Introducing New Clan Wars Mechanics

Commanders,

With the release of the 8.5 Update, we'll introduce the new Ransack & Riot mechanics as well as Tank Locking to Clan Wars. These features will further the depth of Clan Wars and are designed to stimulate dynamic interaction on the Global Map and the meta-game for the North American cluster.

After you've had a chance to interact with them, we'll be looking to gather your thoughtful and constructive feedback on the Ransack & Riot functionality and Tank Locking. These mechanics are still under development, so we'll be analyzing all available statistics along with player insights to make it an enjoyable and integral part of  the Clan Wars experience. Please hold your analysis of these systems until after they are deployed with the 8.5 Update.

What's New?

Ransack

Immediately after conquering a province, a clan may Ransack it to instantly obtain a three day gold income; there's no cost associated with performing a Ransack. The ransacked province will not bring any profit for the next five days, even if the ownership passes to a different clan during this period.

Only a limited number of clan officers are authorized to Ransack provinces: clan leaders and their deputies, as well as field commanders.

Conditions

The following conditions have to be met in order to Ransack a province:

  • The Ransack option becomes available the turn after the province has been conquered
  • No less than five days have passed since the previous Ransack
  • The clan must have its HQ placed on in the map
  • The province must be connected to the clan HQ, either by bordering on the HQ province directly or by being linked to it with a chain of other provinces belonging to the same clan
How to Ransack
  • Pick a province to Ransack
  • Click  in the panel above the map
  • Confirm the Ransack. The amount of gold equal to a three day revenue from this province will be credited to clan's treasury at the beginning of the next turn
Cancelling a Ransack Action

After you have issued a command to Ransack, you may still cancel it before the end of the current turn.

  • Pick the province you have ordered to Ransack on the map
  • Click  in the panel above the map
  • Confirm Ransack cancellation

Riots

A riot may occur in any non-landing province on the global map. It temporarily turns the rioting province into a landing zone which may not be attacked from the neighboring provinces but can be landed upon by any clan not yet on the global map. The province is then considered to be rioting until the end of the nearest Prime Time. Up to 64 randomly picked applicants may participate in the landing tournament. Chips of the applicants will return to reserve and become available again during the next turn.

Rioting provinces are marked with a special symbol on the map 

Riot Probability

The probability of a riot occurring on a province is not a constant factor, and is shown as a percentage, which may increase or decrease every turn. Once a day, a riot check occurs 8 hours before prime time.

Clans will need to deploy chips on the affected province to defend their territory from the winner of the Landing Tournament.

If no Landing Tournament is initiated by registrants

In order to view the odds of a riot occurring, place the cursor over the province riot indicator.

Riot Indicator Colors:

  – The odds haven't changed from the previous turn

 – The odds have decreased from the previous turn

 – The odds have increased from the previous turn

No more than two provinces belonging to your clan may be rioting at a time, meaning that no new riot may occur until the tournament for at least one of them is finished (See Quelling a Riot).

Factors Affecting Riot Probability
The probability increases for...
a specific province if:
  • It has been Ransacked
  • Any neighboring province has been Ransacked
  • It is not connected to the HQ
  • If the HQ has been removed from this province
  • If it has been changed hands from a clan which owned it for at least seven days (168 hours)
all provinces owned by a clan if:
  • Any province was lost due to a Riot
  • The HQ was lost
  • Any province was lost
The probability decreases for...
a specific province if:
  • The HQ is deployed in it
  • If a counter-espionage action has been assigned to it
  • If owner-clan chips are deployed in it
all provinces owned by a clan if:
  • A Riot has been successfully quelled in any of its provinces
  • Any province has been successfully defended against an enemy attack
Quelling a Riot

After the start of a Riot, the province becomes available for landing upon by any clan not yet on the Global Map. When Prime Time starts, the Landing Tournament takes place. The winner will fight the current owner of the province if the owning clan has placed chips to defend the territory.

In order to quell a Riot, the owner has to deploy chips on the affected province and defeat the winner of the landing tournament.

Tank Locking

All vehicles destroyed in the course of a Clan Wars battle are blocked from Clan Wars for a period of time (times listed are increments of hours and minutes). The duration of the block depends on vehicle tier, type of province, and battle result.

Locks are not applied in battles between challengers in the Landing Tournament.

Duration for Tank Locking

For an attacking clan in cases of a successful province capture (times listed in hours and minutes):

Vehicles
Pro- vince Type
Tier
II
III
IV
V
VI
VII
VIII
IX
X
Light Tanks
0:30 1
2
8 8
8 24 - -

0:06 0:12
0:24 1:36 1:36 1:36 4:48
- -

0:12
0:24 0:48 3:12 3:12 3:12 9:36
- -
Medium Tanks 0:30 2
8
12
15 24 36 48 60
0:06 0:24 1:36 2:30 3
4:48 7:48 9:36 12
0:12 0:48  2:52 5 6
9:36 15:36 19:12
24
Heavy Tanks -
-
 12 15
24
36 48 80 84
- - 2:24
3 4:48
7:48
9:36 12
16:48

- - 4:48
6 9:36 15:36
19:12 24
30:36
Tank Destroyers 0:30 2
8 12:30 15 24 36 48 48
0:06 0:24
1:36
2:30 3 4:48 7:48 9:36 9:36
0:12 0:48  3:12 5 6
9:36 15:36 19:12 19:12
SPGs - 4
9 3:30 18 25 37 - -
0:24 0:48  1:48 2:42 3:36 5
7:24
- -
0:48  1:36 3:36
5:24 7:12
10
 14:48 - -

For all other battles and results (times listed in hours and minutes):

VehiclesTier
I II
III
IV
V
VI
VII
VIII
IX
X
Light Tanks 0:30 1
2
4
16
16
16
48
-
-
Medium Tanks 0:30 1
4
16
25
30
48
72
96
120
Heavy Tanks - -
-
24
30
48
72
96
120
168
Tank Destroyers - 1
4
16
25
30
48
72
96
96
SPGs - 4
8
18
27
36
50
74
-
-

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