There's a combination of those strategies, have one group take down their durability and rest hold D. I agree there isn't too much to it, but I still haven't figured it all out since it seems even when I win my fights, it's a bad thing. GW still requires the most strategy than any other part of the game imo.
Here's my on-the-spot idea for more interesting:
Heroes move independently.
If you unlocked your second slot, you can control 7 heroes (first slot, 6, etc).
Formations of 5 (no subs) are formed randomly based on whoever on your team is in that camp. (formations can comprise of heroes from several different people). If there were say, 13 allies going into a fight: it would split into 3 teams of 5, 5, and 3.
You move 2 heroes at once, or 1 hero twice. (if you skip a city, you do not fight in that city)
Attackers start at A, and defenders start at G.
Attackers must hold 4 camps(not including D) to win. e.g. A, B, C, E would be most common.
Durability rules are applied to each hero, not person.
.......................................
So basically, you coordinate with your guildmates to make teams of 5 adams or w/e is good...but those might lose durability fast though. Trying to hit A or G means fighting a lot of people, but it also means they won't have coordinated teams (random).
What I like about this is, it doesn't take too many turns to turn things around. Might not work, but need help identifying what's wrong with it.



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