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 Territory Wars guide

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jimmy

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Gemini Goat
Posts : 8
Join date : 2010-10-11
Age : 27
Location : Phoenix az

PostSubject: Territory Wars guide   Tue Oct 12, 2010 8:46 am

Before Territory War


Before Territory War, members intending to participate should have HP/MP charm, HP/MP pot, Charm (Damage reduction/attack charm). Pills (speed pills, spark pill, damage reduction pill, HP pill etc)


Gather intelligence for likely candidates who will bid on you. Estimate their strength, weakness, TW strategies and habits. Example: Some guild tends to use middle lane suppress/rapid forward; good organization but disoriented when formation broken.


Circulate rumors: sometimes words are better than weapon for killing enemy. Striking on their morale prior to TW will weaken their attendance, morale etc.


Respond to rumors: this is important since your enemy will try to strike you down. There is no mercy in war.


Team leaders confirm attendance 2 days before TW, so roster can be updated and provide easy scheduling should there be more than 1 war.


Team leader briefs the team on their role and the objectives of the team.


Team leader ensures all consumables are taken care of. Example: pills, pot, charm etc.


Money for building guard towers should be handed out before TW.


Formulate strategies once enemy has been confirmed. There should be a contingency plan should the main strategy not work as intended.


Example: Instead of middle lane suppress/rapid forward, switch to diversion strategy. In the war room:


Map of TW and strategy formulated: indicate path, point of defensive/offensive moves on map.


This includes:

Indication of the role of each team to provide synergy overview of on teams. Which team is responsible to secure enemy base wall when launching assault, etc.


1 hour before TW

Team leader briefs the team on their role in that TW session.

Team leader ensures all members are well prepared and ready. Fill in any unexpected absentee.


30 Minutes before TW

Commander briefs the participants on strategies, contingency plan, placement of teams and what is expected from members.

If have time, guild leader briefs the team to provide morale boost.


5 minutes before porting

Start buffing teams. Last minute check to ensure members on mount ready to port


Time to port = time to have fun.


Post Territory War

Review (not finger pointing) on what did right and what went wrong by the guild leader, commander and team leaders only.

Tone should be soft, rational. What objectives the team fulfilled and which ones need more work and tuning.

All participants are not here to assign blame; they are here to have open-minded discussion, so one can improve further -- to better understand the strengths and weaknesses the teams have.
Common Territory War strategies
1. Middle lane suppress, rapid forward strategy to enemy Gate B

This strategy is used when you are superior in level and equipment. Aim to eliminate the enemy in quick and surprise move so they can not regain footing.


Path: Lane B - Middle suppress rapid forward.


Formation: First line BM/Barb (middle-lower: in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he/she can.


Weakness: This formation fears attack from middle. If the strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.


Counter measure to this strategy


Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike team flank to it middle position and take out the cleric and other robe class. Assist attack is the key to eliminate target rapidly.


2. Middle lane diversion strategy

Push from middle lane but switch to other gate once you've reached the front of the gate B. The switch is rapid and can be gate C or A. The rapid switch of direction blurs defending force, pulling them away from original defended position.


This is helpful when securing defended base wall becomes difficult.


Path: Middle lane to enemy gate B, than switch to gate C or gate A.


Formation: First line BM/Barb (middle-lower-in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he can


Weakness: Because of the diversion, it stretches the formation, thus defense is weak against attack from the rear.


Counter measure to this strategy


Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike teams on flanks to rear position and take out the cleric and other robe class. Advance party break into the middle of enemy formation, this create double sandwich. Assist attack is the key to eliminate target rapidly.


3. Middle offensive side lane diversion push.

Rapid forward from middle lane to enemy gate B and gradually withdraw to attract firing power from enemy. Aim to draw enemy out of the gate. This is useful when out numbered. To better deceive the enemy, send two sieges rapid forward from middle lane to suicide, port back and push up from side lane. By this time, 2 sieges that proceed from lane A or C should be on enemy guard tower.


Since the force was split, siege team at side lane must be well protected.


Weakness: Forces are split = weaker offensive and can easily counter by enemy suppressing the middle lane if they discover your intentions.


Path: Middle lane assault, side lane siege team


Formation: BM first line shield caster (second line). Stun and pull back.


Binding point: none until siege in position on guard tower/crystal. Bind at nearest bind pillar.


Counter measure to this strategy


Scout report is critical. Early detection provide effective cure.


4. Middle lane rapid attack and withdraw strategy

Launch attack in wave with wizard and archer front line. Execute enemy front line and withdraw immediately (hit and run). This is to stretch enemy defense line and make an easier way into enemy base from side lane.


Weakness: Enemy notice intention and suppress middle lane.


Counter measure to this strategy


Commander should pay attention to attack pattern. If enemy practice this strategy more than 3-4 times. It is time to concentrate the attack following their withdrawal.


5. Defend with strike team strategy

When facing stronger enemy, with full defense at base. Sending couple of strike teams to take out enemy who attempt to rejoin their formation can decrease their morale. Wait for an opportunity to launch assault.


Weakness: strike team against strike team.


Counter measure to this strategy


Recall strike team and employ concentrated defense to repel the attack and launch assault from side lane.


There is no one size fit all strategy. Combination of strategy to be deploys is depend on the situation.

Rostering in Territory War is a big task undertake by the war general or adviser. How to group 80 peoples into groups to maximize their potential in that TW session is a commonly question ask by many. Below are some ideas;


Strike Team


Should have 2-4 archers/wizard, 1 Blademaster, 1 Cleric, and/or 1 venomancer. This team has many roles, from provide assist attack to surprise attack on enemy formation, catapult team and assassinate enemy cleric.


Stun Team


Should have 3-4 Blademaster/Barbarian, 1 cleric, 1 venomancer and/or 1 wizard/archer. This is a forward party station at first line of attack and defend. His role is to disarray enemy formation, take on the heavy damage dealer and provide cover to friendly catapult team.


Catapult team


Should have 2-4 Barbarians, 1-2 clerics, 1-2 blade master/archer/venomancer. The role of this team is to destroy enemy guard towers and crystal and often the main target of strike team. Using stun and strike team as cover, catapult team can move slowly but they do not stop or rush.


Attack team


Should have 1-2 blade master, 1 cleric, 1-2 venomancer/wizard/archer. This is the main body station at first and second line of attack and defend. They provide assistant all team and involve heavily in macro battle.


The Territory War map

The Territorial War Map is a 1 kilometer square battlefield with the offense and defense bases situated at diagonally opposite corners.

There are bind tower at 1, 5, 6 and 10 for each guild.


Each base is surrounded by an outer wall with 3 gates, each gate flanked by 2 guard towers. Inside the base is the crystal surrounded by 4 guard towers. Behind the crystal is the Revival Point, flanked by 2 guard towers and the NPC.


Both bases are connected by 3 roads at their gates, A, B, and C. There are guard towers situated along the A and C Roads, and 2 guard towers per guild along the B Road. Catapults can only travel inside the base and along these roads. When viewing the territory map, players will be able to see the positions of all guild member but not the positions of enemy players and catapults.

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