Alliance Conquest Завоевание альянса
Русская версияFor many players this will be the first such event, and everyone's heroes are still few and weak. So there is no breakdown of leagues and no hero-role theory here — only what you need to understand and do so as not to hand the enemy a win. The key part is section 3: most people don't get it.
The English name of the event is taken from English-speaking players' videos. The in-game names quoted below are translated from the Russian client and have not been checked against the English client.
1. What this event is
One alliance fights another in match-3 battles: our hero lineups against theirs.
- Preparation (36 hours). The leader, recruiter or diplomat signs the alliance up and picks 10 to 30 participants. Each participant sets up two defense lineups.
- Matchmaking (12 hours). Alliances are grouped by the total Might of their defense lineups. Lineups and the participant list can no longer be changed.
- Battle (24 hours). Participants attack the defense lineups of the rival alliance. Attacks earn the alliance points; the side with more points wins.
- Rewards (24 hours). Everyone who joined the alliance before Matchmaking gets rewards — winners and losers alike. You have to claim them yourself before the event ends.
The number of attack attempts depends on the league: in Bronze and Silver it is two per player, in the higher leagues four. Below we assume two.
2. Set up both lineups yourself before Preparation ends
If you have been picked, the Registration tab shows a green line saying you were selected as a participant, and a "Set up defense lineup" button.
Do not leave it to the game. The event rules say it plainly: for players who have no defense lineups, the system will assemble them automatically from the heroes with the highest Might.
So whoever does not log in gets two lineups with their most powerful heroes spread across them. That is exactly the setup to avoid — the next section explains why.
Once Preparation is over, lineups and the participant list can no longer be changed.
3. The key point: one lineup as strong as possible, the other as weak as possible
Most people don't get this. Let's go step by step.
Points are not just for a win — they depend on the Might of the defeated lineup
The detailed event rules say so — the "i" button on the event screen, section "Battle", point 3: the higher the total Might of the defense lineup, the more points you earn for the attack. It works both ways: we earn points for the Might of the enemy's lineups, and the enemy earns points for the Might of ours.
Why we rely on the detailed rules. The rules on the Registration tab are abridged: they simply say "points for every win". The detailed point is more precise, so that is what we go by. We will check it in this event and, if it turns out otherwise in practice, correct this guide.
But even then the tactic still makes sense. One strong lineup has a chance to hold, while two average ones both lose. On top of that, weak lineups lower the alliance's total Might, which is what groups us — so we get weaker opponents. Our attack is not affected at all: you can attack with any heroes.
The weak lineup is going to die anyway
While heroes are few and weak, our first lineup might hold. The second, weaker by design, is guaranteed to be killed.
Since our second lineup is almost certain to lose, there is only one goal — don't give the enemy points for it. So the second lineup gets the weakest heroes we have.
Not the weakest of your five-star heroes — simply the weakest. 2★ heroes are ideal.
But it varies: a 2★ hero at maximum merge can be stronger than a 3★ or even 4★ hero with low merge and level. Look at the hero's strength, not at the number of stars.
Why not two average lineups
The first idea that comes to mind is to split the heroes evenly so that both lineups are "decent". That is a mistake.
Enemy lineups can be finished off. If an attack fails, the battered lineup keeps its remaining HP, and the next attacker does not start from full. One player chews it up, a second one finishes it — or a third.
This works against us too. An average lineup will get killed anyway — if not on the first attack, then on the second or third. Only now the enemy earns plenty of points for it, because its Might is not small.
One lineup as strong as possible, on the other hand, may well hold. So:
- two average lineups — both lose, and the enemy takes plenty of points for them;
- one strong and one weak — the strong one has a chance to hold, and the weak one gives the enemy very little.
It is the same situation as with troop development, which we covered in "Stats: what to upgrade and when": level two or three troop types equally and each of them ends up weak by design. Same here.
The small fry may not be attacked at all
Experienced players and alliances know that weak lineups give them very few points. So there is a good chance our weakest lineup will not be attacked at all.
And if it is — no harm done. The opponent spends one of their two attack attempts on our small fry.
4. Attacking
Defense and attack are different things
Do not confuse defense lineups with attack lineups. For defense we set up the strongest and the weakest lineup, but we can attack with any heroes we have.
If our defense lineup has died, that means nothing for our attack. You can even attack with the heroes that have already died on defense.
Each hero attacks only once
Heroes cannot repeat across your two attacks. The system simply won't allow it: it will not let you pick the same hero a second time.
So two attacks mean two different lineups with no heroes in common. Plan both in advance, before the first attack. Burn all your best heroes in the first one, and the second gets only small fry.
Attack lineups stronger than yours
The mechanics here are different from the Arena. In the Arena, beating an opponent whose lineup has more Might than yours is hard. Here it is easy. Why, we don't really know, but the fact remains.
The author's example from another realm: with a lineup Might of 17M he boldly attacks 20M, and with high probability will take down 22M as well.
So pick lineups that are clearly stronger than yours — and, by the event rules, they give more points.
But within reason — and only after checking who is in the lineup. If it has heroes your lineup can't handle, close that opponent and look for another one that suits you personally.
Since this is our first such event — don't be shy. Attack opponents a little stronger than you: that is how you will understand the mechanics and get a feel for your own strength.
A failed attack is not wasted
If you did not finish a lineup off, it does not recover: its remaining HP is kept, and a teammate can finish it.
You cannot finish the same target yourself: the game will not let you attack the same lineup a second time. So finishing off is always another player's job, and it takes coordination.
5. For the leader and officers
This section is for those who have the right to run the alliance. The event is a team one, and the result depends not only on the attacks but on how closely it is being watched.
- Sign-up. The leader, recruiter or diplomat can sign the alliance up and pick participants — before Preparation ends.
- Defense lineups. Before Preparation ends, check that everyone picked has set up both lineups themselves — "strong + weakest". Anyone who hasn't gets an automatic lineup of their most powerful heroes (see section 2).
- During the Battle — watch the event. Who has hit whom, who can already be finished off and who cannot. That way a strong opponent can be taken down collectively: one knocks the HP down, the next finishes it.
- Tactics board. Under the event rules, the Alliance Leader and the Militarist can set tactics and mark enemy lords, and participants see their orders on the tactics board. Put marks there: who to finish first.
- Checking the scoring. Record how many points an attack earned and the Might of the defeated lineup — that is how we will check how points are actually awarded.
Get in touch
Found a mistake or an inaccuracy? Got a question about a mechanic? Need 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 special request: if a mechanic in the game does not look the way it is described here, send a screenshot from the client. A screenshot settles an argument faster than any amount of reasoning, and in these guides it outranks any outside source.