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State Ruler, Capital Clash 6 (Win)
vs. Server 740 | Defensive
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State Ruler - vs. Server 740
Defensive - Applies to All Players
This battle we are playing a defensive game - the goal is to make our capital impossible to take.
Pack the mud completely - all members in your assigned zone, no gaps.
Everyone not on the mud: get to the grass, shield up before reset, and reinforce.
Be coordinated - minimize troop losses and don't engage solo. Come with gas and teleports stocked.
HQ zeroed - fill it immediately, no gaps ever.
Capital Above All
The Only Thing That Decides the Match
Taking and holding the capital wins. Points do not. Never lose focus on it.
If 740 spends the clash hunting our whales instead of sitting on the capital, they lose the capital - that is a trade we accept.
Zeroed whales are not a loss. They come back and retake the capital. Do not divert the plan to save them.
The moment the capital flips, send tanks and attack to take it straight back - do not wait to organise.
The Timeline
Know These Moments - All Times Game Time
00:00
Begin filling mud and grass at reset. Get into position early.
Fri 17:00
Fill complete. Every position filled by this point - no gaps, no latecomers.
Fri 22:00
Shield up if you are in the grass. Mud players stay committed.
00:30
Invaders can teleport in - be ready.
Hold formation, do not chase.
11:50
Placeholder handoff. Placeholders move out, floaters teleport into their assigned mud positions.
12:00 - 14:00
Capital + Turrets open - main fight. Hold and we win.
Capital Clash lasts up to 2 hours.
Defensive Position Map
Eight Zones - Fill Yours Completely
Rally Leadership
Season 1: direct tank attacks retake the capital faster than rallies. Send tanks straight in. SGMA leads, with ASTE and LGN9 running supplementary rallies.
▸ Everyone else stay in position unless otherwise directed.
Our Counter - Floaters & Placeholders
Hold the Formation, Keep Strength Mobile
Expect three T10 destroyers to target our whales directly rather than clearing the mud quadrant by quadrant.
That is the trade we want - every minute they spend on our whales is a minute they are not on the capital.
SGMA consolidates our strongest players for capital and will likely go untouched.
Our strongest players outside SGMA do not sit in their final mud spots during the clearing window.
Active, responsive players hold those spots as placeholders - people we know are online, not people we have to chase when capital starts.
That frees our heavy hitters to float and fight wherever pressure lands, instead of letting their clearing group work uncontested.
10 minutes before Capital Clash: placeholders move out, floaters teleport straight into their assigned spots and transition to the capital plan.
Floaters
Kyain, Lolztvz, Seven Sixty, and Aria float during the clearing window - and are our capital retake force once the clash begins.
▸ Placeholders must be online and responsive - confirm yours before Friday.
Mud Strategy
All Members on the Mud
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Fill every position before the event starts - zero gaps, zero empty spaces.
Hold tight formation - maximize coverage and block enemy ports.
You cannot shield on the mud - commit fully.
Stay in your assigned zone - alliances stay together so rallies fill fast.
HQ zeroed - fill that space immediately, no gaps ever.
Capital & Turrets
Holding These Wins the Match
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Capital occupation is how we win - keep it held at all times.
Retake with tanks first, rallies second. In Season 1 a direct attack is the fastest way back in.
T1 and T2 must be held by the alliances beside them on the map.
Turret 3 is left undefended this battle - do not commit troops to it.
At 12:00, Capital and Turrets open - this is the main fight window.
Station troops in turret zones even if they fall - points still count.
Support Role
Everyone Not on the Mud
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Get to the grass and shield up before reset.
Stay shielded at all times until the clash begins.
Reinforce mud HQs constantly - keep our mud players alive as long as possible.
Let the enemy waste troops on our reinforced HQs - patience wins.
When Capital Clash begins at 12:00 - your time to fight begins.
State Ruler, Capital Clash 5 (Win)
vs. Server 737 | Defensive
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State Ruler - vs. Server 737
Defensive - Applies to All Players
This battle we are playing a defensive game - the goal is to make our capital impossible to take.
Pack the mud completely - all members in your assigned zone, no gaps.
Everyone not on the mud: get to the grass, shield up before reset, and reinforce.
Be coordinated - minimize troop losses and don't engage solo. Come with gas and teleports stocked.
