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    Guild Battle Guide

    I start out this guide by stating why you should try to make it to these thrice weekly event as much as you can. Missing too many of these events will be a huge setback for you since the rewards are just too good to pass up, even the loser's rewards!

    Rewards
    Both winners and losers gain some considerable rewards. All you have to do to gain the losers reward is just to show up, a bit more work may be needed to gain the winners rewards. Being on the Participant List does not give you the reward, you have to show up at the designated time and enter the battlefield!

    Winners rewards are the following:

    • Under 20 mins: 1000 honors & insignias, 10 whips
    • Under 40 mins: 850 honors & insignias, 10 whips
    • Past 40 mins: 700 honors & insignias, 10 whips


    Losers rewards:
    • Under 20 mins: 400 honors & insignias
    • Under 40 mins: 450 honors & insignias
    • Past 40 mins: 500 honors & insignias


    End of the week reward:
    Depending on your guild's position after the last GB, each member of the guild receives:

    1. 200 Soul Crystals and 30 whips (GM gets Therion, a 500 strength mount which lasts for 7 days)
    2. 150 Soul Crystals and 20 whips
    3. 100 Soul Crystals and 10 whips
    4. 90 Soul Crystals
    5. 90 Soul Crystals


    Participants

    Top 8 guilds at the end of the day on Sunday is invited to join guild battles. If you are not in a top 8 guild, leave your current guild and join a top 8 one, convince all your friends to join you.
    If you are already in a top 8 guild, your GM or Assistant GM's choose the participants. Only 50 players from each guild can enter. Therefore, in a very active guild, the most common selection criteria is the 50 Battle Ratings who are online at the GB time. Check with the guild master, if you think you won't be in top 50, before you decide to join that particular guild.


    What to Expect
    See attached picture. Assuming you start of the left side of the battlefield (reverse West to East if you start in the right side of the battlefield).
    Upon entering the battlefield, you start in the spawn point (blue hexagon). This is also the location where you will find yourself whenever you get killed. Directly in front of you (move to the Right) is your Ward Tower (WT - red diamond). If your WT gets destroyed, your guild lose the battle. But worry not, your WT has huge amount of health and will 1-shot kill most toons under lvl 40. The bad news is, so is your opponent's WT.

    In front of your WT is a fork in the road, one leading North, and one leading South. Follow either path, say North, at the end of this road you will find a Mystery Tower (black circle), which I shall refer to as NorthWest Tower, or just NW for short. Correspondingly, at the end of the South path, you will find another Mystery Tower, SouthWest.

    As you can imagine, your opponent's side of the battlefield is a mirror copy of yours.
    Therefore, continuing your path from NW tower, move rightward along the path all the way to end, you will find the NorthEast Tower. (Correspondingly, SouthEast Tower, if you had moved South from your WT).

    Moving downward from the NE tower, you will find another fork in the road, one leading South to the SE tower, and one leading East to your opponent's WT. Lastly, continuing East from enemy's WT is their spawn point.




    Winning Conditions
    There are 3 known ways to win (please let me know if you know of other ways). You need to accomplish only 1 of these 3, and not all 3:

    • Destroy your opponent's Ward Tower
    • Have 4000 more points than your opponent (Guild points, not the individual ones)
    • Have more points than your opponent at the end of the GB time


    Your guild gain points by the following 2 ways:
    1. Occupying a Mystery Tower
    2. Inflicting damage on opponent's Ward Tower



    Occupying & Defending Mystery Towers (MT)
    At the start of the battle, each of the four MTs are "neutral", not owned by any guilds. The first time anyone touches it, their respective guild will gain ownership. In turn ownership of an MT gives 18 points every 30 secs for a maximum of 75 points if your guild owns all 4 MT.

    Once your guild occupies an MT, if any of your guildmates click on it again, it will give them an option to Defend that MT. A maximum of 4 people can defend an MT. All defenders will automatically join the fight if a player from opposing guild clicks on it. All defenders also gain individual Guild Battle Points (not in any way affects or related to the Guild Point) every few seconds (actual points gained to be determined later).


    Your guild needs only to Occupy the MT and not required to have any Defenders in order to gain the Guild Point. In fact, having any number of defenders does not change the number of Points every tick obtained by your guild.


    Inflicting Damage on Ward Tower

    Furthermore, your guild gains 1 point for every 10k damage your guildmates deal to opponent's Ward Tower.
    Since WT attacks hard, it most likely one-shot kill any troops and toons under level 40. If this is the case with your toon & troops, and if you would like to attack WT, you can assign exactly 1 troop each time before entering the fight, and do not drink another Health Pot. This tactic saves you a lot of gold (unless you have Spirit Covenant).
    You will still enter the fight with 2 meat shields even when you assign just 1 troop (same attack power, but tiny amount of health). Therefore it would still take 3 turns for the WT to finish you off.

