City Siege

Every city on the map has 2 stages to a siege.

1. Attacking the Garrison
2. Destruction of the Wall

Every attack deployment to the city will cost 1 special fuel.  You can only hold 15 special fuel at one time, and the rate of recovery is 1 for every 2 hours. So it is important to be wise about your consumption.

The start of the first attack begins a 30 minute count-down timer which can be viewed in the city details.  Both stages must be completed within that window.  Failure to complete will fully restore the Garrison, but the wall condition will remain where you last left off and start recovering at an extremely slow pace.

## Attacking the Garrison

Each city has a certain quantity (units) of line-ups consisting of heroes and troops.  The skill level and line-up amount depends on the level of the city.  Generally, you should only attack a garrison through a rally where multiple players join.

When the siege commences, a progress bar will be shown atop of the city and battles will cycle through each participant of the rally.  Every rally member can defeat up to 5 units of garrison in a single rally if previous battles conducted by the member in the rally succeeded.  If a member fails a battle, they are taken out of the rotation for the remainder of that rally.

This phase is finished when all garrison units are defeated.

### Recommended line-up

Your strongest 5 hero capable of the most damage output with defense.

Key heroes: Kin Ogawa and Quinn (both possess siege assault buff skills)

## Destruction of the Wall

Once the garrison has been defeated, the second stage begins immediately as indicated by a “Wall Condition” progress bar above the city.  At this point, everyone sends their line-up individually by clicking the siege button.  All players will continue to attack until the wall condition progress reaches 0, at which point the city will be claimed.

With special fuel for Sieges being limited, it's best to max out the Destructive Might of a single truck and have it attack as many times as possible.

### Recommended line-up

The most important statistic here is “Destructive Might” for your attack line-up in this stage, which is most certainly a different set of heroes to use.  Don’t use the same line-up you leveraged on the first stage (unless there is another alliance garrisoning the city, but attacking another alliance city is a topic for later). It is more efficient to increase the Destructive Might in order to deal more damage to the city walls with the same fuel.

Destructive heroes – These all must be ascended to orange before destructive skills kick in. Note the skill names of each destruction hero.  To increase destructive might, level up the corresponding skill for that hero.

* Coleman – Skill: Chariot’s Crush
* Winston – Skill: Missile Attack
* Patrick – Skill: Violent Demolition
* Betty – Skill: Teardown

If you have a 5 hero line-up, it is recommended to also use your strongest Watchers Hero, as you will have a 3-faction bonus which will provide an additional destructive might boost for the line-up if researched.

As another improvement, it is good to make sure that as many soldiers as possible survive the battle. If troops die during a siege, the total damage to the wall condition will be reduced, so using stronger heroes and equipping strong gear is also advised against other players. The APC building unlocks more troops for each lineups and the relevant research can unlock more hero slots to use to start with more soldiers initially.

### Other Destructive Boosts

The Solari hero Pearson is the only hero that improved Destructive might of troops. His second skill has a possible +20% boost to destructive might of Units.

In later game seasons, there are Season Policy cards that affect Destructive Might:

* **Brutality**: An S0 Warfare 3-star policy card that provides a 10% (15% when upgraded to max) boost to Destructive Might.
* **Scorched Earth**: A 4-star policy card that provides an initial 10% boost to Destructive Might that also provides an additional 10% boost (max of 30%) when other policy cards of the same type are activated.
* **Overheat**: An S2 World 5-star policy card that increases your Destructive Might by 300%, but uses double the fuel per siege attempt. When upgraded to level 3 you get a 350% boost and at level 5 you get a 400% boost.

Gaining these policy cards is done via the Zone Shop or the Alliance Shop (Merit Exchange).

It is also possible to buy a Destructive bonus for +50 or +100 Destructive might for 30min in the plus menu on top left of screen right of the vip indicator.

## What Now?

Once the alliance has captured the city, it is extremely vulnerable to an attack from another alliance and must be repaired.  There are 3 checkpoints to achieve which successively restore the garrison, the wall condition and finally provide additional buffs to all alliance members. Ways to repair the city are:

1. Garrison – The easiest but slowest way to recover.  Every garrisoned line-up recovers 5 points per minute.  Requires the use of 1 special gas!  Best for overnight repair.
2. Killing zombies!
3. Starting mutated zombie rallies
4. Donating iron or stone
5. Collecting iron, stone or z-coin from mines

When the city is captured, click on the city and visit the repair button for points details and current progress.

## Season 1 (S1) Requirements

During Season 1 (S1), an additional requirement stands in that a city cannot be attacked unless it is directly connected to an alliance member captured tile.