HQ zeroed - fill it immediately, no gaps ever.
The Timeline
Know These Moments - All Times Game Time
00:00
Begin filling mud and grass at reset. Get into position early.
Fri 17:00
Fill complete. Every position filled by this point - no gaps, no latecomers.
Fri 22:00
Shield up if you are in the grass. Mud players stay committed.
00:30
Invaders can teleport in - be ready. Hold formation, do not chase.
12:00 - 14:00
Capital + Turrets open - main fight. Hold and we win.
Capital Clash lasts up to 2 hours.
Defensive Position Map
Eight Zones - Fill Yours Completely
Rally Leadership
SGMA runs the main rallies, supplemented by alternate rallies from ASTE and LGN9.
▸ Everyone else stay in position unless otherwise directed.
Mud Strategy
All Members on the Mud
▾
Fill every position before the event starts - zero gaps, zero empty spaces.
Hold tight formation - maximize coverage and block enemy ports.
You cannot shield on the mud - commit fully.
Stay in your assigned zone - alliances stay together so rallies fill fast.
HQ zeroed - fill that space immediately, no gaps ever.
Capital & Turrets
Holding These Wins the Match
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Capital occupation generates points automatically - keep it held at all times.
T1 and T2 must be held by the alliances beside them on the map.
Turret 3 is left undefended this battle - do not commit troops to it.
At 12:00, Capital and Turrets open - this is the main fight window.
Station troops in turret zones even if they fall - points still count.
Support Role
Everyone Not on the Mud
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Get to the grass and shield up before reset.
Stay shielded at all times until the clash begins.
Reinforce mud HQs constantly - keep our mud players alive as long as possible.
Let the enemy waste troops on our reinforced HQs - patience wins.
When Capital Clash begins at 12:00 - your time to fight begins.
State Ruler, Capital Clash 4 (Win)
vs. Server 741 | Offensive
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State Ruler - vs. Server 741
Invasion - One Goal: Take Their Capital
We are invading their territory: clear their mud and grass, return home, then reoccupy the mud before the clash and take their capital.
Everyone comes stocked: gas, teleports, shields.
Need to get home? Use the free in-game return to Server 738 instead of wasting diamonds on a teleport.
Coordination runs through two dedicated chats: one for the strike team, one for participating server R5s.
The Timeline
Three Phases - Win Each One
1 · Clear and Return - First Strike 30 Min After Reset
Do Not Fill Mud Overnight
First strike lands 30 minutes after reset.
Squads hit their mud and grass, make space, then return home.
Squads may repeat this up to two times overnight.
2 · Reoccupy - Sat 10:00 AM Game Time (2 Hrs Before Clash)
Start Filling Mud
Port back in and retake the mud if they refilled it.
Alliances fill together - whole alliances into the same section.
Support shields up in the grass behind.
3 · Capital Clash - Sat 12:00 PM Game Time
Start Rallies on Capital
From our positions in their mud, 738 - led through LGN9 - rallies their capital, alternating rally leads with other alliances.
Everyone fills rallies and reinforces.
Hold it and we win.
Mud Fill Map
2 Hours Before the Clash - Fill Your Assigned Section
Know Your Role
Three Jobs - Everyone Has One
⚔ Hit Squads - Top 10 Fighters (in LGN9)
Strong members only - players with the diamonds and speedups to retrain troops quickly.
Consolidate into LGN9 for reinforcement. Each squad takes a side of their map.
A dedicated strike team group chat will run coordination - be in it and watch it.
First strike: 30 minutes after reset. Clear space on their mud and grass, then return home - repeat up to two times overnight if needed.
Never brawl. Your job is clearing space, not trading troops.
🛡 Mud Fill - 2 Hours Before the Clash
No one fills or stays on the mud overnight - no exceptions. We clear it, return home, and come back.
2 hours before the clash, port back in and reoccupy the mud - retake it if they refilled it.
Keep alliances together as you fill - whole alliances port into the same section so we can launch and fill capital rallies at the clash.
Fill your assigned section - see the map above.
You cannot shield in the mud - once you port in, you are exposed. Only port in when your section is cleared and fill it as a group.
HQ zeroed on the mud? Next player fills that exact spot. No gaps, ever.