    Should you attack the WT?
    This really depends on the situation.
    Most of the time, attacking the WT will not help your guild reach the highest rewards (win under 20 mins), unless you have many level 55+ players, or you spend the wealth to summon 1-2 Chariots.

    In an evenly matched up battle, it is generally not advisable to attack the WT. The reason is, your top 16 guildmates need to be able to defend their respective Mystery Towers, while the rest of them needs to "defend" the choke point. More on this on the strategy section. Any members attacking enemy's WT is any member not being able to slow down enemy's movement, and that could very well turn out to be a crucial mistake!

    In another scenario, it could be that your guild can only successfully defend 2 Mystery Towers, and in this case Points from attacking the WT could turn out to be the deciding factor at the 1-hour mark.

    Therefore, your guild's Field General (usually the Guild Master) needs be able to quickly assess the situation and order her/his guild mates whether or not to attack the WT.

    As in any real battles, communication and organization are the keys to winning.

    Guild Battle Points

    In addition to the Guild Points as described above, each participant can also gain their individual Guild Battle Points (GBP - not Great Britain Pounds).

    Each participants can gain GBP by the following ways:
    1. Defending a Mystery Tower --> 5000 points per 30 seconds
    2. Inflicting damage either on opposing guild members or on opponent's Ward Tower --> points to be determined


    At the conclusion of the Guild Battle, top 10 in GBP earn additional reward of 150 honors and insignias. This reward is on top of their guild's winning / losing rewards.

    On an easy Guild Battle, guild master may assign lower level, but helpful, members to defend a tower just so that they have a chance to earn this additional rewards.

    On the flip side of the coin, on a difficult Guild Battle, make sure your guild mates do not selfishly ignore their assignments and only concern about getting into top GBP.
    Just like any team sports, going for self-serving flashy moves earn media's attention, but only hurt their team in the end.


    Winning Strategy
    There are 3 possible match up scenarios, each requiring different strategy.

    Scenario 1. Your guild overpowers your opponent's in total BR.
    You are likely to encounter this scenario in the early round of the week's GB. This is as simple as it gets. Have everyone block the choke point and attack all enemy runners. Choke point is the area leading to your opponent's WT.
    This of course assumes that your guild mates will overtake the 2 enemy Mystery Towers easily. Use the strategy as described in scenario 2 if despite their much lower overall BR, there are a handful of very strong players.

    I strongly advise against camping your opponent's spawn point. You do not gain anything by it, while your opposing guild's members lose gold from buying health pots. Doing so will quickly mark your guild as the bully to beat, and many other guilds will quickly rally against yours.

    Go as far as kicking any of your members who violate your rule. Kick from the current battle, not kick from the guild, therefore the offender will not gain that day's reward. It is likely that member will leave your guild to join another, but trust me on this, your guild is better off in the long run.

    Ban second-time offender from entering guild battle for the whole week. And the final hammer, ban third time offender from ever participating in all guild battles. Though usually by the time someone violates for the second time, he/she will leave your guild right then and there.

    At any times, prohibit all your assistants and officers from kicking such offender from the guild. If he/she wants to leave, let them have the 24-hours cooldown as intended by the game.

    Scenario 2. Your guild is about equal in power as your opponent's.
    This is where a more in-depth strategy is involved.
    Most important aspect of this strategy is your organization. It could feel as if you were herding cats at times. Make sure all your guild mates know their assignments. Use one of the early round battles to inform them of critical locations, etc, so they'll know exactly where to go and what to do comes the important battle (Friday ones).

    Second most important aspect is to know your opponent's guild members, who the strong ones are, what classes they are. You should know this from the Solo Arena (or the ranking page). Inform your guild mates, if they don't already know, who to watch out for.

    You will need to form 4 teams of 4 players each. The reason is simply because there are at most 4 players in each fight. An ideal team would consist of 1 of each class, and the fourth can be whatever the first 3 are lacking (healing mage, dps archer, more tank, etc).

    Assign the first 2 teams to defend each of the North and South towers.
    Assign the other 2 teams to attack each of your opponent's towers.
    Assign the rest of the participants to block the choke point and attack all runners.

    The 2 defend teams need to stay with their tower throughout the entire battle. Except when your opponent's strong team manages to slip by all your guild mates and attack your tower. More on this later.
    Defenders have an advantage over attackers, because all 4 of the defend team members join the fight at the same time. Whereas the attack team may not, depending on how well coordinated they are.

