KingLouis_CLXXII

Warring and Advance Raid Tactics

Aug 25th, 2020
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  1. WELCOME to the
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  3. W.A.R.T
  4. thread.
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  8. Below are some pointers;
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  10. -First 24 hours are the most crucial
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  12. -When we Raid we need you all to HOSP their onliners, and LEAVE their offline/ idle players (so we can hit them again causing more dam/respect loss)
  13. * ALWAYS CLAIM RETALIATIONS FROM THE ENEMY FACTION
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  16. -If you are out of E You CAN Fly to SHORT distances to avoid being attacked.
  17. (Hawaii and UK being the furthest flight allowed besides Rehab)
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  19. -If you are attacked and outta E, stay in the hospital.
  20. Main goal is once your done attacking make sure you CANNOT be attacked.
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  23. -Turn revives off when out of E.
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  26. -Lower ranked members can still organize attacks, and team other targets together. Make sure to watch the "Hit timer" to build when attacking as a group, the higher the number the higher the chance you Will NOT get hit.
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  29. -Target is to gain the upper hand in the raid with the higher Raid score. Then build on that lead to keep gaining on them so we stay in control the whole duration on the Raid.
  30. Faction Raiding
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  32. Raiding is a purely destructive form of warring that was released on 08/01/19. Any faction may begin an indefinite raid against another faction, during which respect may only be taken from the opposition, rather than earned. Once 24 hours has elapsed, the faction with the highest score (most respect taken) gains the option to "Cease" the raid.
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  35. A faction may only begin a raid with one faction at time. If your faction is involved in a raid, it will not be able to start another until the current raid is ceased. Your faction may be raided by multiple factions at the same time, however.
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  38. If your faction starts a raid it will force any current chain into its cooldown state, so chains should be finished before or started after your faction declares a raid.
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  41. Attacks made by either side during a raid will cause 100% respect loss (compared with the 25% loss caused by regular attacks).
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  44. Respect that you take from the opposing faction will be added to your faction's raid score. Once 24 hours have passed since the beginning of the raid, the faction with the highest score may choose to cease the raid.
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  47. The faction with the lowest score may choose to surrender at any time, however all this does is notify the opposing faction that you wish for the raid to be over. They may choose to accept your surrender and cease, or ignore it and continue.
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  50. As of 11/04/20, factions must have 10 members to be able to declare a raid.
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  53. As of 11/04/20, if at any time (after the first 24 hours of the raid) a faction has less than 10 members during a raid (i.e. members leave), the opponent faction may cease the raid.
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  56. After ceasing a raid, the two factions cannot raid each other again for 90 days. Chedburn removed automatic 90 day Raid cooldowns (Traded peace treaties will cease & block raids for agreed duration) see Patch List #138
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  59. In rare cases a factions total respect may reach 0, in which event the faction is destroyed.
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  62. As with territory wars, full stats and graphs are available in a raid report once a raid is complete.
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  65. Faction Destruction
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  67. When a faction hits zero respect, they will be permanently destroyed. The faction will not be fully deleted, but it will enter an irrecoverable death state - this means the faction cannot be accessed, but its name and profile will be retained forever.
  68. Upon destruction, all members of the faction will be removed and any inventory which isn't loaned out will be moved to the leader including money and points.
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  70. All items, money, points, and items that are not loaned out in the faction will go to the current leader.
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  73. When a faction is destroyed, their profile will remain, showing its name, image, and previous
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  75. Post link copied to clipboard
  76. Copy post link
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  82. What is Raiding?
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  85. Raiding is forfeiting respect to take respect from your opponent. Under normal circumstances when you kill someone you get respect points. If we’re chaining those respect points per kill raise according to whatever modifier is in place at the time of the chain. When we’re raiding each kill takes respect from your opponent.
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  87. On top of that you can chain and the chaining multiplier will affect the amount you take from them. Dropping bonus’s while in the middle of a chain, in the middle of a raid, will dramatically reduce the opponent’s respect and is single handedly the biggest way to drop their respect.
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  92. The Rules of the Game
  93. Leaders initiate the raid on the opposing faction.
  94. The raid does not end until the attacking faction decide to end it.
  95. The opposing faction reduces the attacking faction respect when they make a kill
  96. It is possible the defending faction wins and ends up taking more respect than the attackers. Thus likely ending the raid as the attackers will not want to lose anymore respect.
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  98. Great what can I do to help?
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  102. Everything will feel like a normal chain. But there are discerning differences that I’d like to point out.
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  108. Up Top is the chain screen (currently closed) and downbelow is the raid screen (currently open). To see the chain screen and learn about that screen see our thread onChaining 101. (https://www.torn.com/forums.php#/p=threads&f=999&t=16171677&b=1&a=10818)
  109. To be as efficient as we can thereneeds to be separate teams of people who do different things.
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  112. Team Compilation
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  115. Chain Sitters
  116. The crown jewel of any faction;
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  118. These people show they love the faction most by dedicating their own time and effort for a common goal. Ensuring that the chain does not break and that the goal is accomplished. It’s because of these people of sheer will to make the goal happen we owe a debt of gratitude. As such we usually dole out rewards to chain sitters as well as other categories high hitter etc..
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  120. Over time we’ve learned there are 2 ways to chain.
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  122. Option 1.) where you set a schedule and tell people to sign up. Then relying on them and if they screw up the chain fails. This can breed negativity. I think we crack the whip in so many areas this is one we can find a better way.
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  124. Option 2.) We create a culture of caring about the goal so that when we achieve it, we achieve it together. This allows for others to come help and join because they care, which brings more and so on. It essentially turns into one big bullshit session and we watch it together.
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  126. The latter approach has proven to push us farther, we just need to locate the active folks who care. We are almost to the point of having our chains covered in most time zones. Once we have a full 24 hours of people bullshitting and watching the chain together, the sky will be the limit. 50k chain is my personal long term goal. We’ll get there guys. ?
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  129. Hitters
  130. These people sit on the raid screen and scan the page up and down constantly. Hitters are always looking for green dots to hit and hospitalize. The reasoning being that it keeps them from flying out. If you can pin them down when they finally go offline they become one of the offline horde that feeds our chain.
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  134. Chainer's
  135. These are our regular Family that come in make hits, and then leave. The lifeblood of any good chain or raid. If you are hitting someone who’s Green (online) Hospitalize them. If you hitting someone who’s Grey (offline) Leave them. If it’s an Orange (Idle) person Leave them.
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  138. Hunters
  139. These are the people who are assigned to a certain person and stay with them keeping them in the hospital. If the target flies they immediately fly after the target. Once in air they notate approximate time the target flew. The Hunter sets a timer with the approximated time so that they have an idea of how much lag time they are behind target.
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  145. What does it all mean?!?
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  152. The next time we raid think about which role you would like to play. Prepare for your role and come ready to kick ass and chew bubble gum.
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  157. Strategies to minimize our factions respect loss
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  159. When you are done playing torn for the time flyaway. This forces them to send hunters thus weakening their overall attack on the chain, or they can’t hit you thus minimizing loss of respect.
  160. If you are not 15 and cannot fly. Self hospitalize yourself via taking thewrong blood bag.
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  162. That’s all I got. Ihope it helps. Please add comments addswhatever you think will make this guide better. I am happy to update. Stay Frosty!
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  164. ~Leadershit
  165.  
  166. *courtesy of Graciejj aka Curlystooge*
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