HItest88 Guild Page

The following page has information for HItest88 Guild Members:

First let me say that I trust all of you to do what you think best. So, none of the items below are intended to be"fiat commands". They are merely suggestions based on past experience and may not always be applicable.

Please feel free to use your own discretion as a War (or Round) progresses.

In particular it will have information regarding how I will indicate to eramosat what cells that I hoping that they can support taking in each Round. If "eramosat" is available. I will also list a few idiosyncrasies that I ex[ect that you will notice. I will explain each one so that you understand that there is a method to what appears to be questionable playing strategies.

Keep in mind that I hope to maximize our score each War, by trading cells with the opponent Guilds. Hence, with very Rare exceptions, (maybe 1 or 2 times each season) I will not defend any of our cells until Round 8 or 9. But even very rarely in Round 8. But Round 9 yes. Every point counts.

First a few Terms that I will use below:

I use numbers for specific cells as they appear in the 6x6 matrix. The top row is 11 thru 16 and the bottom Row is 61 thru 66.

"X" is the Marauder strength for the current War we are fighting and will change over time as the Guild members change or strengthen their teams or Guild Bonuses are purchased.

"Center Cell(s)" is self explanatory but refers to the center 4 cells where a Color Bonus is applicable. (33, 34, 43, 44)

"Tower Cell(s)" is the for the 4 Towers where Color Bonus also applies. (22, 25, 52, 55)

"Center Access Cells" are the 8 cells that are adjacent to each a Center Cell, and also a Tower Cell, a Center Access cell and a home cell. (23, 24, 32, 35, 42, 45, 53, and 54).

"Corner Cell(s)" refers to the 4 corners. (11, 16, 61, and 66)

"Home Cell(s)" refers to the other 16 cells. 4 are for each of the 4 Guilds in the War.

"ROI" stands for Return On Investment (ROI). Simply put spending 5,000 troops to take a Home Cell, has the same ROI as spending 10,000 for a Center Access cell, which has the same ROI as spending 20,000 troops to take a Tower, which has the same ROI as spending 40,000 Troops to take a center cell. (But of course this does not take into account the Color Bonuses that are available for the Tower and Center Cells. So, the True ROI given above is much greater for the Tower and Center Cells if you are sending troops that get the color Bonus. For each of the examples above (not including possible color bonuses values) your ROI is 240 Points for each 5,000 troops.

Since you do not appear to be interested in direct communication which I totally get..... Here is how I will indicate to you, what cells that I am hoping that you can assist taking each round. I will only do this for cells where there are troops counts (either Marauder or Opponent Guilds) that are around 1/2 "X" or more. I will place a token troop there, probably less than 500 strength. That will help you identify the cells since there will be a blinking Red light on the cell. If you are not available, that will not normally be an issue, someone else will cover the cell. Keep in mind this troop may be placed there fairly early, even in Main Phase. So, I might place a 500 strength troop on a cell with 15,000 opponent troops strength there. But, the opponent Guild may reinforce it to 70,000 where it is no longer worth taking the cell. Especially if it is Round 3 or 6 and the Cell troop strength will be cut in half. So, do not place troops on a cell, that you do not think we should be taking in a particular Round. (ie. Use your own discretion.) If I really feel we need to take the cell, it will be taken. Do, not feel that you are limited to the cells that I have indicated that I hope you can help with. Feel free to attack any other cell, that you feel we should take.

NOTE: There may be cases where I do not want to take a cell from an opponent. Example: There is a center cell that an opponent holds. It is that opponents only access be able to attack other center cells. If I do not see them attacking during the Prep Phase, I may (or may not) be willing to wait another Round to see if one of their Guild teams shows up in the next Round and attacks to take center cells from us.

I.E. I may be willing to Risk not getting 480 points by waiting a round to take the cells against the possibility of getting 960 in the Round after next if they take one of the adjacent center cells. (Or even 1920 if they take both of them.) But of course this would be under the assumption that we would be able to take those cells back from them. But as soon as I see them send the troops to take one of the other center cells, or even one of the adjacent center access cells, then I will free to take the cell from them.

