BATTLE OF SAURNESIA GUIDE

An endurance-focused alliance competition.

Introduction and Safe Zone Protocols

The **Battle of Saurnesia (BOS)** is a competitive, hour-long alliance event that matches alliances based on their League Grade (determined by past win percentages). It demands not just strength, but superior coordination and endurance.

Matchup Scenarios

The event structure is flexible, involving either two or three alliances. This significantly affects the battlefield dynamics:

  • **Three-Alliance Scenario:** Each alliance claims three of the ten Towers and one Dragon Lair as a **Safe Zone**. This results in **nine protected Towers**, leaving the alliances to fight intensely over the **single contested Tower**.
  • **Two-Alliance Scenario:** Fewer objectives are claimed as Safe Zones, leading to a much larger, sprawling battle over multiple contested Towers.

**Preparation Phase (First 5 Minutes):** This critical initial phase is used to coordinate Safe Zone declarations and discuss engagement terms with opponents. Utilize this time to scout your primary objective and prepare your first wave of marches.

Wonders: Scoring and Tactical Buffs

Wonders are the primary source of Alliance Points in BOS. Capturing them provides an immediate point burst, followed by a sustained flow of points per minute for maintaining control. Strategic prioritization of these objectives is essential.

  • Dragon Lair: Highest strategic value. **First Capture:** 6,000 Alliance Points, 1,800 Personal Points. **Holding:** 1,200 Alliance Points/min.
  • Dragon Ruin (Attack Buff): Provides a tactical buff of **+50% Troop Attack** to all occupying allies. **First Capture:** 3,000 Alliance Points. Holding provides 600 Alliance Points/min. Always prioritize capturing this early for maximum combat advantage.
  • Divine Fountain (Healing Buff): Provides a tactical buff of **+50% Heal Speed** to all occupying allies. Useful for rapid troop recovery mid-event. **First Capture:** 3,000 Alliance Points. Holding provides 600 Alliance Points/min.
  • Ancient Tower / Arcane Portal: Standard objectives. Provide 1,200 Alliance Points/min and 240 Alliance Points/min for holding.
  • **Saurnesia:** The starting point for the Dragon Cub Escorts; this cannot be occupied.

Dragon Cub Escort: Timing is Everything

The Dragon Cub Escort offers the highest one-time point injections during the event, making its route a flashpoint for conflict. These escorts travel from Saurnesia to the Dragon Lair along a randomized path.

Escort Point Multipliers

Points are awarded when the escort passes through a Wonder controlled by your alliance:

  • **Dragon Lair:** Reaching the Dragon Lair awards a massive **15,000 Alliance Points** and 4,000 Personal Points.
  • **Other Wonders:** Reaching other Wonders provides **9,000 Alliance Points** and 3,000 Personal Points.

**Tactical Imperative:** Instead of attacking objectives aimlessly, **time your assaults to capture a Wonder just before the Dragon Cub Escort arrives.** Securing the objective in the final moments ensures your alliance, rather than the opponent, receives the massive point bonus when the cub passes through.

Combat Point Allocation (Personal vs. Alliance)

It is vital to understand that personal points and alliance points are calculated using different rulesets in BOS:

  • **Strongholds and Mines:** Both killing enemy units and losing your own units contribute to your **personal point total**.
  • **Castle Battles:** Only **losing your own units** (casualties) increases your **personal points**. Killing enemy units in a Castle battle does not award points.

**Alliance Score Warning:** Alliance points are **never awarded** for killing or losing units in any type of battle. Alliance points are derived purely from **Occupation** and **Dragon Cub Escort success**. Focus combat on weakening the enemy's ability to occupy objectives, not on earning team score.

Event Phases: Operational Timeline

Understanding the fixed timeline is necessary for resource deployment and attack timing:

  • **Preparation (0:00 - 0:05):** Safe Zone negotiation and first march setup.
  • **Stage 1 (Start):** The Ancient Tower and Arcane Portal become occupy-able (lowest point values).
  • **Stage 2 (Mid-Event):** The Divine Fountain, Dragon Ruins, and Dragon Lair become occupy-able (highest point values and buffs).
  • **Stage 3 (Escort Launch):** The Dragon Cub Escort departs from Saurnesia towards the Dragon Lair.

