War

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A war is a PvP engagement between two or more clans. Wars differ from PK run-ins in that wars are planned in advance, generally giving members multiple days' or even weeks' notice to prepare, while PKRIs occur when two clans encounter each other while on PK trips. Historically "war" would refer to a knock-out (sometimes called an "all out" or "full out") fight in which players were not allowed to return to the battle after their first death, while a PKRI would generally have players on both sides constantly returning until one clan was "cleared" (they did not have enough players on the battlefield to continue fighting) or "ended" (their members ceased to return). Gradually the phrase "run-in" was applied to planned fights where returning was permitted, and time and kill caps were introduced as alternative methods to determine a victor. The modern clan war can be either a knock-out or a run-in, the latter of which is significantly more popular.

Structure

To organise a planned fight, the leadership of one clan chooses an opponent and offers a declaration of war, to which the opponent considers and accepts or rejects. Historically this was done via diplomatic boards on the Forums but is generally simple enough to be done via a message on Discord.

Preparation

If an offer for a fight is accepted, the Terms of War are then discussed which include:

  • The date and time of the war.
  • If it will be a P2P or F2P war.
  • If the war will take place in the Wilderness (and if so, what the location and boundaries are) or the Clan Wars Arena (and if so, if there will be multiple rounds).
  • If the war is a knock-out or run-in, and what method should be used to determine the victor.
  • Restrictions on numbers (a "matched-opts" fight will require both clans to start with an even number of members).
  • Restrictions on styles (such as a single-spells fight which prohibits the use of Ice Burst/Barrage).
  • Restrictions on gear (such as a cap on the value of items).
  • Any other provisions.

Once terms are agreed upon, clan members will be notified of the upcoming fight and instructed to prepare. The amount of time ("prep") the clan may have varies greatly, from as little as half an hour to as much as a week or more. The details of the fight will be posted on the forums and members are expected to familiarise themselves with the rules, prepare their accounts in-game to ensure they have the necessary gear and supplies, and make time for themselves to attend the fight when possible.

Just before the starting time, the clan will organise themselves in-game ("mass") at a pre-determined location, usually a bank. Common massing locations for WG are Juliet's House in Varrock and the west bank in East Ardougne. Members will prepare themselves for battle and the will depart once they are ready. WG occasionally enjoys taking part in historical traditions such as marching up into the Wilderness from Edgeville, and occasionally the leadership giving a Pre-war speech for the most important of fights.

It is common for the two or more clans fighting to greet each other before the battle, compare starting numbers and cut members to match if necessary, and wish each other good luck. One clan will then "defend" (usually the clan with greater numbers) and take up a defensive formation within the war zone. Common defensive positions are:

  • Spread out, sometimes around an obstacle such as a rock or tree. Common in P2P multi-spells fights.
  • A death dot (DD) where members all stand on one square. Common in P2P single-spells fights.
  • A death dance where members all follow each other, making it harder for the attacking clan to right-click and choose a target. Common in F2P fights.
  • A box formation. Common in historical F2P fights.

The attacking clan, when ready, will charge the defending clan and the battle will commence.

Battle

Conclusion

Notable Wars

WG vs Rune Outlaws

WG vs The Unbreakables

WG vs Dead on Arrival

WG vs Black Dragons

X vs DS

WG vs Crimson Raiders

The Great War

The Battle of Turning Tides

WG vs Poison