Red Guard Raid Event

Ok dear reader. We have survived another gold event and we now have a week to heal before we’re at it again. I’m twirling my clawed digit with sarcastic delight. In the interim, there are a number of other shorter, and more fun events to try out. One being the Red Guard Raid. The first time I partook in this event, I was rather taken aback. It looks like full on carnage, yet fortunately, it is far from it. It isn’t going to devastate you, or zero you as they say. It’ll possible leave you healing a few troops, but without wiping you out, and there are some nice rewards thereafter.

Now, at this point in time, I do not have any screen shots for you, so I will explain and add images, if I can, at a later time.Screen Shot 2019-03-18 at 6.53.50 pm.png

Overview

Essentially it consists of 20 waves of red guards attacking all the members of your alliance. Waves 10 and 20 will target the alliance fortress. If you are able to defeat over 50% of the invading raid per castle, you succeed that wave. If more than 50% of the wave survive, twice, then your castle will not longer be attacked. You have been defeated.

If just one of your group makes it past wave 19, the final wave will target your fortress. Defeat them there, and you win the event.

Strategy Ideas

This is essentially a stamina game. Hold out as long as you can, then once you lose twice, reinforce someone in your group. You need to survive as an alliance, not as an individual, although there are rewards for individual efforts also, and of course the more members that survive the event, the more the alliance gets as a whole. So it is prudent to measure the strength of each member of the alliance before starting the event, purchase defence and attack buffs, and set your equipment, guards, and airship to have those bonuses that maximise your defensive strength.

Oh, and forget using shields. Shields are utterly ignored in the Red Guard Raid. Popping your shield will be a waste. Just weather the beating because you really won’t lose that much at all.

After each wave, you will get a report. These will tell you how you are going, and the wave you are on. The key things to watch for are the Red Guard Levels, and the percentage of Red Guard killed. The former tells you the wave you are on, and the percentage will hint at when you may suffer a defeat. You may need reinforcing if your percentage gets close to 50%.

Once you see that you have been hit by wave nine, then move your troops to the Fortress in readiness for wave ten. The more you have in the fortress, the easier the win will be.

Important Point: Make sure that the strongest of your active players is the FIRST one in the fortress, as their bonuses and buffs will have a direct affect on the entire force. A good strategy to use is to have the strongest player place a single soldier in the fortress long before wave ten, and then again before wave twenty, making him the first.

Once wave ten has been defeated, everyone returns to their castles, and the defeated players can then return to reinforcing. For those that can send out mupltiple marches, they can reinforce multiple players if they so choose.

Then play through waves 11 to 19 in a similar fashion, with defeated players moving out to reinforce remaining ones. Then once wave 19 has passed, move as much as you can into the fortress, with one key difference; prioritise your strongest players, with highest level soldiers, to move in first. The more high level soldiers in the fortress for wave twenty, the better your chances of winning.

It doesn’t matter if not all players make it or not. The benefits for the alliance as a whole depend on maximising the total combined points of all the players and defeating level 20 will ensure as high a score as possible.

ADDENDUM: Rounds 7, 14, and 17 are what I call Target Rounds. Only some players will be attacked in these rounds, and by much stronger forces. During these rounds, keep an eye on your neighbours and if they are being attacked an you are not, go to their aid. Don’t forget to recall after for the next wave of Red Guard.

Conclusion

Once you get over the mass of red attacking lines that make the map look like a teacher’s worst nightmare, this is actually a fun and collaborative little event where team work, and alliance unity play a strong part. Just give your alliance a little warning before you launch. Nothing worse than suddenly seeing the screen go red and you’re all geared out for gathering resources.

One thought on “Red Guard Raid Event

  1. During my group’s failed race to NAP, the top 10 estates attacked castles and THE FORTRESS EVEN WITH ALLIANCE SHIELD ON. Had to go Rip Van Winkle and amass rss to climb up to c26 to help with KvK. They said I could get NAP if I could send T9s. So we did and defended, and got into NAP.

    Yes the game does not accept NAP policy ever…

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