01 Capital War — occupation is the objective
// WHAT YOU'RE ACTUALLY TRYING TO DO
Most members have played Capital War. Far fewer know how it's actually decided. The win condition is occupying the Capitol — not holding a majority of the four cannons when a bell rings. Attackers advance the Capitol occupation objective; defenders interrupt, reverse, or prevent it. Game Rule
The cannons still matter — capturing them accelerates occupation progress and lets you fire on the enemy Capitol, so take the cannons before you assault — but cannon majority by itself doesn't win the fight. Game Rule Check your cannon assignment in alliance mail before the fight: we fight to assignments, not wherever each person feels like going.
// The exact requirement and timer
The precise occupation threshold and timer vary by event, server, and patch — always check the current event interface for the requirement and clock. Verify In-Game For the Season 1 Capitol specifically (the City of Apocalypse), the win condition is confirmed — first alliance to four hours of accumulated occupation. See City of Apocalypse for that full mechanic.
02 The doctrine that wins the hour
Clear your wall before you teleport in
This is the move that decides who survives, and almost nobody does it without being told. An empty wall isn't protecting you — a full one makes you faster to drain. Remove your entire defensive lineup before you jump into the capital zone, every time. The figures below are a server-tested example of the gap, not a guaranteed outcome: Commander's Practice
| Your wall | Cost to drain it | Result |
|---|---|---|
| Full (3 squads defending) | ~6,000 troops in 2 hits | Drained almost immediately |
| Empty (no squads defending) | ~4,000 troops in 10 hits | Survive roughly 5× longer |
Heal small, never stop
Keep all squads deployed outside your base and rotate them so something is always healthy: deploy Squad 1 and start healing, deploy Squad 2 and start healing, deploy Squad 3 — by the time Squad 3 lands, Squad 1 is back. Repeat for the hour.
// Heal in small batches
The mistake that burns a member's whole speedup supply in the first half hour is healing the entire army at once. Heal in small batches — around 400 troops — so alliance help can close each heal in seconds, which keeps the cycle nearly free across the whole war. Commander's Practice
Body blocking
Get into the mud before the bell. Position yourself between the enemy spawn and your cannon and surround it. Every second of march time you force on an attacker is a second they aren't damaging your cannon — distance is a form of defense. Strategic Advantage
Teleport order — and the free one most players miss
- VS server jump — free every 5 minutes. Use this first, always.
- Advanced teleport — for precise placement.
- Alliance teleport — to return to the hive.
- Random teleport — emergency only, all squads inside your base.
// The free Advanced Teleport
Jump to your VS opponent's server, share a target base link into alliance chat, then return by clicking that link — the return counts as a free Advanced Teleport, available every five minutes. Strategic Advantage Top players cross the whole battlefield all day on this while others burn their teleport supply in the first hour.
The fight doesn't end at the bell
When the engagement window closes, points keep accumulating through the day. Zeroed enemies are exiled to the edges of the map, and their bases — the pink ones in the exile belt — are still worth points each, commonly cited around 50,000. Patch-Sensitive Hunt them until reset; a base with all squads deployed out can be zeroed by a small march, so look for empty walls. The members who keep going after the bell take the individual rewards.
03 Warzone Duel — the server-level contest
// WHY SATURDAY IS THE PEAK
Warzone Duel is the layer above your alliance: it's server versus server, not alliance versus alliance. Game Rule Your weekday Alliance Duel scores accumulate into a server-level tally measured against your matched opponent server.
The server that out-scores its opponent earns invasion rights — the right to cross into the other server's map. That is what Saturday's cross-server conflict is: the Enemy Buster day where the winning side comes through. It's also why, if you're preserving troops for it, you shield Friday night rather than leaving your wall up.
// Alliance score vs. server victory
These are two different scoreboards. Your alliance's nine-box discipline raises the server's floor — but you can top your own alliance and still lose the server contest if the server as a whole is out-scored. Strategic Advantage Both matter: win your alliance, and lift the server while you do it.