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Glory Wars · Attacker vs Defender

Glory Wars

One alliance attacks; the other defends. The defending AC1 and the one-hour timer decide everything.

Glory Wars rule: the attacking alliance must completely burn the defending Alliance Center I (AC1) to 0 HP within 60 minutes. If AC1 survives when the full hour expires, the defending alliance wins.

The Core Objective

Attack: AC1 to 0 HP. Defend: survive 60 minutes.

There is no Glory War score. The attacker must reduce AC1 to 0 HP; the defender needs only to keep it above 0 HP until the timer ends.

📋BeforePrepare 🧱OpeningCreate Space ⚔️Main PushPressure AC1 📊Mid-BattleAdapt 🏁ClosingFinish
↩️AfterReturn
AC1
One Objective · One Victory Condition

Only AC1 health decides victory.

Attackers win by reducing the defending AC1 to zero HP before the 60-minute timer runs out. Defenders win by keeping AC1 above zero until timeout. There is no Glory War score or score-based tiebreaker.

01
Battle Priorities

Know what wins before the first march

The battle lasts 60 minutes. Track the defending AC1 health and timer throughout the fight.

Attacker win

Destroy defending AC1

The attacking alliance must burn the defending Alliance Center I all the way to 0 HP before the 60-minute timer ends.

Defender win

Keep AC1 standing

The defending alliance wins if its AC1 has any HP remaining when the hour expires.

Battle length

60-minute battle

The only victory check is defending AC1 health: 0 HP for an attacker win, any HP at timeout for a defender win.

Map control

Open or protect access

Attackers clear an approach to AC1; defenders deny approaches, occupy critical space and reinforce the center.

Coordination

Synchronized waves

Attackers need coordinated damage; defenders need timely reinforcements and interception.

Battle tracking

Watch the AC1 health

Track AC1 HP and the remaining time to judge whether an attack is succeeding or a defense is holding.

02
Operational Plan

A 60-minute Glory War battle plan

The time ranges are suggested command checkpoints, not mandatory in-game phases. Read each step for both attacker and defender actions.

📋 Phase 1 Before Battle

Prepare Your Side's Plan

Confirm your attacker/defender role, the 60-minute start time and assignments.

Map · Troops · Fuel · Healing · Relocators

Priority actions

  • Attackers: mark the primary and fallback routes to the defender's AC1.
  • Defenders: inspect every approach to AC1, reinforce key positions and identify possible gaps.
  • Confirm rally callers, scouts, interceptors, healing rotation and backup members.
  • Review battlefield structure positions, protection and missile interactions before deployment.
Command note

All members must know whether they are attacking or defending. The objective is AC1 survival or destruction.

Avoid

Do not enter battle without an assigned AC1 attack or defense plan.

🧱 Phase 2 0–10 min

Open the Route or Deny It

The opening minutes establish whether attackers can reach AC1.

Blocking structures · Important tiles · Teleport positions

Priority actions

  • Attackers: focus damage on barriers that create a viable AC1 approach, rather than random buildings.
  • Attackers: coordinate movement as routes open; keep a fallback route ready.
  • Defenders: watch the actual attacking lane and maintain coverage of critical gaps.
  • Defenders: intercept movements that threaten center access, rather than chasing low-impact fights.
Command note

Treat every opened or defended tile as part of the AC1 objective.

Avoid

Do not scatter troops across unrelated structures that do not help reach or protect AC1.

⚔️ Phase 3 10–35 min

Sustain Pressure or Reinforcement

The middle of the hour is where timing, health and troop reserves matter.

AC1 HP · Rally timing · Hospital space

Priority actions

  • Attackers: coordinate concentrated waves against AC1 when the route is ready.
  • Attackers: monitor AC1 HP and adjust rally composition and timing as defenders rotate.
  • Defenders: reinforce the center and rotate depleted members before gaps appear.
  • Defenders: track incoming attacks, protect reserve troops and preserve the center's HP.
Command note

Use the live HP of the defending AC1 as the key progress indicator.