Troop Doctrine: Quantity vs. Quality

A fatal flaw observed in many mid-level players is prioritizing Castle upgrades over troop production. While strong heroes are essential, relying on **one or two powerful troop sets is a crippling vulnerability in BOS.**

**The Endurance Test:** In BOS, your troops can be quickly wounded or killed after only one or two full attacks or defenses, leaving you sidelined for the remainder of the hour. Players focused solely on Castle upgrades often lose their primary march strength and become ineffective.

**The Strategic Solution:** Focus on building a large army composed of **many troop sets** (aiming for six full sets of your main type) *before* heavily investing in late-game Castle levels. A larger army ensures you have backup marches to maintain occupation and participate in rallies for the full duration of the event.

Healing Cost & Resource Conservation

Do **NOT** use diamonds or healing speedups to heal troops during BOS. This is a crucial resource conservation measure.

  • **Auto-Healing:** All troops wounded during BOS are **automatically healed** once the 60-minute event concludes. Spending resources here is wasteful.
  • **ME Prioritization:** Healing speedups are best saved for events like Military Expedition (ME), where healing is essential and troops are **not** automatically recovered. Using your calculator (Troop Calculator) can help you determine resource needs for ME training.

Focus resources on producing new troops (using training speedups) before BOS, and let the automatic event healing handle recovery after the timer ends.

Super Rallies and Buff Application Failure

Scouting is mandatory. You must know the enemy's troop composition and, more importantly, the primary troop type of your own rally leader. Super Rallies (costing 2,000 diamonds to initiate) grant the rally leader's buffs to joining players, but this transfer is **strictly conditional**:

**Rule of Non-Application:** The rally leader's troop attack/health/defense buffs **only apply to joining troops of the same type.**

For example, if the rally leader is an **Infantry** player with 1,000% Infantry Attack buff, and you join with **Ranged** troops, the leader's Infantry buffs **will not apply to your Ranged troops.** This results in significantly diluted damage, higher casualties, and a failed attack due to an ineffective mix.

**Tactical Imperative:** If your strongest Ranged player initiates a rally against a Cavalry enemy, **only send Ranged troops to join.** Sending Infantry or Siege units in this counter-scenario guarantees loss due to the buff failure and the initial troop counter disadvantage.

Offensive Tactics: Target Selection

Never attack aimlessly for alliance points. Successful attacks must be driven by the need to intercept the Dragon Cub Escort or neutralize a critical enemy buff:

  • **Escort Interception:** As detailed in the Dragon Cub section, time your captures to align with the escort's path.
  • **Buff Removal:** Prioritize capturing the enemy's Dragon Ruin (Attack Buff) or Divine Fountain (Heal Buff). Removing the Attack buff is often the most critical objective for weakening enemy defenses.
  • **Safe Zones:** Avoid attacking objectives that are within the opponent's safe zones, as these are unassailable. Focus only on **undefended Towers and contested Wonders**.

Efficient Safe Zone Occupation

Once your alliance claims a safe zone (Tower or Dragon Lair), it cannot be attacked. Therefore, do not waste combat-ready forces on defending these positions:

  • **Single-Troop Occupation:** Send only a **single troop unit** to occupy these safe zones. This satisfies the occupation requirement while freeing up full, powerful marches for offensive or contested defense duties.
  • **Farm Castles:** Alternatively, use low-level **farm castles** or secondary accounts to hold safe zones, preserving your main account's troop capacity entirely.

Personal Points Strategy (Green Attacks)

For players focused primarily on hitting personal reward tiers, "Green Attacks" provide a high-yield opportunity near the end of the event:

  • **Green Attack Definition:** Attacking enemy castles in the last **10-15 minutes** of BOS, often coordinated between alliances or executed without prior warning in non-safe zones.
  • **Avoidance:** If you wish to avoid becoming a target, ensure your castle is ported back to your alliance's Safe Zone immediately before the 45-minute mark, or simply keep your main combat troops deployed in occupied Wonders.

Always communicate with your alliance leadership regarding sanctioned green attacks before engaging enemy castles.