Still wondering why your clan needs a Stronghold at all? The main reason is the substantial bonuses that your clansmen get when using Reserves. You can not only increase the amount of credits, experience, and Industrial Resource earned, but also affect the combat outcome.

You can prepare Reserves in your Stronghold’s structures. You can also get Reserves for upgrading the Command Center and participating in War Games.

The Reserve Storage can be found at the bottom of the screen:

  1. Number of Reserves of each type.
  2. Maximum Reserve level. The Reserve Storage contains Reserves of different levels.
  3. Activated Reserve.
  4. Remaining Reserve duration.

Reserve Types

The Stronghold mode offers eight Reserve types. All Reserves are divided into two groups:

  • Continuous-Effect Reserves
  • One-Time-Effect Reserves

Continuous-Effect Reserves

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
Battle Payments

 Bonus: Increases credits earned by all clan members after any battle.

Required Structure: Financial Unit.

Military Maneuvers

 Bonus: Increases Free Experience earned by all clan members after any battle.

Required Structure: Military School.

Tactical Training

 Bonus: Increases Combat Experience earned by all clan members after any battle.

Required Structure: Tankodrome.

Additional Briefing

 Bonus: Increases crew experience earned by all clan members after any battle.

Required Structure: Training Unit.

Clan Reservists do not get Continuous-Effect Reserve bonuses.

One-Time-Effect Reserves

  • High-Capacity Transport
  • Requisition
  • Airstrike
  • Artillery Strike
High-Capacity Transport

 Bonus: Increases Industrial Resource earned for battles in Skirmishes and Advances.

Required Structure: Transportation Unit.

Requisition

 Bonus: Increases Industrial Resource earned in Advances.

Required Structure: Trophy Brigade.

Airstrike

 Bonus: An attack bomber is directed to the specified coordinates and drops anti-tank bombs on enemy vehicles. Increases Industrial Resource income. Available for Skirmishes and Advances.

Required Structure: Attack Bomber Squadrons.

Artillery Strike

 Bonus: An artillery battery lays heavy artillery fire with HE shells at the specified coordinates on the map. Increases Industrial Resource income. Available for Skirmishes and Advances.

Required Structure: Artillery Battalion. 

Reserve Level

A Reserve level is determined by the level of the structure where the Reserve is prepared. The Reserve efficiency and preparation cost increase with the Reserve level. The Reserve duration, however, remains the same.

After upgrading a structure, the level of the Reserves already prepared in the structure remains the same.

Reserve Efficiency and Duration

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
  • High-Capacity Transport
  • Requisition
  • Airstrike
  • Artillery Strike
Battle Payments

Bonus: Credits.

Reserve efficiency: the first value is given for Clan, Team and Tournament battles. The second value is for Random and Ranked battles.

Level Reserve efficiency Reserve duration
I +10% / +5% 1 hour 
II +10% / +5% 2 hours
III +20% / +10% 1 hour 
IV +20% / +10% 2 hours
V +30% / +15% 1 hour
VI +30% / +15% 2 hours
VII +40% / +20% 1 hour
VIII +40% / +20% 2 hours
IX +50% / +25% 2 hours
X +75% / +30% 2 hours
XI* +100% / +30% 2 hours
XII* +150% / +30% 2 hours

* Only for Tier X vehicles

Military Maneuvers

Bonus: Free Experience.

Level Reserve efficiency Reserve duration
I +50% 1 hour 
II +50 2 hours
III +100% 1 hour 
IV +100% 2 hours
V +150% 1 hour
VI +150% 2 hours
VII +200% 1 hour
VIII +200% 2 hours
IX +250%  1 hour
X +250% 2 hours 
XI +300% 2 hours
XII +500% 2 hours
Tactical Training

Bonus: Combat Experience.

Level Reserve efficiency Reserve duration
I +5% 1 hour 
II +5% 2 hours
III +10% 1 hour 
IV +10% 2 hours
V +20% 1 hour
VI +20% 2 hours
VII +35% 1 hour
VIII +35% 2 hours
IX +50% 1 hour
X +50% 2 hours
XI +75% 2 hours
XII +100% 2 hours
Additional Briefing

Bonus: crew experience.

