Hello chiefs, everyone!
I believe that everyone has learned about the relevant content of the tribal capital city in the past few days, and today I want to introduce the very important mechanism of the tribal capital city, that is, the raid weekend!
Capital raid
The Capital Raid is a massive battle where your tribe can examine the strength of your own tribal capital in a battle with your rival tribe. As mentioned earlier, in the tribal capital, the members of the tribe will work together to build and fight together. This was evident during the capital raid.
The capital raid will take place over the weekend. The raid weekend is expected to begin every Friday and end next Monday. Collectively known as Raid Weekend, your tribe will engage in epic battles to conquer as many acropolises and capitals as possible, winning capital gold coins and raid medals.
Tribal chiefs and deputy chiefs can choose whether or not the tribe participates in raid weekends. If your tribe chooses to participate, after the raid weekend begins, your tribe will be paired to other tribal capitals. However, during the Raid Weekend, your tribe will not directly confront the rival tribe that attacks the capital. You can think of this as a multiplayer mode of versus, where you attack other players' villages, but they won't come and attack yours.
During a capital raid, damage done by tribal members can be accumulated. That is, if you attack an acropolis but don't destroy it, your clan members can continue to attack based on the damage you've already done. For example, if you achieve a 50% destruction rate in a raid attack and gain 2 stars, when your clan members continue to attack the same acropolis, the destruction rate will reach 50% and 2 stars will be gained.
In addition, during multiple attacks, traps are not redeployed. As a result, traps that were triggered on the previous attack will not be triggered again. Finally, the spell effect will continue until the next attack. For example, if you cast a healing spell while attacking, the healing spell on the ground will still be valid the next time your tribesman attacks the same acropolis.
During Raid Weekend, each player has 5 chances to attack. If the player successfully destroys an acropolis, they will win 1 additional attack. Each raid can only win 1 extra offensive chance per weekend.
Destroy buildings to get capital gold coins. Only by destroying buildings can you get the Capital City Gold Coins. If you destroy an Acropolis, any remaining troops (whether deployed or not) will bring you additional Capital Gold coins. The total amount of rewards will be calculated based on the total space of the army.
If your tribe successfully destroys all the acropolises, including the top of the capital, you can pair with the next tribal capital. At the end of the Raid Weekend, players participating in the Raid will receive a Raid Medal depending on the defense of the destroyed Enemy Acropolis and our Acropolis.
After you are sure to participate in raid weekend, you will not be able to participate in raids in other tribes until the end of that weekend. The system will match your clan with enemy tribes according to the building level of the capital.
Battle against the tribal capital
Regardless of the base camp level or tribal position, each clan member can use the troops and spells that the clan unlocks in the capital. If your tribe unlocks a Super Wyvern in the Acropolis Cliffs, then all members of your clan can use Super Wyverns in Capital Battles.
The level of troops and spells depends on the level of training camps and spell factories in the capital. So it's important that you work with the tribesmen to develop the most effective strategy and cooperate in attacking different acropolises.
On the first attack, start with a boar attack team destroying the fringe buildings in preparation for the troops to go straight to the enemy's core? Or do you send a super mage behind the Boar Strike Force to destroy the defensive buildings, and then let the members of the relay tribe send barbarian siege hammers to complete the final blow?
You can't use the heroes of your hometown and master builder base in the tribal capital.
Attack the Acropolis
When attacking the capital of an enemy tribe, it is not possible to attack the top of the capital at the beginning. All other acropolises need to be destroyed before the top of the capital can be attacked. Destroying an acropolis may require multiple players to work together. It is difficult for players to earn three stars on their own when attacking the Acropolis without having to finish the offensive opportunity. Cooperation among tribal members is crucial.
As mentioned above, damage to buildings when attacking the Acropolis will accumulate in subsequent attacks. That is, you can start your attack based on the rate of destruction caused by the previous attacker. Once cast, the effect of a spell is carried over to the next attack.
When attacking, the deployment area changes depending on the degree of destruction of the Acropolis.
At the beginning of the attack, the deployment area may be small, and as the Acropolis is destroyed, the deployment area will become larger. This can give you a great tactical advantage, as the defenses of the enemy acropolis have been weakened.
Acropolis Friendship War
You can test the Acropolis formation of the tribal capital by launching an Acropolis Friendship War.
All tribal members can initiate Acropolis Friendship Wars, but each Acropolis can only have one ongoing Friendship Battle at a time.
Players use the Capital Army in Acropolis Friendship Battles, and clan members can build on your attack until they get three stars. Players who initiate friendly battles can also continue to attack on top of those already attacked. In order to prevent the occurrence of copying the enemy Acropolis formation to practice the attack, the Raid Weekend will not be able to initiate or conduct a friendly Acropolis Battle.
