[Hero Wars Guide]Guild War Management

Contents
Guild War Guide

There are several management styles for Guild Wars, and the most effective approach depends on the nature of the guild.
Below is an overview of the major management types.
Free Attack
- This is the most common Guild War management style. Each member independently decides where and when to attack.
- The main advantages are flexibility and a very low management burden.
- The downside is that it requires every member to understand tactics and have sufficient combat strength. As a result, average scores tend to be lower than with full management.
Combat Training in Free Attack
- In Free Attack, it is common for another member to attack the same stronghold while you are still running Combat Training.
- Because of this, it is good practice to briefly check the combat logs before attacking to confirm that no one else is targeting the same objective.
- It is also recommended to post a message in guild chat, such as:
“Reserving Fortress of Ice 1, please.”- A General can then issue an attack order exclusively to that member, securing the attack right.
- The chat message acts as a placeholder until the General responds.
- The biggest challenge with this system is consistency. Since this practice is less critical than core guild rules, members often forget about it.
- Another approach is to grant General status to all members and let them assign their own attack targets.
- This tends to work well for the first six months.
- After several years, however, it often becomes a mere formality, rendering Generals ineffective.
- Reverting this system later is extremely difficult and often harms morale.
- For long-term guilds, the reservation declaration method generally offers more stable management with less risk.

Full Order
- This policy is commonly adopted by top Gold League guilds shortly after a server opens.
- The Guild Master or Generals assign attack targets to every member.
- For members, this provides a strong sense of security, but it often frustrates players who value freedom.
- Full Order produces the highest scores but is also the most management-intensive approach.
- At least one officer must remain online until all members have finished their attacks.
- Recovery is required if someone fails an attack or does not log in.
- The worst-case scenario occurs when a member assigned to a bridge does not log in, forcing others to wait.
- Some guilds share login credentials to act on behalf of others, but this violates the Terms of Service and is strongly discouraged.
- Maintaining Full Order often depends on how long guild officers can continue to structure their real lives around the game.
- In extreme cases, even sleep is sacrificed.
- To reduce this burden, some guilds require all members to attack within a fixed time frame (e.g., four hours after the start of a Guild War).
- However, this places strict login requirements on 15–20 players and significantly increases enforcement stress.
Half Order
- Half Order is a hybrid management style in which some members are assigned attack targets, while others are free to roam and attack as they choose.
- This approach is useful when specific bridges must be secured or when certain members can only contribute through follow-up attacks.
- Newly formed guilds often begin with Half Order and gradually transition to Free Attack as members gain practical experience.
Maintain Gold League Status
- Some guilds adopt the philosophy that as long as Gold League status is maintained, losing most matches is acceptable.
- Under this policy, the guild only competes on Saturday to avoid relegation.
- Since only 15 members need to participate once per week, the management burden is greatly reduced.
- Running this strategy with Free Attack is risky, so many guilds use Full Order instead.
- The biggest drawback is the risk of losing highly motivated players.
- In Hero Wars, Guild Wars are a major piece of content.
- Effectively abandoning Guild Wars in favor of minimal rewards removes one of the few competitive modes that can only be played twice per day and cannot be retried.
Aiming for a Server Without Guild Wars
- If all guilds on a server set their defenses to zero, every guild can theoretically tie for first place.
- This approach minimizes risk and effort while maximizing rewards.
- It is sometimes adopted as a temporary ceasefire during holiday periods.
- While appealing in theory, this strategy carries serious risks:
- It requires coordination across the entire server.
- Guilds often break the agreement.
- Highly motivated players frequently leave the server.
- Guilds forced into relegation battles are likely to protest.
- Due to these issues, long-term implementation is difficult, and failures are common.
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