Post by ironfist on Jan 6, 2017 6:44:02 GMT
Hello all
Therefore, when we enter War, we do so when we believe that there is a good chance that we have a group that can win against whomever we're matched against.
2) The squad leader (in this case, myself) should be the sole member of the squad to enter the squad into War. We had problems some time back with one of our Officers repeatedly entering us into War without coordinating or communicating with any other members, ultimately leading to their departure from the squad. Three consecutive squad wars back-to-back was more than many of us had wanted to do, and some players felt resentful about the demands on their time and energy by it being assumed that they were interested and had the time. Further, they had entered three inactive players into the War, which easily could have cost us the engagement. Fortunately, we prevailed through good attacks, good defenses, thoughtful coordination, and flat-out luck. The enemy didn't seem to be as coordinated, and there is something important to take away from that.
3) There may not be room for every player, every time. I try to rotate people in and out, but the top attackers will typically be included if they express their interest and availability. Squad members who aren't in Squad War can still help by aiding the Squad War players by keeping their squad centers stocked with the requested troops.
6) Defending. While defending can be a bit of a mystery since there are no replays available to see where your War base can use improvement, there is at least one thing that every player can try to do in order to increase their defensive wins both in War and in regular play: upgrade your defenses! If you have a level 10 HQ but level 6 turrets, you will absolutely get rolled by a higher level player who has upgraded their attack forces to the level of their HQ. While we probably won't disallow a player from War just for having inadequately upgraded defenses, it isn't going to make a successful Squad War any easier.
7) Be patient! Our best successes come from exercising restraint and being patient. Communicate and coordinate, and the odds of succeeding dramatically improve. Don't try to "go it alone." If we're going to do Squad Wars, we should aim high and do them as well as we can.
Thanks!
With many players who are new to the squad asking about Squad Wars, this thread should be considered the one-stop-shop for how we approach going into a Squad War, and our approach to conducting a Squad War.
1) When do we go to War?
The first and foremost thing to understand is that we play to win in a Squad War. The salvage crates for the losing side aren't nearly as good as they used to be a couple of years ago, so just playing to lose and hoping to get decent crates regardless is a thing of the past.
Therefore, when we enter War, we do so when we believe that there is a good chance that we have a group that can win against whomever we're matched against.
A group that can win will be comprised of 15 players who have all logged in to the game within the last 24 hours; regularly donate units to squadmates during the course of normal playing; and have demonstrated that they can follow all of the squad rules as posted in this forum.
We use an "opt in" system for Squad War, which means that all interested players, who fall into the qualifications above, must respond to a roll call for War here on the forum when a deadline is announced in the game chat. We don't use game chat for roll call because we need an ongoing thread for communication. If squad members cannot be bothered to check in on the forum, then, as a squad, we don't really have any business trying to coordinate a War.
If we don't get 15 qualified players opting in (or we don't have 15 players who qualify overall), we don't enter War.
We use an "opt in" system for Squad War, which means that all interested players, who fall into the qualifications above, must respond to a roll call for War here on the forum when a deadline is announced in the game chat. We don't use game chat for roll call because we need an ongoing thread for communication. If squad members cannot be bothered to check in on the forum, then, as a squad, we don't really have any business trying to coordinate a War.
If we don't get 15 qualified players opting in (or we don't have 15 players who qualify overall), we don't enter War.
Some members of the squad (myself included) will actually spend real cashy money (in the form of crystals) to hurry our units along so that we can coordinate quick group strikes against the enemy, and this expensive and time-consuming level of coordination and spending is only worthwhile if we're playing to win.
2) The squad leader (in this case, myself) should be the sole member of the squad to enter the squad into War. We had problems some time back with one of our Officers repeatedly entering us into War without coordinating or communicating with any other members, ultimately leading to their departure from the squad. Three consecutive squad wars back-to-back was more than many of us had wanted to do, and some players felt resentful about the demands on their time and energy by it being assumed that they were interested and had the time. Further, they had entered three inactive players into the War, which easily could have cost us the engagement. Fortunately, we prevailed through good attacks, good defenses, thoughtful coordination, and flat-out luck. The enemy didn't seem to be as coordinated, and there is something important to take away from that.
3) There may not be room for every player, every time. I try to rotate people in and out, but the top attackers will typically be included if they express their interest and availability. Squad members who aren't in Squad War can still help by aiding the Squad War players by keeping their squad centers stocked with the requested troops.
4) When Squad War begins, communication within the squad center becomes vital. It can be tempting to get right out there and start seizing outposts and attacking bases, especially when the enemy squad leaps into action. However, without doing so in a coordinated manner, this quickly becomes counter-productive. Whether or not you're actively participating or just donating troops, if you're ready to play and on stand-by for War, announce it in chat that so that others know.
5) Attacking. There should be at least three Squad War players online to make it worthwhile to go on attacks. Some should go for outposts, and once outposts are seized, then others immediately attack enemy bases. If the enemy squad is online, they'll try to seize the outposts back right away, so time is of the essence to attack while we have the advantage. Coordinate with the other players in chat as far as what outposts to go for, who is going for them, and which enemy bases which of our players will be trying to take.
In the case of lower level players who may be outmatched against the bases we're matched against, they can still use their attacks to seize outposts (a vital part of a winning strategy), or use an attack to "scout" an enemy base and let the rest of the squad know where the enemy's traps are, what's in the enemy squad center, etc.
6) Defending. While defending can be a bit of a mystery since there are no replays available to see where your War base can use improvement, there is at least one thing that every player can try to do in order to increase their defensive wins both in War and in regular play: upgrade your defenses! If you have a level 10 HQ but level 6 turrets, you will absolutely get rolled by a higher level player who has upgraded their attack forces to the level of their HQ. While we probably won't disallow a player from War just for having inadequately upgraded defenses, it isn't going to make a successful Squad War any easier.
7) Be patient! Our best successes come from exercising restraint and being patient. Communicate and coordinate, and the odds of succeeding dramatically improve. Don't try to "go it alone." If we're going to do Squad Wars, we should aim high and do them as well as we can.
Thanks!