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State Warfare Pro Guide
State of Survival Team 2020-12-14 09:51:08

State Warfare Pro Guide
Author: Savagery-gaming

Here are the quick guide and tips for the whole State Warfare event!

MATCHING STAGE

Once the matching stage is over, you can scout your opponents state. You can also view or find them on your leaderboard - Global View-

Study your opponent, strategize with your state leaders ( that if you have a united state, if not do it with your alliance)

Add an account to your opponent's state. Make sure to reach HQ 8 so you can access the leaderboards.

Do not talk on SC ( State Chat). This will give your opponent's suspicion ( One common mistake of people who spy in war games)

Make notes of which alliances are strong, active etc.

Do not talk about strategy in State Chat as we all know, spies even on games are legit. Or even trash talk your opponents. ( Some players will take that seriously. Chances are, your alliance will be their target for warfare.

PREPARATION STAGE

For this stage, all players, alliances and both states will be competing for ranks per stage. There will be 5 stages that will run for 5 days.

The State with the highest total points will be the winner and will have 15% healing buff for the entire warfare stage.

The defeated State will be hosting the capital clash.

The stages are similar to SOTF ( Survival of the fittest) but for the solo stage points upon completing 3 stages, you will be able to get an additional signet reward. Rewards corresponding on the total signet that you collected will be sent to your mail after the event. If you are in the new states and looking forward to SvS ( State vs State) , I may suggest not to MAX OUT everything so you can maximize your gameplay during this stage. Plasma cores usage give out a lot of points as well doing spins at Ray's Place.

Save as many biocaps as you can and Use them only for much needed things.

Save up your speeds ( construction,research, troops).

For spenders, You can either stock up items prior to SvS by buying special offer packages during events . One of them is the Plasma Lab that runs for 3 days. This is where you can get plasma cores at a good value compared to other offers. The discarded components DOES NOT expire. and the event repeats every 1-2 weeks.

Every event, the game drops a lot of pack offers. So it is up to you on how you utilize this.

A. Solo Stage Points

- You still need to hit required points to unlock rewards per solo stage

B. Alliance Points

- The solo points each player in your alliance accumulate will cover your alliance stage points.

C. State Points

- The points made by alliances within your state will be counted as one against your opponent.

So basically, This is a competition between each player, each alliance, and between two states.

Solo reward crates can be opened every time you completed a stage, whereas for the Alliance, it will be sent via mail once the stage is finished.

WARFARE STAGE

State with the highest total points for the previous preparation stages will attack opponent's State Capital.

The winner from the preparation stage will play the capital clash at their opponent's capital.

Territory bonuses and Governor buffs are invalid

Players will be given free state teleports (3 in total) and you can buy the next ones with Biocaps.

You can attack anyone regardless of HQ level ( Enemy State) BUT you can only gain points by attacking 3 HQ difference (going up and going down from your level). You cannot plunder resources within 3 HQ differences as well.

You can get points by killing your enemy's troops,

For rallies, the HQ level will be calculated based on leaders.

Alliance towers, HQs, and other buildings are non- attackable.

Players with HQ16 and above can teleport

Basically, the Capital Warfare last for 12 hours, BOTH states can teleport to each other's state during the 1 hour before the capital starts and the 1 hour after the capital ends. if the Capital Warfare ends quicker than the 12 hours, people are able to teleport to opponent state during the left time. However, winner of Prep Stage can port anytime during Warfare stage.



Occupying and controlling the capital and the towers will earn points according to the power level of occupying troops.

Analysis center buffs are invalid during Warfare Stage.

State chat will be open to both states. You may use discord voice chats for your internal plans.

Alliance/State with the longest occupancy or 6 hours will be the winner. The leader of the winning alliance in a state is the default governor and he can transfer it to anyone within his alliance within 2 hours upon winning.

Alliances from your state will be tagged as allies. If you are occupying the middle and your allies ( alliances from your state) occupy towers, the towers wont fire.

Chiefs will get 24 hours of shield or peace flare for free before Warfare Stage.

Enlistment Office will have a huge capacity increase in the warfare Stage.


GOVERNOR RULES:

Win Prep and Win Captial Clash : Leader of the alliance with 6 consecutive hours control of the Capital or the longest occupation time is the default governor. Leader can transfer leadership within 2 hours. Additional boosts for governor stats, governor packs will be doubled.
Win Prep and Defeat in CC : Governor will be the governor prior to SvS Warfare.
Defeat Prep and Win CC: Leader of the alliance wins the Warfare Stage will be the governor. Leader can transfer leadership within 2 hours. Additional boosts for governor stats, governor packs will be doubled.
Defeat Prep and Defeat in CC: The governor's position will be vacant for 2 weeks.

ENLISTMENT RULES:

Dead troops from attacking settlements will be permanent except for the revival stage in State Warfare
Capital attacks/defense will result to wounded until hospital capacity.
Dead troops from defending your settlement can be enlisted.

NOTE: Only 70% of your troops goes to enlistment, 30% are permanent losses.

REVIVAL STAGE

During the revival stage, You can recover up to 90% of your dead troops.

During the recuperation period, 20% healing speed will be activated for both states.

Basic revival rate is 30%

You can request revival assistance from your allies. Each player will receive 10 coupons or vouchers and each kit will have a 1% revival rate. You can give it to one person within your alliance or you can split it to 10 players in your team. Each player can receive up to 50% vouchers.

Revival vouchers can only be given to your alliance members and you cannot use it on your own troops.

You can buy revival kits for a 1% revival rate and a maximum of 10% (2250 bio caps).

YOU CAN ONLY REVIVE TROOPS DURING THE REVIVAL STAGE

The number of dead troops will be determined by warfare stage Battle Reports and Hospital Capacity. Troops that are not revived during this period will be permanently dead.

TIPS:

You can invite your farm accounts to help assist with vouchers or you can leave your alliance and join another.


HOW REVIVAL /DEAD TROOPS WORK

1. When you are attacking settlements, all dead troops will go to revival stage.

2. If you are defending your settlement :


Lightly Wounded: Auto healed once your march goes back to your settlement

Wounded: These are the troops that goes directly to your hospital capacity. It needs to be healed.

Losses: These are the troops that exceeds your hospital capacity. 70% goes to enlistment and 30% are "Permanently dead". These permanent dead go straight to your revival stage.

3.Attacking or Defending Towers and Capital :

Same rules apply to normal in- State CC. No dead until hospital capacity. Once hospital is full, Enlistment rule applies.

So much for the StateWarfare pro guide. Hope you will like it!

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