🌱 Support Players - Grass Fill Behind Their Mud
Port into the grass behind their mud, shield instantly, sit shoulder to shoulder.
Your shielded HQ is a wall - it holds the ground we take and blocks their ports.
Reinforce the mud HQs constantly. That is the whole job.
State Ruler, Capital Clash 3 (Win)
vs. Server 743 | Offensive
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State Ruler - vs. Server 743
This Week | Invasion - One Goal: Take Their Capital
We are invading their territory: clear their mud and grass, return home, then reoccupy the mud before the clash and take their capital.
Everyone comes stocked: gas, teleports, shields.
Need to get home? Use the free in-game return to Server 738 instead of wasting diamonds on a teleport.
Coordination runs through two dedicated chats: one for the strike team, one for participating server R5s.
The Timeline
Three Phases - Win Each One
1 · Clear and Return - First Strike 30 Min After Reset
Do Not Fill Mud Overnight
First strike lands 30 minutes after reset.
Squads hit their mud and grass, make space, then return home.
Squads may repeat this up to two times overnight.
2 · Reoccupy - Sat 10:00 AM Game Time (2 Hrs Before Clash)
Start Filling Mud
Port back in and retake the mud if they refilled it.
Alliances fill together - whole alliances into the same section.
Support shields up in the grass behind.
3 · Capital Clash - Sat 12:00 PM Game Time
Start Rallies on Capital
From our positions in their mud, 738 - led through LGN9 - rallies their capital, alternating rally leads with other alliances.
Everyone fills rallies and reinforces.
Hold it and we win.
Mud Fill Map
2 Hours Before the Clash - Fill Your Assigned Section
Know Your Role
Three Jobs - Everyone Has One
⚔ Hit Squads - Top 10 Fighters (in LGN9)
Strong members only - players with the diamonds and speedups to retrain troops quickly.
Consolidate into LGN9 for reinforcement. Each squad takes a side of their map.
A dedicated strike team group chat will run coordination - be in it and watch it.
First strike: 30 minutes after reset. Clear space on their mud and grass, then return home - repeat up to two times overnight if needed.
Never brawl. Your job is clearing space, not trading troops.
🛡 Mud Fill - 2 Hours Before the Clash
No one fills or stays on the mud overnight - no exceptions. We clear it, return home, and come back.
2 hours before the clash, port back in and reoccupy the mud - retake it if they refilled it.
Keep alliances together as you fill - whole alliances port into the same section so we can launch and fill capital rallies at the clash.
Fill your assigned section - see the map below: KZOH north, ASTE northwest, WRDG & VNTR northeast, LGN9 southwest, XEM & WTCH southeast, StaR & ChFo & PhFi south.
You cannot shield in the mud - once you port in, you are exposed. Only port in when your section is cleared and fill it as a group.
HQ zeroed on the mud? Next player fills that exact spot. No gaps, ever.
🌱 Support Players - Grass Fill Behind Their Mud
Port into the grass behind their mud, shield instantly, sit shoulder to shoulder.
Your shielded HQ is a wall - it holds the ground we take and blocks their ports.
Reinforce the mud HQs constantly. That is the whole job.
