The Battle for the Hall of Might
Русская версияWhen. From 15 August 15:00 to 16 August 13:00 Moscow time.
Where. The Hall of Might at the centre of the lake and the four Spires around it.
Who. Our Realm only — this is a war between alliances of the same Realm. Cross-realm conquest comes later.
- Before 15:00. Build as many T1 Vehicles as you can. Open the alliance chat and keep it open for the whole event.
- The first 2 hours, while we hold the Hall. Go where the Militarist tells you, with your main troops, T6 or higher. Do not take buildings on your own — you can only be in one anyway.
- After the Hall is handed over. Attack without heroes only. T1 to fill the Medical Tent, T2 and above for points. But do not throw your main troops around: we have no dedicated swap squad, and a week without an army costs more than the points.
- Always. Do not leave the alliance. Enter the Hall and the Spires only on orders. Remember that every lost T6+ will need paid healing.
- The goal of this event is to learn the mechanics and keep your army, not to take first place.
This guide has two parts. Part I is how the event works in general and how it is played by those who have everything they need for it. Part II is what we do tomorrow, given that we do not.
Whether swapping troops on tiles will be allowed tomorrow is unknown as of writing: the council of alliance leaders has not answered. It will all be decided as the event unfolds.
So both cases are covered below: the full mechanics with swaps in case they are allowed, and a strategy without them in case they are not.
Part I. How the event works
1. This event runs on an agreement
We cannot fight the whale alliances on equal terms — they are several times stronger, and our own troops are thin on the ground. That is why events like this run on agreements between alliances, so that troops are not thrown away for nothing.
2. Where points come from
- Holding the Hall of Might and the Spires.
- Killing enemy units.
- Losing your own troops.
While you hold a building all three sources run at once: occupation ticks, you kill whoever attacks you, and you lose troops of your own. That is exactly why a turn in the Hall is so valuable.
T1 earns no points at all — neither for killing it nor for losing it. So sitting in the Hall or the Spires with T1, or attacking with T1 for points, is pointless. The minimum is T2, and even that scores little.
3. The event rules
Word for word from the event preview screen:
- A Lord and their alliance win if they capture and hold the Hall of Might continuously for 6 hours.
- During the battle any Lord may send troops to the Hall of Might and the adjacent Spires. On arrival they reinforce allies or engage the enemy.
- If the Hall of Might and the Spires are held by different alliances, a fully charged Spire fires its magic cannon at the Hall of Might, dealing significant damage to the defenders.
- If an alliance holds a building for 1 hour (only buildings held for more than 20 minutes count), a garrison buff activates (2+ buildings required). The more buildings held over 20 minutes, the stronger the buff.
- The maximum defensive power is determined by the size of the attacker's rally.
- During the battle 70 % of the troops lost in fights for the Hall and the Spires go to the Hospital instead of dying outright.
- Unit counter effectiveness is weakened in the Hall of Might and the Spires, and the combat balance changes.
Rule 7. The familiar "Infantry beats Archers" works weaker here than usual.
Rule 3. The Spires are not a side objective. While a Spire is in enemy hands it keeps shelling our Hall.
At any given moment a player can be in only one building: either the Hall or one of the Spires. Not the Hall and a Spire, and not two Spires. That is why the assignment matters: five buildings can only be covered by people.
4. Where the wounded go
- Medical Tent — healing here costs resources.
- Sanctuary — once the Medical Tent is full. Troops recover from here for free, just not instantly.
- Alliance Hospital — once both are full. It holds no more than 100,000 troops.
Hence the whole idea of planning losses: fill the Medical Tent with cheap junk first, so that expensive troops land in the Sanctuary and heal for free.
Units that do not fit into the Medical Tent and the Sanctuary go to the Alliance Hospital. Leave before they are healed and you lose them permanently.
No more than 100,000 troops can go into the Alliance Hospital. Anything lost beyond that — beyond the Medical Tent, the Sanctuary and the Alliance Hospital combined — dies permanently.
This does not concern us yet, because none of us has armies that size. But you need to know about it.
