Guild Wars wiki page:
Basic Info:
Our guild will be put into a group with 4 other guilds, all
with similar guild might. GW lasts all day, from 00:00
to 23:59.
Each player can do 5 raids on players from the other
guilds. Each raid will earn you points. The total points
earned by our guild will determine our guild rank among
the 5 guilds. After GW is over, your point total will be
converted to Fames, depending on our guild rank. Also,
your point ranking within the guild will determine how
many HB's you earn. There is no coordination needed
between players in the guild, unlike TB. So, each
player has 24 hours to do 5 raids. It's not a big time
commitment.
The goal is for each player to earn as many points
as they can. This will not only give you more rewards,
but it will affect the Fame multiplier for everyone else
in the guild. Doing well as a guild is very important
for us to retain good guild members.
Fame rewards
1st place guild: your fames = your points * 0.45
2nd place guild: your fames = your points * 0.39
3rd place guild: your fames = your points * 0.36
4th place guild: your fames = your points * 0.33
5th place guild: your fames = your points * 0.30
HB rewards are in the wiki link shown above.
How GW raiding works:
You will use the heroes that are currently on your hero
bases, plus any troops that you have. You cannot use
magic spells.
When you view an opponent's base, you can see the
maximum possible points that you can earn if you
successfully raid them and earn 3 flames (100% kill).
If you earn 1 or 2 flames, you will get a small fraction
of those points.
The points per raid is based on 3 factors:
1. your might (the higher the better)
2. the opponent's might (higher is better)
3. the # of flames (3 flames = max. pts.)
See my post about why and how people should boost
their might:
Whether you are just viewing someone's base, or
actually start raiding them, you can always exit before
you kill 50%. If you do this, you won't lose a GW turn,
and any heroes/troops that may have died will be
automatically revived.
If you read nothing else in this post, just read these
two lines:
There are no consequences to
exiting to before 50%.
It is EXTREMELY important to get
3 flames on every raid.
Basic Strategy:
To gain more points, choose higher might opponents.
However, high might players often have a GW base
design and strong heroes, making them harder to kill,
esp. since you can't use magic spells. If you don't
think you can kill them, don't waste a turn risking a
1-flame or 2-flame result.
It's far better to look for slightly lower-might or easier
bases to attack. Some high or medium players will
sometimes forget to change their base design, or may
temporarily have an HBM base or they may be
sweeping dungeons/HBM with 1 hero on their base and
no garrisons. These bases are easy to snipe with
long-range procs (use heroes like Aries, TG, GR, WL,
DD, SM, HQ, Siren, etc.).
It is never worthwhile to 2-flame a high might base
as opposed to 3-flaming a slightly lower might base.
One strategy for medium/smaller players to use is to
look at all bases that are above 160k might. Attack
any that are easy. If you still have turns, look at the
next range: 150k-160k. Attack any easy ones. Keep
going down to the next range until you are done.
If you find any higher-might bases that can be killed
easily, share that intel with other guild members by
announcing it in guild chat. Sometimes the enemy
may only temporarily have a weak base, so having
other guild members attack them quickly can really
help the guild as a whole.
When attempting to attack a stronger base, that you're
not sure if you can 3-flame or not, one good strategy
is to ALWAYS exit before 50% on the first run, no
matter how well or marginal it seems to be going.
This will give you more time to think about the raid.
Since there's no cost when you quit before 50%, you
can simply try again, or adjust your strategy, or pick
an easier target.
Pitfalls:
Beware of strong towers and garrisons. Magic Towers
with high garrisons (5-5-7, for example), can stun your
heroes while the enemy heroes slaughter them. Troops
like copters can be used to help mitigate this risk, by
lowering the odds that your heroes will be hit and
stunned. Also, Arrow Towers with high garrisons can
cause a lot of damage to your heroes from a long
distance.
Beware of strong heroes. Evo1 or Evo2 heroes are
stronger... learn how to identify them (Evo1 heroes
have a yellow aura around them, Evo2 heroes have a
yellow aura with white lines around them). Some heroes
like AC and SK can be extremely difficult to kill,
ESPECIALLY SK since it is both tanky and has very
high DPS, and people often put strong talents on SK that
make him even more overpowered, like Life Drain,
Deadly Strike, Scatter, etc. To kill it, you may need
Aries and/or stun heroes with AOE or multi-hit procs. It's
quite common for a high-powered SK to kill all 6 of the
attacking heroes by himself. If you are unsure whether
you can kill an SK, it's better to skip that base entirely.
Auto-proc heroes can damage your heroes even if
you try to snipe them from afar. Beware of heroes like
WL, HQ, DD, and CK. Using Aries to snipe these bases
can prevent enemy heroes from proccing.
Expect Hero Traps. These can cause a lot of damage
to your heroes if many of them are placed in the same
spot, and your heroes walk through them. Look for
"empty spots" in the enemy base where traps might be
hiding. If you can't avoid them, perhaps using flying
heroes may be more effective. Using a healer can also
help, so Druid or Ghoulem can be useful in this case.
If you are using heroes with long-distance procs that
can hit buildings, make sure you exit well before 50%
if you plan to exit. These heroes include DD, SM, HQ,
SB, etc. If you hit the exit button before 50%, but these
hero procs are still in the air, the procs can hit some
buildings and push the percentage over 50% after you've
hit exit, causing you to get a "Victory!" screen with only
1 or 2 flames. If you are using these heroes, you should
always exit much sooner than 50%.
Be aware of the time remaining. If you are sniping a
base with only 1 or 2 heroes, it may take a while to kill
all of the enemy heroes, especially if they are evolved.
By the time you kill the enemy heroes, there may not
be enough time for you to send in your remaining heroes
and troops to kill all of the buildings.
Advanced Strategy:
Some GW bases have flaws that allow your heroes to hit
the walls, proc several times, and begin to damage their
heroes. Look for long runs of 3-deep, 2-deep, or even
1-deep walls. Sometimes there may be buildings that
can be attacked without drawing out the enemy heroes.
Some people use wall fragments or decorations to block
you from dropping in certain spots, but sometimes they
leave a small "hole". If this is in a vulnerable area, you
may want to try dropping heroes/troops there to see if it
gives you an advantage.
If you don't have an Aries, or if the enemy has revit5
heroes with Psy Shield, you may be able to use troops to
make the enemy heroes proc, before deploying your
heroes.
If you are attacking any well-defended bases, always
bring troops. They can be useful for reasons stated above,
but you may also want to reserve a few of them in case
all of your heroes get killed. If that happens, you may be
able to use these extra troops to finish off any remaining
buildings and salvage the 3-flame victory, instead of
getting only 2 flames.
Many opponents forget to change their base when GW
starts, so the best time, by far, to look for easy high-might
raids is right when GW starts (server time 00:00). Also,
if you have the patience, you can keep re-checking the
high-might opponents to see if you can catch them
sweeping dungeons or HBM. Announce it in guild chat
if you find any of these, since high-level players won't
keep a weak defense up for very long.