Forum Discussion
8 years ago
"CG_Kozispoon;c-1346741" wrote:
UPDATE 11/15
I've appended the original Megapost in order to address player feedback and questions. Apologies if I did not address your particular query, but hopefully this will illuminate some points as we all excitedly await the launch of Territory Wars.
The dominant strategy will be to set all CLS squads on defense
While putting your best squads on defense is one way to go, there are some shortcomings with that strategy to consider:
- Players attacking a squad can choose a squad that has a strategic advantage over the defensive squad (for example Night Sisters have proven to be strong against CLS squads)
- The attacking player has a clear strategic advantage over an AI controlled defensive squad
- A Guild earns the most banners by conquering a territory, so setting strong defenses is smart to mitigate the other Guild conquering your territories, however, if all your best squads are put on defense then your guild will be unlikely to defeat any of the opponent Territories. Given the advantage players have on offense, this is a risky strategy.
Guild Currency isn’t a compelling reward from Territory Wars
- A reorganization of the Guild Store will occur with our impending Version Update that will provide additional valuable items to purchase. Please stay tuned!
I feel like you contradict yourself here though. You say attacking teams have a huge advantage (true) but then go on to say if you put your best squads on defense you won’t win on offense.
The dominant strategy is going to be to use teams on defense that a) require the least strategy to play and b) are countered by teams/squads that aren’t widely available.
Teams like GK/Barriss and CLS will be put on defense because the AI is capable of running them. Teams lik Resistance and First order will used on offense because they require more thought. Teams like Nightsisters will be saved for offense because their counter (AOE, healing) is widely available.
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