5. The ideal scheme: how losses are planned
This is how it is played by those who have everything for it. Read it — it explains why we will act differently tomorrow.
Step 1. Fill the Medical Tent with T1 Vehicles
Vehicles occupy the Medical Tent slots, cost almost nothing to heal, and once they are in, main troops go to the Sanctuary instead. We promised to explain what Vehicles are for — this is what.
Step 2. Count against the Sanctuary's capacity
The Sanctuary's capacity equals the Medical Tent's capacity. So you may lose no more main troops than the Sanctuary can hold. Anything above goes to the Alliance Hospital — slow and expensive.
Where exactly to lose troops
On resource tiles there are no permanent losses at all. Troops come back from the Sanctuary for free, and Post-Conflict Recovery afterwards lets you expand your army, not merely restore it.
How it works: you send, say, 100K T9 Archers without heroes onto a tile — your partner attacks it with a full march and heroes. Then he sends his troops without heroes and you attack with yours.
The general rule for any swap: the side giving up troops brings no heroes; the side doing the killing does.
- Fill the Medical Tent with T1 Vehicles first, and only then swap.
- Swap equal classes. T9 for T10 is not fair.
- Agree on the numbers in advance.
- Keep losses within the Sanctuary's capacity.
Suicide tiles
Many alliances keep "suicide tiles": a whale parks on a tile and everyone comes to kill their Vehicles against him — WITHOUT HEROES! If that cannot be arranged, either park on tiles during the event and ask in kingdom chat to be killed, or — better — kill each other in advance: one player leaves the alliance and swaps on tiles with another.
If you leave the alliance for a swap, do it before you have wounded in the Alliance Hospital, or you lose them permanently.
Yes, the stamina comes back. But the losses are tiny: our troops retreat before they are fully killed. Filling the hospital that way is slow, tedious and simply the wrong tool.
Swapping for points is a different swap
Everything above is about filling the hospital with T1. Points need high tiers: swap with players from other alliances, equal tiers (T6 for T6, T8 for T8), staying within the Sanctuary's capacity.
The most efficient troops for this are Vehicles of the highest tier you have. Let them heal in the Sanctuary for a week — who cares. But you have to build them first; otherwise it is your main troops stuck there instead.
Where swapping is possible: normally only in the woodland around the lake — the one with the Hall at its centre and the Spires at its corners (English sources call it the Enchanted Woodland).
Who you can swap with: only someone you are allowed to attack. Inside your own Realm that means players from other alliances. In cross-realm conquests it means players from other Realms — and there swapping works perfectly; that is its main scenario.
Honestly: we have not tested swapping inside a single Realm, and the council of alliance leaders has not yet said whether it will be allowed tomorrow. The open question is the agreement, not the mechanics.
Rule 6 applies there: 70 % go to the Hospital, meaning 30 % die permanently. For a small player that makes the event outright unprofitable.
Part II. What we do tomorrow
6. Disclaimer: you will not fill your hospital
An example from the author, an experienced player: Medical Tent capacity 150K, T1 Vehicles 75K. Half. Everyone else has fewer.
You are not going to fill that hospital. And T1 attacks during the event will not do it either — there simply are not enough of them.
Then comes the unpleasant part. With the Medical Tent unfilled, your strong troops land there instead of the Sanctuary — and healing them costs resources, which early on is very expensive.
That is why the elegant scheme with swaps and planned losses will not work for us tomorrow. It was worth reading to see where we are heading — but tomorrow we act differently.
7. Our strategy for tomorrow
Despite the likely losses, it is worth taking part — to understand the mechanics: how points are scored and for what, what losses you actually face, what happens to the wounded, how the Spires and holding work.
This is the first such event in our Realm. We will play the second one already knowing the numbers — and the only way to learn them is from the inside.
- Wait for orders from the Leader and the Militarist. Do not occupy buildings on your own.
- Count what you are paying. While the Medical Tent is unfilled, every lost T6+ means paid healing. Go in with main troops on command and knowing the price.
- Sink only what you do not mind losing. T1 Vehicles and off-type low tiers score nothing but partly fill the Medical Tent and cost you nothing.
