STATE 2852
Foundry Battle

Foundry Battle Guide

A 1-hour cross-state alliance war. Capture buildings, generate arsenal points, and protect the Imperial Foundry. The alliance with the most points at the buzzer wins.

The basics

1-hour event vs another state's alliance.
Two legions = two separate battles. Each legion has 30 combatants + 10 substitutes.
Members are assigned by alliance leadership — check the event page for your legion.
Troops can't die but CAN be severely injured.
Leave the match? 12-minute cooldown to rejoin. DO NOT leave after entering.
Imperial Foundry, Munitions Warehouse, and Mercenary Camp lock for the first 15 minutes.
You CANNOT microheal or use 'helps' during Foundry — save healing speedups.

First-control priority

First captures are valuable on every building. Hit them in this order:

1. Prototype2. Central Transit Station3. Boiler Room4. Repair Facilities
Foundry Battle map and building point values: Prototype, Repair, Boiler, Transit Station, Mercenary, Munition, Imperial, Workshop

The 11 buildings

Five categories: Buff buildings, Repair Facilities, Prototype Sites, Main Facilities, and the Imperial Foundry.

Imperial Foundry
Core facility — generates the MOST arsenal points

Locked for the first 15 minutes. Holding it is the single biggest path to victory. Never lose control or accumulated points scatter.

Prototype Sites I & II
Generate a large number of arsenal points

Highest first-control priority. Garrison with strongest players early.

Repair Facilities I–IV
Moderate arsenal points

Label them on first entry so teammates can teleport in fast.

Buff Buildings (Boiler Room, Transit Station)
Special buffs, low points

Boiler Room: -50% control time. Transit Station: -50% teleport cooldown. Take these immediately.

Mercenary Camp & Munitions Warehouse
Attack buffs (deploy capacity, troop attack, reduce enemy stats)

Mercenary Camp can be used as a weapon to attack enemy-occupied buildings. Often forgotten.

Priority #1 — Prototypes
Priority #1 — Prototypes
Priority #2 — Transit Station
Priority #2 — Transit Station
Priority #3 — Boiler Room
Priority #3 — Boiler Room
Priority #4 — Repair Facilities
Priority #4 — Repair Facilities

Battle tips

Prep & arrival

All combatants and subs must commit to a full hour. Arrive 15 min early to coordinate. R4/R5 should drop labels the moment the battle opens so members know exactly where to go.

First control wins

First control points are critical for every building. Send your strongest player to the enemy-side Prototype, another strong player to your Prototype, and 2 strong players to Transit Station + Boiler Room.

Mid-battle pivot

Around the 15-min mark, transition Prototype/Boiler/Transit garrisons to other members. Strongest players teleport mid to secure Imperial Foundry and Mercenary Camp the second they unlock.

Reinforce allies

If an ally is being attacked, reinforce to prevent forced TP. Reinforce TP-heavy attackers, or sneakily reinforce a likely-targeted weaker player to farm defensive kills.

Scattered points

Yellow dots on the mini-map = points to be collected. Get them FAST — the enemy can sweep them too. Use BASH on enemy buildings to force scatter, then teleport in to grab them.

BASH tactic

When an enemy player is teleporting around causing chaos, rally to severely injure them and force them home to heal. Use it especially in the final 5 minutes to keep enemy strong players away from the Imperial.

Power matters

All tech, VIP, chief gear, hero gear, skin bonuses, troop power, and city buffs are active. Promote/train troops, equip best gear, pop buffs BEFORE entering. Main troop power = Chief Gear + Hero Gear + Combat Tech.

Pre-battle checklist

Recall all marches. Turn OFF auto-join (avoid accidental redeploy). Heal all troops. Have healing speedups ready — Foundry is exactly when you need them.

Personal points & MVP
  • • Attack and defense earn points. Losing a city fight does NOT cost points.
  • +40 points per 10,000 power of troops defeated on defense.
  • +80 points per 10,000 power of troops defeated on offense.
  • • MVP = offensive play + occupying facilities. Be aggressive AND hold ground.
Important: Personal points do NOT add to alliance points. Don't be selfish — your alliance loses if you farm kills instead of holding buildings.
BASH Tactic

If an enemy player is teleporting around, taking facilities, or being a problem — strike them hard with a rally to severely injure their troops, send them home, and force them to burn healing speedups. A strong solo attacker can also TP-bash. Especially powerful in the final 5 minutes to keep enemy heavyweights away from the Imperial Foundry.

Created by Padrinjo · ID #449574750