Part of the Alliance Series:

Quick Answer

Fortress Fight is the alliance contest for Bunkers and Facilities. Leadership must register eligible targets, confirm the assigned battle time and organize enough players to capture and hold them. Defeating the initial NPC garrison, earning a participation reward and securing final control are different objectives.

A smaller alliance should choose a target it can staff and defend rather than committing every available march to the richest building on the map. Read the current building's timer and victory conditions before scheduling the fight.

Understand the Map and the Objective

The classic state map has 12 lower-level Bunkers and four higher-level Facilities. Rewards vary by building and state progression, so inspect the particular target rather than assuming an old fragment chart applies to your state.

Older published rules describe a two-hour challenge window; later community documentation describes a one-hour window. The familiar continuous-control target is 30 minutes, but the current event rules and building countdown must set your plan. Do not announce a universal one- or two-hour finish time from an old guide.

Also check the end-of-window condition. In the classic rules, occupying the building at the deadline matters if nobody has completed the required continuous hold. That is different from assuming whichever alliance accumulated the most occupation time must win.

Registration Checklist for R4 and R5

Before the registration deadline:

  1. Open each candidate building and check whether your alliance can register for it.
  2. Review any automatically retained registrations from previous control and the remaining selection allowance.
  3. Choose permitted time preferences based on actual attendance.
  4. Reopen the schedule after assignment and announce the confirmed time in UTC.
  5. Name a primary rally leader, backup leader and event caller.

Do not assume selecting a preferred slot guarantees it. Likewise, registration alone does not guarantee ownership or rewards. Tell members which building is the main objective and what should happen if the first rally fails.

Choosing a Target as a Smaller Alliance

Use this comparison before committing:

Question A workable target A reason to reconsider
Attendance Enough members can remain through the likely contest Only the opening rally can be filled
Opposition Competition is understood and plausibly manageable A much stronger group is committed to the same target
Rewards Members need the available rewards The payout is attractive but irrelevant to current priorities
Distance Joiners can reach leaders consistently Travel makes reinforcement and repeat rallies unreliable
Recovery Participants have Hospital space and healing resources Several members are already near capacity

A Bunker that your alliance can hold is a useful result. Repeatedly losing full marches at a Facility may cost more in recovery than the attainable rewards justify. Agreements with other alliances can influence target choice, but confirm them through your leadership rather than treating an informal claim as a game-enforced reservation.

Opening Capture and Holding the Building

Arrive with the required heroes available and a saved formation. The initial NPC fight may be easier than the player contest that follows, so do not measure defensive readiness by the first victory alone.

After capture, confirm who is commanding the garrison, how much room remains and which troop mix the caller wants. Keep reinforcements useful and avoid filling space with an unrequested formation. “Send all infantry” is not a universal rule for every hero setup, opponent and objective.

The caller should track three things: the control timer, incoming enemy marches and the garrison's ability to survive the next hit. If planning successive rallies, coordinate actual arrival times, not just identical countdowns. Different travel distances can separate attacks that members thought would land together.

Use the hive and territory guide for staging and the troop formations guide for adapting the requested march. Do not relocate blindly into a spot that creates new settlement-protection problems.

Wounded Troops and a Sensible Stop Rule

Fortress fighting is not automatically a loss-free event. Hospital space matters, and overflow can create losses that require separate recovery or cannot all be recovered. Check the battle reports and your account's capacity during repeated attacks.

Before the fight, agree on a stop condition such as “pause when members cannot clear enough room for another casualty wave” or “withdraw after the caller confirms we cannot hold against this opponent.” The exact threshold depends on your roster; it should be decided before frustration encourages another expensive rally.

The Hospital and Enlistment guide explains the difference between healing and recovering eligible overflow. Do not promise everyone a fixed refund for all event losses.

Separate the Reward Types

The classic reward structure distinguishes initial occupation or NPC-defeat rewards from rewards connected to Fortress control. Some rewards are distributed through alliance leadership rather than arriving identically for every member.

Before starting, officers should explain which rewards the alliance is pursuing, what participation is required and how any allocatable rewards will be assigned. Afterward, check the event result, mail and reward distribution screen before assuming a missing item is a bug.

Season scoring creates another layer: a single battle's loot is not the same as season progress. Review the active season panel before deciding that a particular capture has no value, or that winning one fight guarantees the season outcome.

When moving from Bunkers or Facilities to Analysis Centers, check that objective's own connection, holding and casualty rules. Level 4 center combat can involve deaths even with available Hospital room.

FAQ

Can a small alliance earn anything from Fortress Fight? Potentially, but target selection and the specific reward conditions matter. Choose a contest you can staff and afford instead of assuming every Facility is realistic.

Does winning the first rally mean we own the Fortress? Not necessarily. Initial capture and the final control condition are separate. Keep watching the occupation and event timers.

Is the event one hour or two hours? Published versions differ. Use the assigned building's live challenge countdown and rules for your state.

Should every defender send only infantry? Follow the garrison commander's requested composition. A fixed all-infantry instruction is not suitable for every setup.

Key Takeaways

  • Confirm registration, assigned time and the current control condition.
  • Plan for holding the building after the initial capture.
  • Agree on rewards and recovery limits before committing the alliance.