    If your Choke Point Team works well, you can never lose these 2 towers. With them attacking each and every one of enemy's runners, it would be a major task to assemble together a complete team to arrive at either your Defend Team Towers.

    In addition to slowing down all enemy's attempts to assemble a 4-man attack team, Choke Point Team is also responsible to inform your 2 Attack Teams of enemy's movement, when an exceptionally strong enemy's player just mows down your Choke Point. For example, if 1 very strong enemy player AOE's most 4 players from your Choke Point Team, then your Choke Point Team, can just let that player pass by, but by typing (or yelling if using TeamSpeak or similar) This_Dude heading NE, then let your Field General decide how to handle This_Dude, whether to let the standing by NE team, or make quick adjustment (if SE team is stronger for example).

    Though often under-appreciated, your Choke Point Team is very essential in your guild winning battle, just because of their ability to slow down enemy's movement. You can also tell your Choke Point Team to not use health pot to minimize their gold loss. Yes, this means enemy players will one-shot kill them, but with sheer numbers (hopefully you're in an active guild), they will still serve their purpose for slowing down enemy's movement.
    They most likely will not rank in the top 10 Guild Battle Points, thus will not earn the additional reward. Thus, show them your appreciation in another way, a simple thank you, acknowledgement, roses, even guild chests; however way you see fit.

    Last but not least, your 2 Attack Teams. There are 2 thoughts into assembling these 2 teams, both have equal merit depending on the battle situation.
    1. Put 4 strongest in 1 team, and the 4 second strongest in the other one
    2. Split the strength between the 2 teams

    In the first strategy, you want your Attack1 to be the Roam Team, after capturing their assigned Tower at the beginning of the battle, they must stay together and roam the battlefield, help anywhere help is needed.
    Whereas Attack2 is the backup if your Roam Team can't arrive fast enough in the needed location.

    You must clearly instruct all your 4 teams to specify the location when they need help from either Attack Teams. For example,
    SW def is losing battle, they type (or yell): help SW
    Roam team responds: otw (short for "on the way"), or "in battle" -- in which case Attack2 Team should respond if they can

    Accordingly, instruct anyone not defending a tower (i.e. Choke Point Teams) to not ask for help when they got attacked. Your guild does not lose anything with them losing, and their plea for help will serve nothing but clutter the chat box.

    In the second strategy, each of your Attack Teams (as well as each of your 2 Defend teams) is expected to be able to handle things on their own.

    Knowing your opponent's guild members is essential in deciding how you assemble your Attack Teams.

    Scenario 3. Your guild is underpowered.
    If your guild is both underpowered and greatly outnumbered, then you have no chance. Just stay for the loser's rewards. Respectfully inform the other guild that you won't attack and ask them to not camp your spawn point, if they would listen. Camping opponent's spawn point is a bad manner, and I prohibit my guildmates from doing so. Camping spawn point serves absolutely no purpose, there are other ways if they just want the Guild Battle Points (see above).

    If your opponent would not listen, chances are they also bullied other guilds. Contact those other guilds and reason with their guild master about joining forces, merging the 2 guilds together, the current weaker guild into the current stronger one would be an obvious choice, but you may have reasons to go another way. Swallow your pride if you are the Guild Master of the weaker guild, being member of a strong guild is often better than being a GM for a weaker one, just because of the higher Guild Battle rewards. Negotiate for Assistant or at least an Officer if you must, from bringing your guildmates into theirs. Likewise, offer their GM either Assistant or Officer if you want them to merge into yours.

    If you are underpowered, but can assemble at least 2 decent teams, then you have a fighting chance.
    Similar strategy as scenario 2 (equal strength) above applies, except you want to only defend your own two towers with your two teams. Your guild is likely to be outnumbered, therefore your opponent is likely to block your choke point. Your best bet is just to hold on long enough to past the 40 mins mark to earn the maximum reward. Summon the War Chariot if necessary and if your guild can afford it.

    If you are underpowered, but can assemble 4 decent teams, then all is possible. Same strategy as scenario 2 still applies. Just to share my own experience with a previous server, I led a third rank guild in overall BR, with the #1 guild had over 300k BR over us (ours were ~2M, theirs were ~2.3M). Each of our battles were always decided by who had more points at the final tick. No Chariots or other summons, unwritten agreement, since both our guilds enjoy the battles.