Reserve efficiency: the first value is given for Clan, Team and Tournament battles. The second value is for Random and Ranked battles.

Level Reserve efficiency Reserve duration
I +50% / +25% 1 hour 
II +50% / +25% 2 hours
III +75% / +50% 1 hour 
IV +75% / +50% 2 hours
V +100% / +75% 1 hour
VI +100% / +75% 2 hours
VII +150% / +100% 1 hour
VIII +150% / +100% 2 hours
IX +200% / +150% 1 hour
X +200% / +150% 2 hours
XI* +300% / +200% 2 hours
XII* +400% / +300% 2 hours

* Only for Tier X vehicles

High-Capacity Transport

Bonus: Industrial Resource for battles in Skirmishes and Advances.

Reserve duration: one battle.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%
Requisition

Bonus: Industrial Resource for Advances.

Reserve duration: one Advance.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%
Airstrike

Bonus: anti-tank bombing at the specified coordinates and Industrial Resource.

Reserve duration: one battle.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%
Artillery Strike

Bonus: Heavy artillery fire with HE shells at the specified coordinates and Industrial Resource.

Reserve duration: one battle.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%

Preparing Reserves

You must prepare a Reserve before it can be used for your clan’s benefit.

Reserves are prepared in the structures. The preparation cost of each Reserve is expressed in Industrial Resource. To prepare a Reserve, ensure that the Stronghold Storage contains enough Industrial Resource.

Only the Commander and Executive Officers can prepare Reserves.

To prepare Reserves:

  1. Click the relevant structure.
  2. Set the required number of Reserves.
  3. Click Prepare.

The preparation time depends on the structure level. If a Reserve is being prepared, a gear icon appears above the structure .

To view the remaining preparation time, click the relevant structure.

Reserve Cost and Preparation Time

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
  • High-Capacity Transport
  • Requisition
  • Airstrike
  • Artillery Strike
Battle Payments
LevelReserve costReserve preparation
I 275   5 seconds
II 650   20 seconds
III 1,100   1 minute
IV 1,700  5 minutes
V 2,500  20 minutes
VI 3,400  1 hour
VII 4,400  2 hours
VIII 5,700  4 hours
IX 7,500  8 hours
X 8,500  8 hours
Military Maneuvers
LevelReserve costReserve preparation
I 275   5 seconds
II 650   20 seconds
III 1,100   1 minute
IV 1,700  5 minutes
V 2,500  20 minutes
VI 3,400  1 hour
VII 4,400  2 hours
VIII 5,700  4 hours
IX 7,500  8 hours
X 8,500  8 hours
Tactical Training
LevelReserve costReserve preparation
I 275   5 seconds
II 650   20 seconds
III 1,100   1 minute
IV 1,700  5 minutes
V 2,500  20 minutes
VI 3,400  1 hour
VII 4,400  2 hours
VIII 5,700  4 hours
IX 7,500  8 hours
X 8,500  8 hours
Additional Briefing
LevelReserve costReserve preparation
I 275   5 seconds
II 650   20 seconds
III 1,100   1 minute
IV 1,700  5 minutes
V 2,500  20 minutes
VI 3,400  1 hour
VII 4,400  2 hours
VIII 5,700  4 hours
IX 7,500  8 hours
X 8,500  8 hours
High-Capacity Transport
LevelReserve costReserve preparation
I 5  5 seconds
II 10  5 seconds
III 20  5 seconds
IV 25  5 seconds
V 40  5 seconds
VI 45  5 seconds
VII 50  5 seconds
VIII 60  5 seconds
IX 70  5 seconds
X  75  5 seconds
Requisition
LevelReserve costReserve preparation
I 90  5 seconds
II 225  5 seconds
III 400  5 seconds
IV 600  5 seconds
V 1,000  5 seconds
VI 1,300  5 seconds
VII 1,650  5 seconds
VIII 2,250  5 seconds
IX 2,700  5 seconds
X 3,200  5 seconds
Airstrike
LevelReserve costReserve preparation
I 5  5 seconds
II 10  5 seconds
III 20  5 seconds
IV 25  5 seconds
V 40  5 seconds
VI 45  5 seconds
VII 50  5 seconds
VIII 60  5 seconds
IX 70  5 seconds
X  75  5 seconds
Artillery Strike
LevelReserve costReserve preparation
I 5  5 seconds
II 10  5 seconds
III 20  5 seconds
IV 25  5 seconds
V 40  5 seconds
VI 45  5 seconds
VII 50  5 seconds
VIII 60  5 seconds
IX 70  5 seconds
X  75  5 seconds

