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Alliance tactics - KvK Essentials!

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Article Publish : 02/05/2022 12:26
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Edited by small nick at 02/05/2022 12:27


Alliance tactics - KvK Essentials!


KvK Season 2 has finally started!

KvK Season 2 has finally started and every server will be trying to get as much as possible out of it

Therefore, Alliance tactics will be essential no matter your situation and goals.


Indeed, these alliance talent points of some sort will give your whole alliance new and very nice boosts.

The tactics you want to select for your alliance change based on main factors.

  • Will you be mostly farming?
  • Will you be fighting?


This small guide will show you the best choice depending on 2 different situations.

First thing first, you and your alliance need to know how to get points!

It’s fairly simple, as you capture and hold cities in the Legion of Frostborn, you will gain tactic points.

City lvl 12: 3pts.


City lvl 13: 5pts.


City lvl 14: 7pts.


City lvl 15(Ymir): 10pts.

*gates does not give any pts.


Will you be mostly farming during KvK? Not much fighting ahead?

Here, if you strongly believe your KvK will not have a lot of fighting. It’s best to select tactics that will allow you to grow faster!

There are quite a few talents that will help you with this.

*Going for these will leave you with less relevant war buffs when fighting.

Here are the TOP tactics your alliance should Be going for in this situation:

War Tree:

Encouragement is definitely the right pick here.


Well used this can save thousands of Action Points. Allowing members to kill more gnomes, gnome bosses, do certain events, and use fewer AP Recovery Bottles during sieges.


Food Supply > Swift Actions > Endurance


Here, I recommend Food Supply or Swift Actions.

But based on the recovery speed between a lvl 9 AP Recovery Alliance tech giving 9% and a lvl 10 giving 10%. The recovery speed goes from 27 seconds to 26/27 seconds.

So even 3% from Swift action decreases that to 25 seconds. Food Supply is still slightly better.

Food supply = 15 Ap/Hr

Swift around 11AP/Hr   -  At 24 seconds instead of 25, we are looking at 17AP/Hr.

So a very small difference.


Defense Tree:

Comfort Zone > Efficient Training


Two AMAZING tactics here.

Comfort Zone is definitely better and one of the best ones there.

An increase of 20% in healing speed is insane. 6.6 times better than the Wonderful World skin buff!

Over time, this buff can save you and your alliance mates hundreds of hours of healing speedups.

SPOILER ALERT!

I would recommend switching to Efficient Training during the first stage of King of the Hill and The troop training event. Allowing your members to score more points!


Getting all these Alliance tactics, you only need 11 points!!!


If your alliance has more points and you want to keep focusing on maximizing rewards/cost and you see no fighting in your KvK.

I strongly suggest going and unlocking Instant Healing. The last skill in the Defense tree.


This will allow for your whole alliance to freely and instantly heal 10% of your hospital.

Setting a time when this skill is used will allow members to get the most out of this skill.

With the 11 first points needed, to unlock this skill you will need another 12 points.

So 23 totals.


Will you be fighting?.

If you know from the start that your KvK will be action packed with lots of fighting.

Here is the list of tactics most needed and why.

**The two MUST HAVE!**:

War Tree:

Strong Backup: Allowing 1 more march to garrison an alliance’s member city.

Mass Invasion: Allowing 1 more march to join a Rally.


These two skills are game breaking and must have as soon as the fighting starts.

Fighting with these skills against an alliance without it is basically making the fight a 6 versus 5 march.


Defense Tree:

Special Deals, although this one feels sour for me. I would rather have prosperity un-gemmable. This special talent lowers the cost of this by 30%. Any alliance planning on fighting and gemming needs this skill!


Comfort Zone is also another must.


The more fighting you do, the more wounded troops you get. A hard 20% healing speed will allow you to save speedups or heal a lot more troops for the same amount.

More usable troops = more fighting!


Backup Battery is also something you cannot miss.


Moving around the map is essential as you try to fight your way to Ymir. A skill that reset your whole alliance Teleport cooldown can be the difference between a win or lose!


Instant healing! Yup again with this talent.


It’s simple, free healing for everyone. How can that not be a must!

Just look at the skill! No further explanation needed~


Expansion tree?

The reason none of the tactics in this tree has been named is simple. Until thermal tower has proven to be essential and game-changing. It’s simply pointless to invest in this tree.


Certainly not at the start since you have 11 days of no fighting where you can slowly and carefully build thermal towers.

Once the pass opens, this can become useful for an alliance in KvK that sees a lot of fighting.

However, these thermal towers will most probably not be the focal point while fighting. The other buffs allow you to get rid of the enemy at a lower cost or more efficiently.

You can then slowly build your thermal tower.

But again, the true usefulness of this tree remains to be seen, experienced, and felt.


So here you have it, this Alliance tactics system is a really nice addition and fun one to have.

I hope this will prove useful for you and your alliance/server in this coming KvK!!!

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