Execution
When the War is laid out successfully, it is the job of the Village fighters, medics, and strategists to work with one and another to create various strategies for war time.
Article VII - Offensive Movement
When attacking a Village, you can only start at one of the two gates leading into the Village; control over at least one of these gates allows access into the “Central Area”. (All fight threads are started by offensive ninja.) In order to control an outpost, you must have an offensive outpost set to send ninja and a minimum of 5 won battles fought. (An inactive Gate battle for an entire day on the defending side automatically opens it for the opposing Village.) Once you reach the “Central Area” you may reach any of the buildings in the clearing but to make it to the “Kage’s Castle” you must have 10 won battles in all. (Again if the defending side is inactive for a day, the opposing Village gets free access.) Once you reach the “Kage’s Castle” you must defeat every defender currently there. If a defender has beaten your fighters, beating that person in another fight will make up for it. Once all battles are won in the “Kage’s Castle” you beat that Village. Once you have cleared the way for the next section, you can instantly go there when you revive, unless both of your Offensive Camps are captured.
Article VIII - Defensive Movement-
When someone is attacking you Village, they are sending Ninja from all sides. You must be on and fight at least once a day to keep them at bay. To prevent the Ninja from entering, you engage ninja in battles that have come to infiltrate and win. You must see a battle all the way through to the end, when one of you dies. If you win the battle, you may enter another one unless there is another open thread. (Maximum people to a thread is 3, 2 defenders and 1 fighter.) Once the enemy infiltrates you cannot guard the area any longer and you must start guarding the Kage’s Castle. Since gaining entrance requires 10 defeats you must concentrate on fighting people you think you can beat or people no one is fighting. If they make it into the Kage’s Castle, your defensive strategies turn offensive and it is the defenders that create the threads. If one wins, they must make another thread to continue defending. If there are no won threads by your side, you lose the war. Keep in mind the only way to hold out in the Kage’s Castle is to have as much fighters there as possible to create threads. (Threads should be created in advanced if they are close to breaking through, as to prevent the opposite side from defeating all of the fighters there.)
Article IX - Medical Movement-
Medics in war are only allowed to serve on their own Village’s territory. They are only allowed one interference in each battle that has not already been interfered on by another medic. Either they can heal the Shinobi or use a disabling Jutsu on the enemy fighter. When it comes to reviving, a ninja can only be revived if the ninja died defending the Village, if they die with a health of -10 to 0, and only one time per day. If the defender dies with -11 health or less, they are beyond saving for that day. Fighters that die in enemy territory are done for that day and can only fight again the next day. Once a medic is chosen to be a medic at pre-War briefing, they cannot change roles and there is a maximum of 5 medics per side (as of now). The medic base is the hospital located in the “Central Area”. If this area is taken over by enemy ninja, no reviving can be done. Once someone dies, they stay “dead” until the side recaptures it back.
Article X - Strategic Movement-
If you think, after reading this, beating war will be easy, think again. The reason we need Strategists is to view the war as a whole and make the best moves. This is not a cheat sheet, rather a list of things you should keep in mind when making strategies during pre-War rest. New strategies including Retreat Orders are sent by mass PM. First of all, you must keep an eye on how many soldiers you have and create movements that augment that number. You must know your troop limits. If not, you could create large holes in your movements. Another thing is you always need to maintain balance between your Fighters and Defenders. Sorting them out to the area that needs them most is key. In addition, you cannot let your defenses or your offensive movements fail so you need to spend almost equal time on both squadrons. Also, the capture of buildings can provide a great advantage during war. This and many other things need to happen during the course of War. Keep that in mind…
When the War is laid out successfully, it is the job of the Village fighters, medics, and strategists to work with one and another to create various strategies for war time.
Article VII - Offensive Movement
When attacking a Village, you can only start at one of the two gates leading into the Village; control over at least one of these gates allows access into the “Central Area”. (All fight threads are started by offensive ninja.) In order to control an outpost, you must have an offensive outpost set to send ninja and a minimum of 5 won battles fought. (An inactive Gate battle for an entire day on the defending side automatically opens it for the opposing Village.) Once you reach the “Central Area” you may reach any of the buildings in the clearing but to make it to the “Kage’s Castle” you must have 10 won battles in all. (Again if the defending side is inactive for a day, the opposing Village gets free access.) Once you reach the “Kage’s Castle” you must defeat every defender currently there. If a defender has beaten your fighters, beating that person in another fight will make up for it. Once all battles are won in the “Kage’s Castle” you beat that Village. Once you have cleared the way for the next section, you can instantly go there when you revive, unless both of your Offensive Camps are captured.
Article VIII - Defensive Movement-
When someone is attacking you Village, they are sending Ninja from all sides. You must be on and fight at least once a day to keep them at bay. To prevent the Ninja from entering, you engage ninja in battles that have come to infiltrate and win. You must see a battle all the way through to the end, when one of you dies. If you win the battle, you may enter another one unless there is another open thread. (Maximum people to a thread is 3, 2 defenders and 1 fighter.) Once the enemy infiltrates you cannot guard the area any longer and you must start guarding the Kage’s Castle. Since gaining entrance requires 10 defeats you must concentrate on fighting people you think you can beat or people no one is fighting. If they make it into the Kage’s Castle, your defensive strategies turn offensive and it is the defenders that create the threads. If one wins, they must make another thread to continue defending. If there are no won threads by your side, you lose the war. Keep in mind the only way to hold out in the Kage’s Castle is to have as much fighters there as possible to create threads. (Threads should be created in advanced if they are close to breaking through, as to prevent the opposite side from defeating all of the fighters there.)
Article IX - Medical Movement-
Medics in war are only allowed to serve on their own Village’s territory. They are only allowed one interference in each battle that has not already been interfered on by another medic. Either they can heal the Shinobi or use a disabling Jutsu on the enemy fighter. When it comes to reviving, a ninja can only be revived if the ninja died defending the Village, if they die with a health of -10 to 0, and only one time per day. If the defender dies with -11 health or less, they are beyond saving for that day. Fighters that die in enemy territory are done for that day and can only fight again the next day. Once a medic is chosen to be a medic at pre-War briefing, they cannot change roles and there is a maximum of 5 medics per side (as of now). The medic base is the hospital located in the “Central Area”. If this area is taken over by enemy ninja, no reviving can be done. Once someone dies, they stay “dead” until the side recaptures it back.
Article X - Strategic Movement-
If you think, after reading this, beating war will be easy, think again. The reason we need Strategists is to view the war as a whole and make the best moves. This is not a cheat sheet, rather a list of things you should keep in mind when making strategies during pre-War rest. New strategies including Retreat Orders are sent by mass PM. First of all, you must keep an eye on how many soldiers you have and create movements that augment that number. You must know your troop limits. If not, you could create large holes in your movements. Another thing is you always need to maintain balance between your Fighters and Defenders. Sorting them out to the area that needs them most is key. In addition, you cannot let your defenses or your offensive movements fail so you need to spend almost equal time on both squadrons. Also, the capture of buildings can provide a great advantage during war. This and many other things need to happen during the course of War. Keep that in mind…