[Hero Wars Guide]Guild Wars Attack Priority Strategy
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Contents
Guild Wars Guide

- What is the optimal approach to attacking in Guild Wars?
- There are two core considerations: maximizing stronghold occupation points and determining which matchups are realistically winnable.
- This article explains the strategic thinking behind balancing these two factors.
Basic Concept
- Attacks should be carried out in the following order: Priority 1, Priority 2, and Priority 3.
- Priority 2 is divided into Priority 2-1, 2-2, and 2-3.
In short, capturing the Citadel is a key objective.
However, guilds that can consistently score 1,000+ points should prioritize individual win rates over strictly following this priority structure. - Depending on each guild’s combat strength and matchup conditions, this approach may not always be optimal.
Please refer to the explanation below and adjust accordingly.

The Strategy Used by Guild DASHIMAKI-TAMAGO
This section outlines the method used by my guild, DASHIMAKI-TAMAGO, as a reference.
- Free-attack system (no fixed attack order)
- Prioritize capturing the Bridge
- Leave the three front strongholds for last

Why We Use This Approach
- If attack orders are strictly assigned and detailed instructions are given in real time, at least one general must constantly monitor the screen until the Guild War ends.
- Very few players can sustain this level of micromanagement for more than a year. It demands significantly more time spent on administration than on actual gameplay.
- For this reason, we prioritize Guild War operations based on simple, shared rules.
- While leaving decisions to individual players occasionally leads to suboptimal choices, we value long-term sustainability over perfect execution.

Occupation Points and Stronghold Value
- Each stronghold has a fixed number of occupation points.
- Larger strongholds are worth more points, making them critical targets in Guild Wars.
- The number of participants and strongholds differs between the Gold League and Silver League, so total occupation points also vary accordingly.
Gold League
| Fortification | Type | Max Defenders | Capture Points | Total Victory Points (per Attack) |
|---|---|---|---|---|
| Mage Academy | Hero | 3 (60 Pt) | 40 Pt | 100 Pt (33.3) |
| Lighthouse | Hero | 3 (60 Pt) | 40 Pt | 100 Pt (33.3) |
| Barracks | Hero | 3 (60 Pt) | 40 Pt | 100 Pt (33.3) |
| Citadel | Hero | 7 (140 Pt) | 120 Pt | 260 Pt (37.1) |
| Foundry | Hero | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Bridge | Titan | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Gates of Nature | Titan | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Bastion of Fire | Titan | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Bastion of Ice | Titan | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Spring of Elements | Titan | 4 (80 Pt) | 60 Pt | 140 Pt (35) |
| Total: | 40 (800 Pt) | 600 Pt | 1,400 Pt |
Silver League
| Fortification | Type | Max Defenders | Capture Points | Total Victory Points (per Attack) |
|---|---|---|---|---|
| Mage Academy | Hero | 2 (40 Pt) | 40 Pt | 80 Pt (40) |
| Lighthouse | Hero | 2 (40 Pt) | 40 Pt | 80 Pt (40) |
| Barracks | Hero | 2 (40 Pt) | 40 Pt | 80 Pt (40) |
| Citadel | Hero | 6 (120 Pt) | 120 Pt | 240 Pt (40) |
| Foundry | Hero | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Bridge | Titan | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Gates of Nature | Titan | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Bastion of Fire | Titan | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Bastion of Ice | Titan | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Spring of Elements | Titan | 3 (60 Pt) | 60 Pt | 120 Pt (40) |
| Total: | 30 (600 Pt) | 600 Pt | 1,200 Pt |
Why the Bridge Is Attacked First
- Strongholds beyond the Bridge cannot be attacked unless the Bridge is captured first.
- Reaching the Citadel, in particular, requires controlling the Bridge and at least one intermediate stronghold, which takes time.
- For this reason, guild movement planning effectively begins with the timing of the Bridge attack.
The Guild War does not truly “start” until the player assigned to the Bridge makes their move.

Should You Attack the Citadel?
- The Citadel is the most important stronghold in Guild Wars.
- However, it requires seven Hero Battle victories and carries the highest conquest risk.
- Citadels are usually defended by ace-level players, so leadership must consider whether recovery is possible if the attack fails.
- In matchups where a perfect score is unrealistic, guild masters and generals should decide early on whether attempting Citadel conquest is worth the risk.

The Three Strongholds in Front of the Bridge
These strongholds are easy to capture but offer poor scoring efficiency, making them the lowest priority in most cases.
However, there are situations where targeting them is the correct choice.
- Case 1:
The player capable of capturing the Bridge is offline, but the players responsible for Hero Battles cannot afford to wait. - Case 2:
There is a significant power gap, and no one has Titans strong enough to break through the Bridge’s defense.
This is especially common when Water Titans with overwhelmingly superior totems are defending.
Attacking with weaker Titans only heals the defenders and becomes counterproductive. - Case 3:
The guild’s overall strength leans toward Hero Battles rather than Titan Battles.
In these cases, partially abandoning Titan objectives and focusing on Hero Battles is more realistic.
This scenario often occurs when free-to-play–heavy guilds face guilds with many paying players.

Summary
In short, this strategy prioritizes long-term guild sustainability over short-term perfection, allowing consistent and manageable Guild War performance across multiple seasons.

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