Avoid

Do not judge attacking progress by anything other than damage to AC1 and the time remaining.

🔁 Phase 4 35–50 min

Adapt the AC1 Plan

Reassess the path, AC1 health and available troop strength while the clock is running.

Alternate routes · Reserve squads · AC1 health

Priority actions

  • Attackers: if the main lane stalls, organize a new route or concentrated push before time runs out.
  • Attackers: hold enough troops and fuel for a decisive attempt.
  • Defenders: move reserve support to the genuine breach and avoid overreacting to decoys.
  • Both sides: communicate timer, AC1 HP and key troop losses at regular intervals.
Command note

A stalled attack calls for a new route, better timing or a concentrated assault on AC1.

Avoid

Do not waste the final useful minutes on unrelated attacks.

🏁 Phase 5 Final 10 min

Destroy AC1 or Survive the Clock

The result is determined by AC1 HP at the end of 60 minutes.

Final attacks · Last reinforcements · Safe return

Priority actions

  • Attackers: commit objective-capable forces to bring the defending AC1 to exactly 0 HP before time expires.
  • Defenders: preserve any remaining AC1 HP through the final seconds, even if the structure is nearly destroyed.
  • Both sides should monitor AC1 HP and time remaining through the final seconds.
  • When the battle ends, follow in-game return and protection rules, heal in coordinated batches and debrief.
Command note

Attacker wins only if defender AC1 reaches zero in time; otherwise defender wins.

Avoid

Do not assume a nearly destroyed AC1 counts as an attacker win.

🧬
Battle Readiness

Prepare for the actual battlefield.

Review your troops, combat strength, healing capacity, rally timing and access to AC1 before the fight. The Glory Wars rules are consistent: attackers win by destroying AC1; defenders win by keeping it standing for 60 minutes.

03
Battlefield Roles

Everyone needs a job

Assign roles for the side you are playing: coordinated AC1 attacks for attackers, timely center reinforcement for defenders.

01

Battle commander

Track the 60-minute clock, AC1 HP, routes, rally calls and defensive response.

02

Attacking rally leaders

Lead synchronized pushes toward defending AC1 and clearly call attack timings.

03

AC1 reinforcement team

For defenders, rotate troops into AC1 and respond to concentrated incoming attacks.

04

Route clearers

For attackers, target structures and spaces that directly open the way to AC1.

05

Scouts and interceptors

Watch teleport openings, report movement and intercept immediate threats to the objective.

06

Relief and logistics

Preserve fuel, healing capacity and reserves so key players can fight for the full hour.

🛡️
Defensive Geometry

Do not give the enemy an easy path to AC1.

Defenders should inspect all paths to AC1, assign reinforcement rotations and protect critical tiles. Attackers should mark a primary approach and fallback breach route. Test structure and teleport rules in-game rather than assuming every structure blocks movement equally.

04
Failure Modes

Common ways alliances lose control

01

Misreading the win condition

Attackers must reduce AC1 to 0 HP before the hour ends; if any HP remains at timeout, defenders win.

02

Scattered attacks

Damaging many unrelated structures leaves less time to open a route and destroy AC1.

03

Unprotected AC1 approaches

An undefended gap can create the space attackers need to reach the center.

04

Poor reinforcement rotations

Late or uncoordinated reinforcement can expose AC1 during a concentrated push.

05

Hospital and fuel exhaustion

A force that runs out of fighting capacity cannot sustain its objective for the full hour.

06

Assuming all HQs are protected

Missiles and scorched-earth interactions may create special vulnerabilities; verify your live event rules.

MAP
Plan Before Battle

Map the route. Protect the center.

Use the Glory Wars Planner to upload your battlefield, draw attacker routes and defender chokepoints, and share battle notes with your alliance.

Before the Bell

Alliance checklist

  1. 1Are our attacker/defender role and AC1 win condition understood?
  2. 2Are our primary and alternate AC1 routes marked?
  3. 3Are rally leaders and defenders assigned?
  4. 4Are fuel, resistance, and hospitals ready?
  5. 5What triggers a route change or a final AC1 push?
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