A how-to-play guide detailing the steps required to excel in Region VS Region kill events for attackers.
So a kill event is on the way, it may be your first or your 130th, the excitement level should be the same in order to succeed and have fun to the fullest. Usually, a blog is released prior to the start of the event, 24-48 hours before it’s supposed to begin. This is to afford players the opportunity to prepare their bases and alliance for the incoming onslaught and carnage. To have a successful RvR as an attacker, there are three main processes that must be understood and perfected. The RvR Prep event, Main event, and Recovery events respectively.
A large section of attackers feels the Prep phase only consists of completing the training events while waiting for the kill event to start. To actually succeed and outscore your opponents you will need to go the extra mile and improve your base as best as you possibly can before every kill event in order to gain a considerable advantage over a wide range of potential targets. We can break down a successful attacker’s Prep into a number of subclasses.
Acquiring Necessary Items
This can be achieved by purchasing items from the gold store, especially in the event of a significant new release and completing all possible research and buildings available. Acquiring and affixing the correct emblem sets which should show their effective set bonus once applied on gear is a prime example. As an Attacker, purchasing items from the gold store before important events is far more advantageous than purchasing on a regular day because their immediate impact can be felt and utilized to score high points and win prizes which will be useful towards base development. Teleports are vital to every attacker’s kill event gameplay and a good amount of them must be acquired in advance. The best targets are bases caught unaware and unprepared in their home regions as opposed to active bases that may port into the region of other attackers ready and willing to take hits to score points.
Unlike defenders who have a hospital capacity for troops, a fraction of all troops sent in attack must die, sometimes, all do. It’s therefore advisable to go into every kill event with Barracks filled up with trained troops and a mercenary portal readied with all the important mercenaries that will be needed to successfully attack enemy targets. In addition to this, resources and certain mercenary tokens should also be opened up from crates and kept on standby to facilitate a quick rebuild on the go in the event of Troop loss. Speed and readiness are often the difference between success and defeat on the battlefield. Preparing presets for troop deployments also falls into this category and it is absolutely essential to have a few ready made presets for super quick deploys as an attacker.
Controlled Test Runs
Before diving into kill events, it is important to make controlled tests a regular part of your day to day operations as an attacker. This greatly helps a player figure out newly acquired releases or more efficient ways of utilizing old ones. Controlled tests should be coordinated with members of your alliance dropping tags and adjusting components of their base as the attacker deems fit. Solo attack tests are easy and beneficial to both the attacker and the test defending base. Rally attack tests, however, are beneficial to the whole alliance as speed and ease of fills can be optimized in these practice sessions.
Pre-scouting and Bookmarking
It is common knowledge that all other competing realms stay closed up and inaccessible until the very beginning of a kill event. However, a player can input other region coordinates into the game text/chat boxes and view all the bases and profiles in competing enemy territories at all times. This ability affords an attacker the opportunity to decide what region to port to at the very beginning of a RvR. The bookmark function also comes into play here as well. Potential targets with favorable stats on their profile can be viewed, saved into bookmarks, and immediately ported on and attacked at the start, completely taking them by surprise.
So it begins, the start of a kill event. There’s usually a 5-15 minute interval where all regions stay protected at the very beginning of a RvR. This interval should be used to prepare and apply all necessary boosts (serums, banners, timed boosts inclusive of deployment capacity) applicable and required by an attacker. The main event usually lasts for 24 hours but sometimes extends days in the case of a tournament or special kill activity. A successful attacker’s s main event can also be broken down into a few sub-classes.
Read the Room
Every kill event or RvR has a unique point scoring system that determines the points awarded for doing specific tasks or killing certain tiers/types of enemy troops. The aim of every attacker should be to score a massive amount of points and place themselves and alliances on the RvR leaderboards while earning exclusive rewards for their efforts. This is why checking out the point scoring system is vital at the start of a RvR in order to make informed decisions as to what to do next.
In some cases, the bulk of the points can be acquired by holding the control point in an enemy region, this, of course, is a team effort. The total points available from holding a control point for the duration of a particular kill event, however, (usually 24 hours) can sometimes be outsourced and toppled by killing enemy troops. High tier troops and mercenaries usually hold a great deal of points from getting killed or hospitalized, as do wall defenses as well on occasion. Judgment calls will, therefore, have to be made, to hold and defend a control point or attack enemy control points and bases in the event that a holder’s possible point return is measly. Large alliances clearly have the upper hand in kill events as mini-groups can hold a control point while others port around attacking enemies and score on two fronts for their team.
At some point in a kill event, every attacker has to decide whether to solo a target or set a rally to wreak even greater havoc. The scout report of a potential target goes a long way in determining what to do here. When solo attacking a target, bases with the anti scout boost should generally be avoided as little internal changes by a defender unseen by an attacker can greatly affect the expected results of a battle. Speed in judgment and decision making as well as in moving the correct deployment required to decimate an enemy base more often than not separates successful solo attackers from less successful ones. It is advisable to study your target’s base profile to see their battle stats and ascertain how strong/weak they are as well as their scout report. A scout report shows the troop and research set up of every base, efficient solo attackers recall specific base setups and replicate the combos or similar combos that were successful in decimating those setups in the past.
Team effort is crucial in rally attacks. To pull off successful rallies, just like in the solo attack category, knowing your target’s base is vital. Studying the scout report and base profile of a potential target comes first, alerting the rally team of the coordinates of a potential target follows closely. Once again, speed and accuracy in filling separate most successful rallies from failed ones as the entire alliance of the rally target is notified as soon as a rally is set and reinforcements can drastically change the potential outcome of a hit. A decent rally team usually comprises all members of the alliance actively scouring enemy regions and posting coordinates and scout reports of potential targets.
Rally leaders must then select a suitable target and alert a smaller unit of bases (fillers) that are able to port together and have the required troops/squad readily available before a rally is set. Fillers win Wars, they’re an absolutely pivotal part of every alliance and every good attacker must be a great filler first. Embedded in the filler team must also be a spotter who pays attention to the target and alerts the rally leader of any and all kinds of changes (hero, gear, squad swaps) or reinforcements observed in the enemy base before the rally is sent. Points accrued from a successful rally are shared among the rally leader/fillers according to the ratio of troops sent and individual kills accounted for by those troops.
“Congratulations. You have won a Leaderboard Award for being one of the Top Players in the Region Event. Prizes can be found in My Items”. We all get this mail at the end of a RvR. The results are in and after dispensing a lot of troops and scoring as high as possible your base must now be rebuilt. This process should occur after all is said and done and immediately after every RvR kill event.
Although mini recovery events may be accounted for during RvRs, proper rebuilding of troops/mercenaries takes time and can only be done after a RvR event is over. A successful RvR sometimes leaves an attacker’s base with much less troops than were available at the start and this can mean being vulnerable to being attacked as well. The recovery period must, therefore, be taken very seriously and care should be taken to rebuilding troop/mercenary types and count back to optimal ratios and full capacity in preparation for the next kill event or attack activity.
Learn more about how to build an attack base and understanding how your boosts can make a difference in attacking in the following articles;