Using Reserves

To use a Reserve, you first need to activate it. Only clan members with the following positions can activate Reserves:

  • Commander
  • Executive Officer
  • Personnel Officer
  • Combat Officer

Continuous-Effect Reserves

The Continuous-Effect Reserves (Battle Payments, Military Maneuvers, Tactical Training, and Additional Briefing) are activated right in the Stronghold.

To use a Continuous-Effect Reserve:

  1. Select the relevant Reserve from the Reserve Storage. If the storage contains Reserves of different levels, select the Reserve of the necessary level.
  2. Click Activate.

The Reserve is activated immediately. The remaining Reserve duration is displayed above the Reserve. After you activate the Reserve, you cannot cancel your action.

One-Time-Effect Reserves

High-Capacity Transport, Airstrike, and Artillery Strike are enabled before a battle. Requisition, however, can be enabled only before an Advance.

To use a One-Time-Effect Reserve:

  1. Click Clan Battles.
  2. Click Create Detachment.
  3. In the upper right corner, click a free slot and select the Reserve.

After each battle Reserves of the same type and level are automatically resupplied if they’re available in the Reserve Storage.

If you’ve changed your mind and don’t want to use the enabled Reserve, select it and click Disable.

Airstrike and Artillery Strike differ from the other Reserves: first you need to enable the Reserve when you create a detachment, then activate it right in the battle.

Using Several Reserves at Once

Try to use several Reserves at the same time to earn even more credits, experience, and Industrial Resource.

Remember that the following Reserves cannot be used together:

  • Military Maneuvers and Additional Briefing
  • Battle Payments and Tactical Training
  • Airstrike and Artillery Strike

Combat Reserves

Combat Reserves—Airstrike and Artillery Strike—can be used both in Skirmishes and Advances. The amount of Industrial Resource you get from Airstrike and Artillery Strike increases with the Reserve level. Their battle characteristics, however, depend not on the Reserve level, but on the chosen division.

To take advantage of the Combat Reserve, first enable it before the battle, and then activate it right from the battlefield. Only the Detachment Commander can activate the Combat Reserve.

If you don’t activate the Combat Reserve during the battle, you don’t get its extra profit. This Reserve is not spent and is returned to the Reserve Storage.

Airstrike

Airstrike executes an air-to-ground attack. An attack bomber drops anti-tank bombs at the specified coordinates. The plane cannot be shot down.

To use Airstrike in a battle:

  1. Press the key that corresponds to the Airstrike Reserve (7–9 by default).
  2. Set the damage area on the map. The damage area is marked with a green outline.
  3. Click to lock the center of the damage area.
  4. Change the direction of the bomb attack with the mouse.
  5. Click to lock the damage area and commence the attack. When the damage area is locked, an attack bomber flies to the specified area and drops bombs.

The damage area and the time left till the bomb attack are only visible to your team members. Before the damage area is locked, you can press the button that corresponds to the Airstrike Reserve to cancel its use.

Airstrike features:

  • Bombs are dropped almost vertically, so it is difficult to hide from the attack behind objects on the map.
  • Bombs are dropped in the attack direction from one side of the damage area to the other.
  • Bombs can destroy buildings.

Artillery Strike

Artillery Strike executes an artillery attack. Artillery fires a barrage of HE shells at the specified area.

To use Artillery Strike in a battle:

  1. Press the key that corresponds to the Artillery Strike Reserve (7–9 by default).
  2. Point at the map area to attack. The damage area is marked with green dots.
  3. Click to commence shelling.

Before the shelling commences, you can press the button that corresponds to the Artillery Strike Reserve to cancel its use.

Artillery Strike features:

  • When you use the Artillery Strike Reserve, the shells arc to the damage area from the direction of your base.
  • The shell entry angle is the same for any selected damage area.
  • Shells enter the damage area randomly and uniformly during the attack period
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