Post by ksevcik on Jan 8, 2015 21:14:24 GMT
Here's some info and my inexpert opinions for anyone in the guild that hasn't been in a guild war before.
GW is similar to Brawl, except guilds battle instead of players. If a guild wins a war, it gets 750 - 950 ranking points, depending on how much it won by. The loser gets 50 - 250 depending on how much it lost by. Closer wars mean closer ranking points. Also, since you get points even if you lose, it pays to always be battling. If we just finished a match, feel free to punch the start war button. Matchmaking is based on guild rank in that Guild War, so it can be pretty rough the first day, just like Brawl.
Once we're matched up against another guild, there's a 10 minute prep time when officers can swap or repair structures. If we had more guild points, we could swap in structures that better match our opponents, but probably we'll stick with what we have and maybe buy a replacement structure if we get enough guild points.
Once we're in a war, you can start using your battle energy. You can choose which part of the guild you want to attack. When you attack, you'll bring both of our offensive structures into battle with you. If you pick a particular structure, you'll only be against that structure in that match. If you win, you do 100 points damage to the guild and the structure. If you pick the Core to attack, you'll be against BOTH defense structures, which makes those fights pretty tough. Bonus is you do 200 damage to the guild if you win. The winning guild is the one that does more damage to the other guild. Damage to structures doesn't factor directly into winning. My advice on this is to try the core once or twice if you feel you have a strong deck, otherwise attack one of the defensive structures. PLEASE check the guild chat and announce which defensive structure you're attacking. Guild chat sucks and gets cleared, so feel free to announce it if you don't see anything. We want to concentrate firepower, because a dead structure means only one defense if you're attacking the core, or no defense if you attack the empty structure spot. When in doubt, attack the structure with the least hitpoints.
Officers can use repair packs to repair our stuctures. There's a small chance of winning a repair pack everytime you win a normal mission during the guild war. You can also still earn guild points, so keep hitting those event missions during the war! We're going to take damage, and it's hard to win a war with one of your structures down.
Only other thing is you get 20 or 25 battle energy (devs haven't said which) and you regenerate 1 energy every 15 minutes. That's twice as fast are brawls and raids, so you'll need to check in often if you want to use all your energy.
Only strategy thing I have is to think about last minute dumps. In my previous guild, I won a war for us by showing up at the last 5 minutes (randomly woke up at night) and just auto-dumping 15 attacks. I've also had that fail when I started too soon and ran out of attacks with time left on the clock. And I also saw us lose a war thanks to the other guild pulling that. The moral is don't think a war is won or lost till the timer hits 0. If you're like me and try to save your battles for when they really count, check back in at 5-10 minutes left and make sure we're still winning and the other guild isn't trying to steal a win from us.
TLDR; my inexpert advice, summarized:
1. Check in often, your energy refills quick and we we need people on top of things as close to 24 hours as we can manage.
2. Attack the most damaged defensive structure or an empty slot unless you can win more than half your matches attacking the core.
3. Check the guild chat often and everyone try to talk about what you're doing and how many attacks you can bring. The more info we have, the more efficient we can be.
4. Keep winning the event missions. We still need the guild points and you can win us repair kits for our structures.
GW is similar to Brawl, except guilds battle instead of players. If a guild wins a war, it gets 750 - 950 ranking points, depending on how much it won by. The loser gets 50 - 250 depending on how much it lost by. Closer wars mean closer ranking points. Also, since you get points even if you lose, it pays to always be battling. If we just finished a match, feel free to punch the start war button. Matchmaking is based on guild rank in that Guild War, so it can be pretty rough the first day, just like Brawl.
Once we're matched up against another guild, there's a 10 minute prep time when officers can swap or repair structures. If we had more guild points, we could swap in structures that better match our opponents, but probably we'll stick with what we have and maybe buy a replacement structure if we get enough guild points.
Once we're in a war, you can start using your battle energy. You can choose which part of the guild you want to attack. When you attack, you'll bring both of our offensive structures into battle with you. If you pick a particular structure, you'll only be against that structure in that match. If you win, you do 100 points damage to the guild and the structure. If you pick the Core to attack, you'll be against BOTH defense structures, which makes those fights pretty tough. Bonus is you do 200 damage to the guild if you win. The winning guild is the one that does more damage to the other guild. Damage to structures doesn't factor directly into winning. My advice on this is to try the core once or twice if you feel you have a strong deck, otherwise attack one of the defensive structures. PLEASE check the guild chat and announce which defensive structure you're attacking. Guild chat sucks and gets cleared, so feel free to announce it if you don't see anything. We want to concentrate firepower, because a dead structure means only one defense if you're attacking the core, or no defense if you attack the empty structure spot. When in doubt, attack the structure with the least hitpoints.
Officers can use repair packs to repair our stuctures. There's a small chance of winning a repair pack everytime you win a normal mission during the guild war. You can also still earn guild points, so keep hitting those event missions during the war! We're going to take damage, and it's hard to win a war with one of your structures down.
Only other thing is you get 20 or 25 battle energy (devs haven't said which) and you regenerate 1 energy every 15 minutes. That's twice as fast are brawls and raids, so you'll need to check in often if you want to use all your energy.
Only strategy thing I have is to think about last minute dumps. In my previous guild, I won a war for us by showing up at the last 5 minutes (randomly woke up at night) and just auto-dumping 15 attacks. I've also had that fail when I started too soon and ran out of attacks with time left on the clock. And I also saw us lose a war thanks to the other guild pulling that. The moral is don't think a war is won or lost till the timer hits 0. If you're like me and try to save your battles for when they really count, check back in at 5-10 minutes left and make sure we're still winning and the other guild isn't trying to steal a win from us.
TLDR; my inexpert advice, summarized:
1. Check in often, your energy refills quick and we we need people on top of things as close to 24 hours as we can manage.
2. Attack the most damaged defensive structure or an empty slot unless you can win more than half your matches attacking the core.
3. Check the guild chat often and everyone try to talk about what you're doing and how many attacks you can bring. The more info we have, the more efficient we can be.
4. Keep winning the event missions. We still need the guild points and you can win us repair kits for our structures.