again, if you're below player Lvl 80, you only need to set as many Defensive squads as you can in the proper places according to Commands.

Like I said, not very glamorous! But, by entering and setting Defensive squads, you're contributing to the battle in a very significant and necessary way, even if you aren't actively fighting anyone on Offense. If you have any questions at all, feel free to ask in GC or on LINE!

Good hunting, everyone.

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