Squads are locked to Territories?

Is there no way to move teams during the defensive setup stage? Guilds have to try to coordinate the activities of up to 50 people (a difficult task at the best of times). We will inevitably end up with too many teams in some territories and too few in others. Too many strong teams in some territories and too many weak teams in others. It will be extremely difficult to set up an overall defensive strategy.

We need to have the ability to withdraw a team from deployment or the ability to move our teams to another territory. In addition, the Officers need to be able to move all the teams to whatever territories they think are best.

Replies

  • Waez
    286 posts Member
    Options
    Agreed. An option to remove a defensive squad would be appreciated.

    Maybe even allow Officers to remove any squad, which sends a notification to the player.
  • Options
    This means that all 50 members of a guild need to understand what's going on. This is also the case in TB and it is exactly how it should be.

    You basically ask for a way in which officers are able to do all the work (on defense, at least). That doesn't really make sense as TB and TW are for the entire guild to understand, coordinate and (try to) do their best.
  • Options
    Being able to withdraw your own squads during setup seems pretty reasonable, but it would be obnoxious for officers to be able to do that. Don't want n00b officers removing everybody's squads and them not getting redeployed.
Sign In or Register to comment.