Are you ready for a thrilling new challenge in War Commander Rogue Assault? Introducing the Tactical Takedown feature, where your alliance can attempt to strip your enemies of their control point ownership and claim it for yourselves. But be careful, Commander, this is not a decision to be taken lightly! Read below as we cover the basics of how Tactical Takedown works, who can engage in it, what happens if you lose, and more. So buckle up and get ready for an exciting ride!
The Basics: How Does Tactical Takedown Work?
When your alliance is holding its maximum limit of control points (CP), you have the option to attempt a Tactical Takedown. This means you can wage war on an extra CP, with the aim of stripping your enemy of their ownership and potentially claiming it for your alliance. Tactical Takedown simply enables another war, not ownership. However, winning the war does not automatically mean you own the CP - you must forfeit an existing control point to claim the new one.
Who Can Engage in Tactical Takedown?
Only Generals and Major Generals have the authority to engage in a Tactical Takedown. This means that careful strategic planning and coordination among your alliance leadership is crucial to ensure a successful outcome. It's important to note that once you engage in a Tactical Takedown, your alliance cannot attempt another one for another 48 hours, so choose your targets wisely!
What Happens If You Lose?
As with any war, there are risks involved in Tactical Takedown. If your alliance engages in a Tactical Takedown and loses the war, the enemy alliance will keep their control point, and your alliance will incur a loss. Additionally, there will be a failed attack cooldown of 7 days, so it's crucial to be well-prepared and confident in your abilities before engaging in a Tactical Takedown. The countdown for the next available Tactical Takedown will also continue from 48 hours, so you'll need to regroup and plan your next move carefully.
How Long Do You Have to Decide to Accept or Forfeit the New CP?
After a successful attack in a Tactical Takedown, the General or Major General who led the war will have 15 minutes to decide whether to keep the newly acquired CP and swap it for an existing one, or forfeit it and keep their current CPs. This decision requires careful consideration, as it may impact your alliance's overall strategy and control over the map.
What Happens If an Alliance Wins a Tactical Takedown But Decides Not to Claim the Zone?
In some cases, an alliance may win a Tactical Takedown but decide not to claim the zone. In such cases, the zone will become unoccupied and open for any alliances to claim it for themselves. The alliance does not necessarily need to engage in Tactical Takedown in order to claim this unoccupied CP. This adds an additional layer of strategy and competition to the gameplay, as alliances need to carefully weigh the risks and rewards of claiming new territory.
Where do we find the Tactical Takedown option?
The General or Major General will have the ability to initiate this feature from within the new Control Points Tab.
The Tactical Takedown feature in War Commander Rogue Assault adds an exciting new dimension to the game, allowing alliances to strategically challenge their enemies and potentially claim new territory. However, it also comes with risks, as losing a Tactical Takedown can result in losses and cooldowns. So, plan wisely, coordinate with your alliance, and make strategic decisions to conquer new territory and emerge victorious in this thrilling feature.
Good luck, Commanders!
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