VER
Server #1124 — War Day Timeline
⏱️ WAR DAY SCHEDULE
From Now Until The Battle Begins
Battle Starts 14:00 UTC

← FULL BATTLE BRIEFING
🗓️
Step-by-Step Timeline
🕐 RIGHT NOW — --:-- UTC
Status Check — Who's Online?
  • Officers post a head count call in general chat immediately
  • Confirm who is already online and ready
  • Identify who has confirmed they'll be there by 14:00 UTC
  • Ping anyone who hasn't responded NOW — not at 13:50, NOW
  • Share this timeline link in chat so everyone knows the plan
⚡ 11:47 – 12:30 UTC
👊 Keep Poking Their Server
  • We massacred them at reset — now keep that pressure going
  • Target AFK ships and traders first — easy Glory Points, minimal risk to your fleet
  • Use 3 ships per target to kill fast and move on
  • Don't overcommit — you need your ships intact for 14:00 UTC
  • Every repair material and Speedup they burn NOW is gone for the main fight
  • ⚠️ Hunting Grounds: Collect orbs only on our server — zero friendly fire
💡 Pro Tip: Use 3 ships per enemy target — the faster the kill, the less exposure time. Hit and jump out before they can retaliate in force.
🛠️ 12:30 – 13:00 UTC
🔧 Repair, Restock & Prepare
  • Pull all ships back from poking raids — no one enters the main battle damaged
  • Fully repair every ship using Repair Materials and Speedups
  • Check your Shipbuilding Speedups and Resources — know what you have available
  • Set your teleport anchor near the enemy battle zone NOW — do this before the chaos, not during it
  • Confirm your fleet composition and team assignment
💡 Why set the anchor now? Having an anchor near the battle zone lets you engage, jump home to repair, and return instantly — without wasting the 30-min re-entry cooldown on travel time.
📋 13:00 – 13:30 UTC
🎯 Final Coordination Call
  • Prince or EO posts the final rally message in general chat
  • Confirm team assignments — 4 teams on Defense/Artillery, 1 team on Attack
  • Designate Final-Hit Executors NOW — 1 or 2 players with high burst damage whose ONLY job is the killing blow on the Fortress. They do NOT engage until officers call it
  • Confirm the ONE designated caller for the battle — multiple people calling different orders loses battles. One caller, clear roles, shared channel
  • Remind everyone: no drones, no War Frenzy unless fully committed, 30-min re-entry cooldown applies
  • Reminder: attacking from the front maximizes DPS — never attack from behind
💡 Final-Hit Rule: The guild that deals the FINAL blow to the Fortress wins it — not the guild with the most total damage. Hold your executors back and release them only on officer command.
🚀 13:30 – 13:55 UTC
⚓ Everyone Online & Staged
  • Hard deadline — all players online by 13:30 UTC
  • Defense teams staged and ready at Stronghold positions
  • Attack team in position and waiting for the battle signal
  • Officers monitoring general chat constantly — no distractions
  • Final-Hit Executors confirm their readiness in chat
  • Do NOT jump into their server yet — hold until the coordinated wave call
⚠️ 13:55 UTC
🔔 Five-Minute Warning
  • Officer posts a short sharp message in general chat
  • "5 minutes. All teams hold positions. Wait for the call."
  • Last chance to confirm everyone is online — ping anyone missing
  • No solo entries — we go in as coordinated waves, not trickles
💥 14:00 UTC — BATTLE BEGINS
⚔️ ALL SYSTEMS GO
  • Defense teams lock down Strongholds immediately — this is top priority
  • Attack team holds — do NOT rush in alone, wait for the coordinated wave call
  • Officers call entry waves — we hit them together, not scattered
  • Attack → Repair → Attack — maintain constant pressure throughout
  • React to rally calls fast — speed wins these battles
  • Watch for Vault Brief Awakenings — resource nodes restore Flagship HP
  • Final-Hit Executors: stand by until officers call the kill signal on the Fortress
  • Remember: 30-min re-entry cooldown if you leave their server — don't exit unless you have to
🏆 Win Condition: First server to reach 100% Fortress control wins. Secure our Strongholds, siege their Artillery & Defense, then drive for the Fortress — and let the designated executors land the final blow on officer command.
📌
Quick Reminders
🚫
NO DRONES
Remove all drones before garrisoning a Stronghold or you'll lose them en route
☢️
WAR FRENZY
Activating War Frenzy locks your Flagship — no more jumps. Only use if fully committed to that position
🔄
30-MIN COOLDOWN
Leaving their server triggers a 30-minute re-entry cooldown. Hold your position and repair in place if possible
🎯
FINAL BLOW
The LAST hit wins the Fortress — not the most damage. Executors wait for the officer signal
⚠️
HUNTING GROUNDS
Running simultaneously — collect orbs ONLY on our server. Zero friendly fire. Save firepower for #1117
⚔️
ATTACK FRONT
Always attack from the front — maximizes DPS and hits weak spots. Attacking from behind wastes energy