Artifact analysis thoughts and Guidelines for teams looking to progress in the Campaign and Events

Finally, I am going to spend some time to flesh out my thoughts on artifacts and how I go about considering which ones to have on my Primary deck. I am not going to cover every known artifact. But I will provide enough details on a few so that you get where I am coming from. Then I will provide a table ranking what my view is on certain artifacts for the 4 different categories that I consider. Campaign, Event Artifact Bosses, Event Missions, Event Mission Bosses.

I view the your primary deck as the main way to progress in 4 different areas of the game. (and you can argue a 5th if you include Journey, but I will ignore that for now)_

It provides the means of progressing in the Campaign. (hopefully completing Island and most if not all of Cursed City) It provides the means of beating the Artifact Bosses in Events.

It provides the means of beating Mission Bosses during Events.

It provides the means of beating the regular Missions during Events hopefully all the way to 139 (240 if bonuses are in play.

You can use the Combat simulator to see how your deck fares against all 4 above. There are some Event Mission bosses that are particularly difficult since they have Cards that allow them to possibly get a free strike against you and 1 shot you out. But you can always spend Gems and work your way through them, though the cost to do so has to be considered and taken into account (ROI). You just do not want to have to spend much more than 78 Gems to get through any of them. The Artifact Bosses do not have any artifacts. So, is merely a matter of having enough Artifact Bosses "keys" to beat them out. There are are Decks that can complete the first 15 Artifact bosses in 15 to 17 "keys". These are the grind them out Primary decks.

The list above is in inverse order of the value that I attribute to an artifact. The most important in my opinion is #4. The artifacts that you have in your Primary deck do not necessarily have the same value to the deck for all 4 of the items above. Example: an indirect artifact attack like Fireball or Lightning Bolt has minimal value for #2 and #3 since that indirect artifact damage does not affect the Boss. It only provides a benefit when it occasionally gives you a free attack strike by eliminating an opposing card. But they provide great benefit for #4 where a free strike may be what you have to have win a Mission in an event. I.E. Your deck can not out muscle the opposing deck but if you get a free strike with enough power, you can win the mission with a single strike.

NOTE: Currently the free strike power needed to defeat any mission is 3800. That is the goal for as many of your primary deck cards as possible.

There are two types of decks that can win Event missions through 139. Either one with enough Power or combination of Artifacts (a grind it out deck), that it can wear down the opposition to win. Or a deck that has a higher probability of getting that Free strike to win out.

I will provide a table for certain artifacts shortly.

Guild teams Raw troop Powers:

I have decided to list the Raw troop power for each team in the Guild. That way everyone will know how they stand Power wise. Rather than actually using the Team names, I have assigned a number to each team. Each team should be able to identify themselves based on their Raw troop power number. You should be able to then identify the other teams as well. (Probably?)

NOTE: As guild master I can only see your troop power as of the last time you went to the Guild page, so the numbers below may not match up with what you see when you go to the Guild page, if your cards have been upgraded at all. Especially with the Event in progress. This Raw Troop power includes all Guild Shop bonuses.

The Marauder troop power "X" for War 6 was 29,888. So I will also give your Raw troop power in terms of a multiple of the Marauder troop power. the average for the Guild would be 6.25. (8 * 6.25 = 50). 77 here is the Guild Master.

Season 18 - War 6 Raw Troop powers:

73 - 367,780 - 12.3X - Ranked as a Big Hitter

74 - 69,780 - 2.33X - Ranked as Shock troops

75 - 85,475 - 2.86X - Ranked as Shock troops

76 - 450,440 - 15.1X - Ranked as Big Hitter

77 (GM) - 192,005 - 6.4X - Ranked as Elite Forces

78 - 197,905 - 6.6X - Ranked as Elite Forces

79 - 130,590 - 4.36X - Ranked as Support Troops

80 - 57,470 - 1.92X - Ranked as Cannon Fodder

NOTE: The sum of these numbers are 51.87 instead of the expected 50 which is what it would have been at the start of the War. The increase is due to the increase of power of the Guild teams raw power over the last 2 1/2 days due to getting Event deck increases. This projects War 7's Marauder strength to be closer to 31K.

