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The
Guild Leader chooses where he wants to locate his Guild on the
Guild War Map. You are then responsible
for defending this Castle, by manning it with guild players
and fortifying it with outer walls and War machines.
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If
defending isn't for you, you can form or join a Guild Regiment.
This is a group of guild players intent on attacking enemy Guild
Castles or battling enemy regiments. Regiments are essential if
you wish to conquer enemy Guild Castles, though it far more risky
than defending a Castle. |
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War
Machines are a vital part of the Guild War. Castles cannot be
defeated without a War Machine to knock them down, which is why
Regiments need to contain War Machines in, should the Castle Walls
be in tact. You will need to make the War Machines though, which
takes a bit of time. Many hands make like work though and if several
Guild members decide to make a War Machine, it will be produced
quicker, especially if some of those guild members are Dwarves. |
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A
Guild needs resources to function effectively. Your Regiments
cannot attack or move through provinces without resources. The
bigger the Regiment, the more resources they consume. A Guild
Castle being attacked when low on resources is a lot weaker. Resources
are produced by players. Some class/race combinations are better
at producing certain resources than others. |
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Without
effective spies you are blind to the enemies around you. The skill
of your Intelligence system depends on the proportion of thieving
characters you have in your guild. A good intelligence system
will be able to tell you the strengths and weaknesses of enemy
guilds. |
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Balance
of your guild is everything. You need to juggle the type of characters
you have in your guild to achieve a strong position in the Guild
Wars. And you need to make sure your characters are doing the
correct things in the Guild Wars. Timing too is important. If
all your guild members are busy growing in the adventure game,
your Castle will be very vulnerable. |