Defensive Acropolis
In the tribal capital, the formation of the Acropolis can be edited in the formation editor. However, only the chief and deputy chiefs can edit the formation of the Acropolis. Changes to the Acropolis formation during Raid Weekend will not take effect until after Raid Weekend ends.
Therefore, once your tribe has deployed the entire capital formation, any changes made to the Acropolis formation during raid weekend will not take effect on the defensive raid. But these modifications will appear in future raids.
After the Raid weekend, your clan will win the Raid Medal based on how well your clan performs while defending against enemy attacks. If someone in your tribe is very good at setting up formations, now is the time for them to show their skills!
We have designed many unique new defenses for the tribal capital. Some are familiar to everyone, such as giant cannons. Some are completely unfamiliar to everyone, such as explosive crossbows and rocket launchers. Once you've unlocked all your defenses, let's take a look at what the enemy is up against.
· City Walls: Everyone is familiar with the role of city walls in Clash of Clans. In the tribal capital, its role is similar. But for the first time we joined the city gate. That's right, with these walls on the door axis, your tribal villagers no longer need to jump over the walls and escape when the enemy attacks. Defenders in the capital cannot jump over the walls, but they can travel through the gates to different areas of the acropolis.
· Cannon: The basic defense building that attacks ground targets, the mechanics are the same as the cannons in the hometown and the master builder base. It should be said that it is exactly the same.
· Anti-Aircraft Rocket: One of the best anti-aircraft buildings, it is devastating.
· Super Giant Sentry: Similar to a guard post, but with super giants stationed inside. Imagine the enemy encountering them as they attack. Well, stop imagining. Super giants are defensive units in super giant sentries.
· Super Wyvern Sentry: Where does the Super Wyvern go when the Overlord Airspace is idle? Super Dragon Gang whistle, of course! As a defensive force, the Super Wyvern can deal devastating blows to the enemy from a high altitude!
· Raid gun car guard post: You may think that gun cars equipped with wheels should have a strong recoil when firing shells. We don't know why the gun car doesn't fly backwards, but forget it.
· Super Mage Tower: Where would you put that pack of powerful and wayward masters of magic? In their own tower, of course! The energy generated by the super mages standing together was enough to power Las Vegas.
· Rockets: If you can fire multiple rockets, why only one?
· Tower of Hell: Fiery flames can melt your enemies into chili sauce
· Giant Cannon: If you think one giant cannon in The Master Builder's base is powerful enough, imagine the enemy seeing multiple giant cannons on the battlefield.
· Super Tesla Electromagnetic Tower - Corona? When you see the hairs on your arms start to stand up, it means that you will soon be electric.
· Bomb Tower: Bowling is forbidden, and this will change if the skeleton soldier gets the bomb.
· Multi-Barrel Mortar: The defenses of the Master Builder Base would be fun if they appeared on a large battlefield like the Capital Raid.
· Aerial Bomb Launcher – Everyone loves to see balloons on their birthdays. But not everyone likes balloons that burst at the touch of a button.
· Boulders: Crush enemies into pies and crush their will to attack.
· Explosive Crossbow: The explosive attack of this giant ballista deals splash damage.
· Multi-barrel cannon: A rapid-fire cannon with multiple barrels, more barrels, more fun!
· Rapid Rocket: Shorter range than anti-aircraft rockets, but more powerful.
· Electric Shock Trap: Enemies will dance electrically as they approach this dangerous disco ball.
· Spear Thrower: Throws powerful spears that turn enemy units in the air and on the ground into skewers.
· Rolling Wood Trap: Just when you think you can safely leave the forest, imagine a large piece of rolling wood coming. It's over!
· Landmines: You like the sky, I like the underground, but if it's buried underground and explodes, forget it.
· Giant Mines: Big Bang.
· Capital Base Camp: The Capital Base Camp is equipped with defensive weapons that can deal devastating blows to the enemy.
Topography of the capital city
Depending on the topography of the Acropolis, each Acropolis has a different structure.
Waters: Buildings cannot be built on waters, and ground troops cannot pass through waters. But using frost spells can freeze the surface of the water and let your troops travel through the ice. If a ground unit summons a unit while traveling through the ice, the summoned unit's appearance will automatically adjust to the nearest ground location within 2 blocks. If there is no ground terrain within 2 tiles, the summoned unit will die instantly. Flying troops can fly over waters.
Cliffs: The cliff topography reflects a change in altitude, and ground troops cannot pass through the cliff terrain, but need to walk around it. Flying troops can fly over cliffs.
Bridge: Buildings cannot be placed on the bridge deck, and ground troops can cross the bridge, but careful formation editors can add obstruction in this narrow passage, allowing enemies to enter areas where stronger defensive facilities are deployed.