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Updated Troop powers for War 7 where the Marauder power actually went down to 29476. Not the 31K that I was expecting. I forgot to account for the fact that the event would be over and the event decks reduced in Troop Power.

Season 18 - War 6 Raw Troop powers:

73 - 357,775 - 12.1X - Ranked as a Big Hitter

74 - 78,250 - 2.65X - Ranked as Shock troops

75 - 85,475 - 2.90X - Ranked as Shock troops

76 - 432,515 - 14.7X - Ranked as Big Hitter

77 (GM) - 175,395 - 6.0X - Ranked as Elite Forces

78 - 181,195 - 6.1X - Ranked as Elite Forces

79 - 117,830 - 4.00X - Ranked as Support Troops

80 - 57,470 - 1.95X - Ranked as Cannon Fodder

The Sum of these numbers are 50.4. That is pretty close to the expected 50 value.

Season 19 Round 5 Plans

We have still not seen any action for any of the other 3 teams and I am not sure if we will see any. But for Round 5 I plan on taking some of their home cells. I will try to leave them each 1 home cells to attack from if they ever do anything. Then I will probably just take them all in Round 7, if I have seen no action.

Season 19 Round 1 Results and Round 2 Plans

Well we took our 6 cells but saw no action at all from the other 3 guilds. At this point I believe that we should plan to take 42, 43, 44, and 45. But leave 51 and 56 alone. So, I will send troops at the beginning of the Prep Phase to take those 4 cells.

If we send the troops to take 42 and 45 early in the Prep Phase and Blue decides to go over the top of us for 42. Or if Red sends more troops to take 45 from us, we should let them do so. The sooner they have access to the Center Cells the better for our score. It will be wasted troops on our part. But that is fine, we should have them out gunned over all.

Season 19 Round 1 Plans

We are ready to start Season 19 now. Go ahead and go to the Guild page. You should see you r 5 Dups of the Elven Queen. AND if you have followed instructions you should get an extra prize of 3500 additional medals. Afterall, the end of the season can not zero out medals that have not been AWARDED yet. We are currently in 4th place and your medals can take us up to 3rd place. Yeah, I know it is all just a fleeting moment of glory, before the slow slide down the leader board occurs as the exploit Guilds work their way up the leaderboard. But it looks nice anyway.

Lets also try something else new for a change, at the start. (and for the first couple of Wars) Lets spent all of our medals on Guild shop level 1, 2, and 3 items. Ignore level 4 and level 5 until we get solidly into the next event. Level 3 Guild Shop is where you get the best BANG for the medals for Guild Wars. Though Level 5 is a big help for the regular campaign and for events, starting in Week 2 of the Event.

I do not recognize any of the 3 Guild teams that we are facing. So, I doubt that any of them are a big threat to beat us. But you can never tell for sure. It is a new season, so season Rankings will not give us a clue. So, we will just plan to take all 6 cells here in Round 1 and play the rest of the War by ear based on what our opponent Guilds do.

I am hoping that you are available for the Prep Phase of Round 2. I believe that I will have to head to the airport about 30 minutes into the Prep Phase (might be able to wait a few minutes longer than that). So, I may not be around to handle any last second sniping if Red of Blue try to beat us out for the center cells, in Round 2. But then again if they do not take their center access cells here in Round 1, I guess that will not be an issue.

As always we want to score first, but we want to get our opponents to take as many cells (especially high scoring cells) from us as we can get them to take.

Season 19 War 1 Beginning Analysis

I have no information at all, on the 3 teams that we are facing here in War 1. So, there is no plan. We will just have to wing it and see what happens.

Yellow - 1a -

Red - RusTrakhTibiDokh -

Blue - neandmyself -

Season 18 War 7 Beginning Analysis

The following are the Guilds we are facing in War 7: I am hoping that Red will provide us the opportunity to score well this War. Should we be able to come close to 60K for the War or exceed 60K then we may have a real chance at top 20. Abd by top 20, I mean 20 exactly, since I do not believe that we have the resources to catch position 19 unless something catastrophic happens to them in this War.

