CROSS-SERVER EVENT Β· FOUNDATION: GALACTIC FRONTIER

Shadowfront

Golden Rules

  1. Follow orders from your Squad Leader.
  2. Never chase enemies.
  3. Never leave the circle (especially the Central Vault) β€” fight inside it.
  4. If you're lost, find your Squad Leader and follow them.
  5. If we're losing the Central Vault, we regroup in tight formation (we don't go one by one like headless chickens), then push the Central Vault and fight until the end.

Each team has a Squad Leader who will give you commands:

  • Red Team Leader: will use the Attack Here ping on the map.
  • Yellow Team Leader: will use the Defend Here ping on the map.
  • Blue Team Leader: will use the Rally Here ping on the map.

Watch your team and follow your Squad Leader's commands.

Goal: stick to your group at all times.

OUTER RIM BOUNDARY IV OUTPOST III OUTPOST II OUTPOST I OUTPOST 1 2 3 4 5 6 7 8 1 2 CENTRAL VAULTS
Guild Outpost
Lesser Vault
Central Vault

Pressure Tactic β€” The Squeeze

Red Team (14 players β€” The Centre) β€” all fourteen go into the Central Vault circle at second zero. Nothing is owned yet, so the capture is decided by bodies inside the circle and not by combat power, and fourteen wins that count against almost anything the rival can bring. Red then holds the centre for the rest of the match and never leaves it.
Yellow Team (3 players β€” one high level, two mid/high) β€” takes our rear Lesser Vault first, then has two possible jobs and the Squad Leader calls which one: either back to the Central Vault to reinforce Red, or across to meet Blue on the rival's near vault and on to the far one together with them. (check map directions)
Blue Team (3 players β€” one high level, two mid/high) β€” takes our forward Lesser Vault, the one facing the rival, then moves onto their near vault to meet Yellow there. (check map directions)
Dashed = the second phase. If Yellow joins, both groups run it as one body of six: six strip a small vault faster than three and, far more important, six win the influence count the moment it turns neutral, which three on their own can easily lose. Take the near vault together, then move to the far one together. If Yellow has been called to the centre, Blue works the near vault alone and does not push on to the far one.
Dotted = Yellow's other option β€” from our rear vault back to the Central Vault instead of joining Blue. It is one or the other, never both: if Red is holding the centre comfortably, Yellow goes with Blue; if the centre is contested, three more bodies inside that circle are worth more than a small vault.
With both of their vaults under attack they have one choice and no good version of it. Come back and defend, and they come off the centre where our fourteen are already standing. Stay at the centre, and they lose both vaults. Either way the exchange is ours.

Outer Rim Outpost

Guild spawn and respawn point. Flagships inside its range cannot be attacked β€” regroup here between pushes rather than turtling.

Γ—4 on the map Β· one per Guild

Lesser Vault

Continuous points plus a modest Awakening bonus every 5 minutes. Best held by spreading Flagships across several at once.

Γ—8 on the map

Central Vault

Much larger continuous points and Awakening bonus. Worth a committed, defended squad during each Awakening Window.

Γ—2 on the map