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Tundra Tournament
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Strategy guide for Tundra tournament, participation is key, so please reference this schedule from the Official Guide. The main strategic takeaway from this guide is quantity for defense and quality for offense.
Make a strong wall on defensive points to deter the enemy.
Have several strong spears that focus on attack.
For strategy please click here to skip to that section of the guide.
In the next section we will focus on the pre-battle including preparation.

In preparation you have to ensure your alliance can participate. Your alliance has to be in the top 729 global alliances to participate. If you are concerned that your alliance will not qualify to be in the top 729, the most efficient way to gain overall might for your alliance is to train troops.
Keep in mind, this will not add to your performance in The Tundra Tournament. Actual Troops are not lost during the tournament, and as thus the amount of troops you have does not matter. What does make a difference is march strength.
To strengthen your performance in the event, you want to raise your troop tier, troop size, and overall troop stats through all venues available. You also want to make sure that each member of your alliance chooses their hero formation for each of their Rider, Fighter, and Shooter march. Mega March does not apply.
The pre-battle prep work that was needed in previous events as not as intense as the normal Tundra Tussle event. There is no Team A and Team B. The entire alliance works as a whole to capture as many points as possible. Due to the potential of having 100 participants, you have to strategize so your strongest fighters don't get stuck in the "Que".
The following section goes over this strategy that HLV in 650 has applied. During this strategy I was able to place first in the event and gain over a million points.


Quality for offense Quantity for Defense
Avoid the "Que"
What slows down our mightiest commanders from taking buildings and scoring points is when they get stuck in the "Que". A big point of this, is each battle takes the same amount of time, even if the attack / defender is significantly stronger than the other. So the resolution for this is to have our strongest commanders focus on offense. We build a strong wall on our defensive structures. This will deter the enemy from advancing.
Another strategy to help with not getting stuck in the que, is to spread out. Don't send all three of your marches to the same point. Send each march to a different structure. This way you aren't hindering yourself in the que either. We don't want to all dogpile on to the same point. This isn't football or soccer where there is one ball. Think of the field as having many balls and each separate ball helps you achieve a goal. If someone takes one ball from you, then get a different one.
Another point to be made with this, is a the age old saying, the best defense is a strong offense. If you cut off the enemy from advancing, you have essentially defended your own point while also capturing an enemy structure. If you cut off the point from reinforcements, your own weaker members can take down whoever is attacking.
Of course, this separating offense and defense strategy is not perfect. You will have to sometimes fall back and stop a very strong commander from steam rolling your team. But the main idea for this strategy is, regardless of might, you don't want to be stuck in a que. Keep each of your three marches constantly engaged in a separate battle, avoid the que.
Leader Management
"Heal and Recruit"
You want to make sure that the R5 and each of the four officer positions are able to be online during the event. The reason for this is, constantly, during the event you need to set positions so that your alliance continues to gain the event currency. There is a simply button, it says "Appoint All (Might: High to Low)" That is all you need to press. When you press it, it will ask you to confirm. It is completely safe to do so. Keep pressing that button repeatedly. Each time it notifies you, assign those leader positions!
What this in game currency allows you to do is "Heal" and "Recruit". The first option, "Heal" Allows you to instantly heal a march that has been defeated. This is a great option and can advance your position greatly. The second option is "Recruit", if you are stationed at a point, you are not in combat or in the que for combat, and you are at a fraction of your original might, then you can "Recruit" some lost troops. The price of these actions decreases depending on how many troops you need to heal or recruit. If you don't need to heal that many troops it will not cost much from the alliance resources.
A couple way for you to min max these resources. First of all, alliance resources should be reserved to heal your mightiest commanders. You should advise your alliance to save these resources for your mightiest commanders. The exception for this rule should be if you are at the max currency. If you are at the 300K/300K of the resource, then remind your alliance to utilize this valuable event resource!
In summary, train troops to participate, increase march strength, don't get stuck in the que, keep the offensive up, and save alliance resources for your mightiest commanders. Troop might won't increase your effective in the event, but will help you reach participation. Increase march might to increase event effectiveness. Do everything possible to avoid being stuck in the que. The best defense is a strong offense. Your mightiest commanders should heal and recruit whenever possible.
Good Luck Have Fun!
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