Two of the team are the same as War 6. The 2 inactive guilds.

Yellow - Jeesguild - Season position is 1181 with 4.6K points. They did nothing last War, so I have no reason to expect they will do anything this War. We will proceed to take all of their cells as soon as possible unless something changes.

Red - erotomani - Season position 169 with 280K points. Based on their position in the Season, I am hoping that they will be active every round. This is the team that we need to play well, if we hope to exceed 60K points for the War. They are across from us so it will be Round 3 before we know how over the top they are going with their troop deployments. If they are not going over the top to bad and if they are not a late Prep Phase snipe defend team they we may be able to encourage them to take cells from us and may help us score well. That is because their troops should last longer than the did for the Guild called "zak" last War.

While erotomani took no action in Round 1. They were active in Rounds 2, 3, 4, 5, 7, 8 and 9. They did help us score 59+K points. But it could have been considerably more if they had been active in all rounds. Not until Round 8 did they show a lot of thought and initiative in how they played the Game. Prior to that it was pretty much a brute force attack in the Main Phase. But in Round 8 they were active in the Prep Phase, and they executed a defensive tit-for-tat strategy, before finally snipe attacking in the last 80 seconds. This was probably the action of only a couple of the Guild teams. Though it was considerable troops that were sent out in Round 8.

Blue - Andre - Season position 907 with 15.8K points. Last war they through something like 17X to a tower in Round 2 I believe. Lets hope they play a little better this war. But I would not count on it. But at least I hope they do not make their big stupid move in Round 1. That way we can get an initial score for the tower and then take it back in Round 4 after the Plague hits.

Season 18 War 6 Beginning Analysis

I got my due diligence in on time this War. The following are the Guilds we are facing in War 6: I am hoping that Red will provide us the opportunity to score well this War. We do not need another fiasco like War 5 where none of our opponents did any thing for the entire War.

Yellow - Jeesguild - Season position is 1178 with 4K points. They did nothing last War, so I have no reason to expect they will do anything this War. Unless I see some life from them in Rounds 1 or 2, I plan on just taking their cells as soon as possible. If we delay like we did last War it will cost us about 1K points for not getting the defense points starting early on. Now if we do see action from them, maybe we can try to get a few more points.

Red - zak - Season position 134 with 257.4K points. Based on their position in the Season, I am hoping that they will be active every round. But we may find an occasional Round where they do not participate. I am considering letting them take 22 if they so desire in Round 1. But I do plan on taking 11 even if they are attacking there. If we let them get 22, then they will have access to 32 in Round 3 and it may accelerate their movement down the board to 52. But that will also so us down a round getting across to 25. So, I am not sure that it is worth it. But I think I might try it.

During the War zak went very hard and heavy in the early Rounds 1 thru 3 then slowed down in Round 4. Rounds 5 and 6 were non-participation rounds for zak.

Blue - Andre - Season position 883 with 13.8K points. At best they appear to be a minimally participating Guild. They are across the board from us. So if they are doing nothing it will be Round 5 before we can access their cells and will just take them. If they are participating we will watch and see if we can leverage a few points with their help.

Season 18 War 5 Beginning Analysis

The following are the opposing Guilds for War 5: This appears to be a very difficult war to score in. We will be lucky to score better than 55K points and it may be closer to 52K points.

Yellow - Jeesguild - Season position is 1176 with 3.4K points. This is basically a minimally participating Guild. We can hope that they will eventually attack so can leave them access to the towers, but we might as well take their center home cells for the points.

Red - black1 - Season position is 1270 with only 1.1K points. Here I differ with your opinion that they are a new Guild. New Guilds always participate by definition! They started the Guild to tryout Guild Wars. Instead I believe that they are a totally non-participating Guild. This happens when a Guild is created and plays Guild Wars for a while and then eventually throws in the towel and stops participating. If there are any remaining Guild members who do want to play, then they abandon the Guild and join other Guilds. What is left are team members who could care less and do not participate at all. Or at best maybe just once in a great while. I am surprised to find one of these at this "X", but it happens. It could even be a single member Guild with a massive troop count. Then if they did participate they could really wreak havoc upon us. They are across from us. But as soon as we have access to their cells, we will take them.