- Watch and write things down. How many points for what, how many wounded went where, what healing cost. We will rewrite this guide with numbers instead of guesses.
- If the council allows tile swapping — we switch to the scheme from Part I, where there are no losses at all.
The higher the tier you swap, the more points you get. The temptation is obvious: put your best troops on the table.
But that calls for a dedicated squad of top-tier Vehicles, built specifically for swapping. We do not have one yet.
And swapping your main troops means being weaker for the whole next week: they go off to heal, and all that time you sit without an army — no dens, no reinforcements, no defence of your own.
Conclusion for tomorrow: until we have a dedicated swap squad, points are not our goal. Our goal is to learn the mechanics and keep the army. We will farm points at the next event, once we have built high-tier Vehicles specifically for it.
8. Our plan for this event
From our alliance leader:
We go in first to take the Hall of Might and hold it for 2 hours. Then we hand it over to LOU. The Leader and the Militarist will assign who goes where; that comes later.
For taking and defending the Hall and the Spires we go in with our main troops, T6 or higher. Once we have handed the Hall over, the job is farming kill points. For that we attack with 30,000 T1–T2 troops without heroes, or 22,000 T4–T8, also without heroes.
T1 scores no points. But it has a different job here: filling the Medical Tent during the event, since there is nothing to fill it with beforehand. It is a deliberate trade of cheap troops, and it does not depend on whether tile swapping gets approved.
Just remember that this will not fill the Tent completely — see section 6. Points start at T2 and above.
Troops with heroes deal far more damage to the defenders. And we have an agreement: knocking the defenders out is not our job. Quite the opposite — our job is to help them score.
So phase two is not killing, it is suiciding: we throw our own troops at the Hall and the Spires to help whoever is holding them.
The same applies to us: while we sit in the Hall for two hours, people will attack us without heroes, and during that window we collect points for three things at once — occupation, kills and losses.
That is the whole point of the agreement: each alliance takes its turn in the Hall and collects triple points while everyone else feeds it their troops. Bring heroes and you break someone's defence, ruin the rotation and cost everyone the points — including yourself.
The Leader and the Militarist will read the situation and direct people in real time. Keep the alliance chat open. If you have not been assigned anywhere, wait for orders and do not occupy buildings on your own.
9. What it is all for
After the Hall, the Post-Conflict Recovery decree activates — you can retrain as many troops as you lost, plus 20 %, at a discount, counted by power. So even our modest losses tomorrow are not wasted: they turn into a training discount. How to squeeze the most out of it is in the Getting Started guide.
Short version
- 15 August 15:00 — 16 August 13:00. Our Realm only.
- We go for experience, not the prize: hardly anyone can fill the Medical Tent, so strong troops will need paid healing.
- Wait for orders; a player can be in only one building.
- Victory is 6 hours of continuous hold. An enemy Spire shells the Hall.
- Phase two is suiciding without heroes, not breaking the defence.
- Higher tiers score more — but we have no dedicated swap squad of high-tier Vehicles, and swapping main troops means a week without an army. Points are not our goal tomorrow.
- T1 scores nothing — it only fills the Medical Tent. Points start at T2.
- 70 % of losses go to the Hospital, 30 % die for good. Do not leave the alliance while wounded sit in the Alliance Hospital.
- If swapping is allowed — switch to the Part I scheme, where nothing is lost.
Whether swapping happens will only become clear during the event, and it is not our call. We have given you all the information you need. From here it is up to the Leader and the Militarist: they see the whole picture and give orders as the situation develops.
What is needed from you is little: keep the chat open and follow instructions.
This is the first run and part of what is written here is guesswork. Ask questions and tell us how it went — we will rewrite this guide with facts.
Get in touch
Found a mistake? Got a question about the mechanics? Want a guide on a topic that is not here yet?
Write to pnc.wiki.101@gmail.com — I will fix it, answer it, or write it.
One request in particular: if something in the game does not match what is written here, send a screenshot from the client. A screenshot settles the question faster than any argument, and in these guides it outranks any outside source.