    On to the strategy itself, I picked the first strategy with 4 strongest in one team, which roams the entire battlefield wherever help is needed. Communication becomes extremely important. I assigned 1 leader for each of our 4 teams, and each leader used Team Speak. It is recommended that you use a similar voice-communication software, as typing may not be fast enough.

    I assigned the weaker members to attack their Ward Tower, with exactly 1 troop and 1 health (no health pot), while the stronger ones remain in Choke Point to slow down their movement, and to inform the Roam Team where specific people were headed.

    Our guild had never lost a single guild battle using this strategy over and over. We never kept it a secret either, we just had the better execution.



    Acknowledgement.

    I would like to thank everyone who contributed to this guide, including (not in any particular order):
    • Patyfatycake from this forum
    • HUBT of Guild TheOne (Gamefuse-S1)
    • Newbie404 of Guild TheOne (Gamefuse-S1)
    • Hasten of Guild TheOne (Gamefuse-S1)
    • Abra of of Guild TheOne (Gamefuse-S1)
    • WhiteHawks of Guild Reapers (Gamefuse-S1)
    Attached Images Attached Images  
    Last edited by Jns2; 05-17-2013 at 04:59 PM. Reason: Add picture

  2. #2
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    Patyfatycake is offline

    Re: Guild Battle Guide

    Ward tower is not always right of you, if you spawn on right side it is to the left.
    Ward tower gives 1 point for every 10k damage to it.
    NorthWest/Southwest can be NorthEast/SouthEast

    Winner over 40 mins - 700 insig/honor

    Loser under 20 - 400 insig/honor
    Loser under 40 - 450 insig/honor


    Didn't mention weekly rewards for placing.


    Weekly rewards

    1. 200 soul/30 mount/GM gets therion sand rider card
    2. 150 soul/20 mount
    3. 100 soul/ 10 mount

    Winning

    Destroy enemy ward tower / 4000 more points than opponent.


    Points

    1 tower. 17.5 every 20 sec?
    2 tower. 35 every 20 sec?
    3 tower. 57 every 20 sec?
    4 tower. 75 every 20 sec?

    Also the for the strats if you want I can help you. I lead the rank #2 guild this week(Probably 3-4 overall) on S137 on R2games.

    Level 58/35k Br non VIP/Balener(Only freebalens from R2)
    Last edited by Patyfatycake; 04-06-2013 at 04:22 AM.

  3. #3
    manhhubt's Avatar Junior Member
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    Re: Guild Battle Guide

    Patyfatycake di u play wartune in gamefuse server?
    .. __::____ ★ 。
    ☆ / TheOne / 。。
    。 |_画_画 _|_| ☆ 。

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    Re: Guild Battle Guide

    Quote Originally Posted by manhhubt View Post
    Patyfatycake di u play wartune in gamefuse server?
    Not currently.

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    Re: Guild Battle Guide

    Thank you for the input, Paty.

    I am editing as I go since I couldn't finish writing everything all at once.

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    Re: Guild Battle Guide

    how we can join guild battle if we are in Singapore,Indonesia,Malaysia,Thailand ? we need to wake up at 3:00 am midnight? its just unfair for us...

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    Re: Guild Battle Guide

    Quote Originally Posted by booster View Post
    how we can join guild battle if we are in Singapore,Indonesia,Malaysia,Thailand ? we need to wake up at 3:00 am midnight? its just unfair for us...
    Have to wait/join another server with a different timezone.

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    Re: Guild Battle Guide

    Quote Originally Posted by booster View Post
    how we can join guild battle if we are in Singapore,Indonesia,Malaysia,Thailand ? we need to wake up at 3:00 am midnight? its just unfair for us...
    Gamefuse has just the 1 server, which is in US West (San Francisco) time zone. You may need to go to other host website that has a server closer to your timezone.

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    Re: Guild Battle Guide

    Nice guide!

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    manhhubt's Avatar Junior Member
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    Re: Guild Battle Guide

    GREAT! Your post will be more interesting if have some pictures
    .. __::____ ★ 。
    ☆ / TheOne / 。。
    。 |_画_画 _|_| ☆ 。

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    Re: Guild Battle Guide

    Guide is now complete, except for screenshot and details on points earned per tick.

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    Re: Guild Battle Guide

    I can confirm the points per tick(99% sure its 20 seconds)

    End of week reward is to all members.

    10k damage on ward tower = 1 point.

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    Re: Guild Battle Guide

    Quote Originally Posted by Patyfatycake View Post
    I can confirm the points per tick(99% sure its 20 seconds)

    End of week reward is to all members.

    10k damage on ward tower = 1 point.
    Thanks Paty, I think I edited in all your inputs.

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