State Ruler, Capital Clash 2 (Win)
vs. Server 739 | Defensive
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Combat Strategy
State Ruler | Defensive - Applies to All Players
This battle we are playing a defensive game - the goal is to make our capital impossible to take
Top 11 alliances pack the mud completely - all members, no gaps
Anyone who cannot hold the mud or fight shields up in the grass behind and reinforces
Floaters 12 & 13 (FAFO, GOoD) fill mud as needed based on openings
Alliances 14-20 fill the grass behind these alliances
Everyone else: get to the grass, shield up at reset and prepare for invasion
Be coordinated - minimize troop losses, don't engage solo
Come prepared - make sure you have enough gas and teleports stocked up before the event begins
HQ zeroed - fill it immediately, no gaps ever
Mud Positions - Clockwise from Top
XEM - The Exiled Few
LGN9 - The 9th Legion
CHFO - Chaos Forged
StaR - SKYFALL - Turret 3
WTCH - Witches 5
VNTR - Vanta Reigns
WRDG - WarDawgz
ASTE - Astral Elite
PHFI - Phoenix Fighters
RAYS - Royals Alliance
KZOH - KnightzofHonor - Turret 2
Floaters 12 & 13 - Fill Mud as Needed
12. FAFO - Fk Arnd Fnd Out - floater, fills mud as needed based on openings
13. GOoD - Giants - floater, fills mud as needed based on openings
Alliances 14-20 are expected to fill the grass behind these alliances
Phase Timing
Important - Know These Times
00:30
Invaders can teleport in - be ready
12:00 - 14:00
Capital + Turrets open - Main Fight Capital Clash lasts up to 2 hours
Battle Map
Defensive Layout - Top 11 in Mud, Anchors at Turrets & Capital
Mud Strategy
Top 11 Alliances - All Members on the Mud
All members of the top 11 alliances go to the mud - no exceptions
Fill every position before the event starts - zero gaps, zero empty spaces
Hold tight formation - maximize coverage, block enemy ports
You cannot shield on the mud - commit fully
HQ zeroed - fill that space immediately, no gaps ever
Support Role
Everyone Not in the Top 11 Alliances
If you are not in the top 11 alliances - get to the grass, shield up before reset
Stay on the grass and remain shielded at all times until the clash begins
Keep top 11 players alive as long as possible
Let the enemy waste troops attacking our reinforced HQs - patience wins
🛠 Support Alliances - Hold Your Ground
Shield up on the grass before reset - occupy space and hold position
When the event begins at 12:00 - your time to fight begins
Capital & Turrets
Holding These Wins the Match
Capital Occupation generates points automatically - keep it held at all times
LGN9 holds the Capital, KZOH anchors Turret 2, StaR anchors Turret 3, ASTE anchors Turret 1 - do not leave them undefended
At 12:00, Capital and Turrets open - this is the main fight window
Station troops in turret zones even if they fall - points still count
State Ruler, Capital Clash 1 (Win)
vs. Server 737 | Defensive
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Combat Strategy
State Ruler | Defensive - Applies to All Players
This battle we are playing a defensive game - the goal is to make our capital impossible to take
Top 11 alliances pack the mud completely - all members, no gaps
Anyone who cannot hold the mud or fight shields up in the grass behind and reinforces
Everyone else: get to the grass, shield up at reset and prepare for invasion
Be coordinated - minimize troop losses, don't engage solo
Come prepared - make sure you have enough gas and teleports stocked up before the event begins
HQ zeroed - fill it immediately, no gaps ever
Top 11 - Mud Positions
1. ASTE - Astral Elite - Turret 1
2. KZOH - KnightzofHonor - Turret 2 (upper left)
3. TRK1 - Birlik - Turret 3 (right)
4. UNO9 - You know
5. CHFO - Chaos Forged - Capital
6. XEM - The Exiled Few
7. RAYS - Royals Alliance
8. WRDG - WarDawgz
9. PHFI - Phoenix Fighters
10. LGN9 - The 9th Legion
11. VNTR - Vanta Reigns
Phase Timing
Important - Know These Times
00:30
Invaders can teleport in - be ready
12:00 - 14:00
Capital + Turrets open - Main Fight Capital Clash lasts up to 2 hours
Battle Map
Defensive Layout - Top 11 in Mud, Anchors at Turrets & Capital
Mud Strategy
Top 11 Alliances - All Members on the Mud
All members of the top 11 alliances go to the mud - no exceptions
Fill every position before the event starts - zero gaps, zero empty spaces
Hold tight formation - maximize coverage, block enemy ports
You cannot shield on the mud - commit fully
HQ zeroed - fill that space immediately, no gaps ever
Support Role
Everyone Not in the Top 11 Alliances
If you are not in the top 11 alliances - get to the grass, shield up before reset
Stay on the grass and remain shielded at all times until the clash begins
Keep top 11 players alive as long as possible
Let the enemy waste troops attacking our reinforced HQs - patience wins
🛠 Support Alliances - Hold Your Ground
Shield up on the grass before reset - occupy space and hold position
When the event begins at 12:00 - your time to fight begins
Capital & Turrets
Holding These Wins the Match
Capital Occupation generates points automatically - keep it held at all times
CHFO holds the Capital, KZOH anchors Turret 2, TRK1 anchors Turret 3, ASTE anchors Turret 1 - do not leave them undefended
At 12:00, Capital and Turrets open - this is the main fight window
Station troops in turret zones even if they fall - points still count