Blue - GoldenArrows - Season position 534 with 45.7K points. This is appears to be a sporadic playing guild. This means that they may only participate in certain Rounds or perhaps only a couple of team members participate. In any case this is the only team that is likely to help us with our War score, so we will have to be very gentle with them.

Season 18 War 4 Beginning Analysis

The following are the opposing Guilds for War 4:

Yellow - Rosenritter - They are in Season position 152 with 148.5K points starting this War. I expect them to be a reasonably well played Guild that will participate in most Rounds. Sense they are across from us we will not see until Round 3 if they will be willing to trade cells without any reinforcing to defend cells. They will probably be our best chance to run up a good score in this War. Though we expect that Red will pitch in some to help us score.

Red - eramosat - We have faced them multiple times. Since you left this guild they have fallen off a lot. They are currently in 365th position for the season with 62.6K points. We should see them attacking in a few of the Rounds. So, we will leave them their home cells until they attack from them. If we can get them to the center cells they should help us a lot. But even if they only take 55 and 66 a couple of times it will help us.

Blue - 8 - They are currently in 586th position for the season with just 25K points. So, at best they are only a sporadically participating Guild. But I still think that we should leave them their home cells for at least a couple of Rounds until we start facing off against Yellow. Maybe we will be lucky and get some help from them. But who knows?

Season 18 War 3 Beginning Analysis

Here is the information on our opponents for War 3:

We have faced Blue before and they were a minimal participating Guild in that war. The other 2 teams are new to us. One appears to be to be a partially participating Guild and the other maybe a pretty good playing Guild.

Blue - BABEL - We faced this guild before they participated in 2 or 3 rounds and send out about 30% of their troops. They are currently in 722nd position with 7.6K points. So they have not done much in Wars 1 and 2 here in Season 18.

Yellow - All - This team is in 527th position in the season. Through War 2 they have scored 19.8K points. This would indicate that they are a minimal participating Guild and may only send out troops occasionally. They are across from us so we can see what they do in Rounds 1 and 2 before possibly facing off against them in Round 3.

Red - Smutstoneupc1 - This team is in 222nd place with 79.3K points. They are on our left side and are our best chance to score well here in War 3. So we will try to be careful with them in Rounds 1 and 2. They are our best chance to score well in War 3. So, we will try to be careful with them in Rounds 1 and 2.

Season 18 War 2 Beginning Analysis

Here is the information on our opponents for War 2:

We have faced Red before and they are a reasonably good playing team. But they do not have the ability to challenge us to win the War without considerable help. The other 2 teams are new to us, one appears to be a non-participating Guild. The other Guild is a very minimally participating Guild. So, bottom line we need to leverage Red every way that we can to maximize our score.

Red - Centavrr - We know that this guild is reasonably good playing guild. But they only appear to get about 50% of their troops out during the War. So, it is likely that only 2 or 3 of their Guild members do almost all of their playing. Currently in War 2 they are in 234th position with 43.8K points. They may have all of the level 1 guild shop bonuses. But none of the Level 3 color bonuses.

Blue - Mike - This team is in 1202th position in the season. Through round 1 where they scored they have only 600 points. That implies that they only scored 360 points in War 1. That could only happen as follows: they scored 240 in War 1 Round 1. The 2 teams on either side of them win War 1 took the towers. In Round 2, these 2 teams then took their outside homecells. That means they scored 120 points in Round 2 of War for their total of 360 points. Then they would have been eliminated in Round 3 of War 1 and never took any cells back. Q.E.D. they are a non-participating guild and we will just take their cells when we can.

Yellow - fate - They are in 492nd place in Season 18, with only 11.6K points. So they are unlikely to do much of anything here in War 2.

Internal Guild Comment Section

This section for any Guild members to leave comments or suggestions for the Guild or any of the other Guild teams. That way we do not have to bore the entire Smutstone community. Try it out. It is not that hard to figure out. Just go into Edit Source tab at the top of the page. Then scroll down and type away.