HOME Your city — guard station
Keep your 3 strongest heroes in the guard station at all times. They lead your garrison and set the bonus for every reinforcer inside — don't send them out.
Participation, troop count and power decide this event. Empty your city, reinforce others, and aim for 100% Viking kills at every town center.
20 waves a run every two weeks alliance PvE satin & gilded threads
The whole page, in the order you'll actually do it:
Your 3 strongest heroes stay home and lead the garrison — before wave 1.
Use every march queue. Split your available troops evenly, with the same infantry/cavalry/archer ratio across city marches.
Send as many troops as your march capacities allow. Arrange cover for your own city too.
Those waves only hit online cities. Check the Members tab for gaps first.
HQ whitelist only: reserve one queue and an exact equal share of the largest player's garrison cap, at 75/25/0.
If you heal, send those troops back out before the next city hit, unless needed to prevent a failed defense.
Check total kill percentage, each reinforcer's kills, and any kills by troops left at home.
The whole event is one schedule, and almost everything on this page is about which wave is which. Three kinds of wave, twenty of them:
The three online waves and the two HQ waves are where the event is won. The rest of the schedule is just the city rhythm in between.
Each town hit has a finite points budget. More marches give you access to more towns; they do not multiply that budget.
The town's full reward does not depend on who makes the kills. Reinforcers earn separate points for their own kills. Aim for 100% kills — merely surviving is not the same as a full score.
There is no universal safe troop count. Difficulty, troop tiers, garrison power and active skills decide whether your reinforcements can clear the wave.
Send all troop types, including archers. Your total deployment is limited by each march's capacity and your available queues. Only when those queues cannot carry everyone should you leave archers home first; they can still take kills on later waves.
Your carrying limit is the sum of your march capacities — with equal caps, march cap × available queues. For example, 5 × 160k = 800k and 6 × 150k = 900k. This is why some players cannot empty their cities around 800–900k troops; use your own limit. Leave archers first. Very large armies without an archer-heavy troop mix may then need to leave cavalry too.
Towns with unavoidable home kills are lower priority for scoring reinforcements: the owner's troops take kills that would otherwise earn allies reinforcement points. Prefer empty or less contested towns, while ensuring enough support to survive and clear every wave. Lower priority does not mean no cover.
Increase march capacity where possible — more troops deployed, fewer left at home. Use actual march/deployment capacity, not HQ rally capacity, for city marches.
10,000 ÷ 5 ≈ 2,000
Illustration: a 10,000-point reinforcement pool, split by equal kills. The town's reward is separate. Real shares follow kills, not player count or troop count alone.
With N senders using q queues across M towns, incoming marches average N × q ÷ M. If everyone sends 5–6 to distinct participating towns, expect roughly 5–6 reinforcers per town on average, not a guaranteed minimum. Offline senders whose towns receive no cover raise that average at the remaining towns.
Community working model: town score ≈ B × K ÷ V; reinforcer score ≈ (B ÷ 2) × k ÷ V. B is the town's wave budget, V the attacking Vikings, K all Vikings killed, and k that reinforcer's kills. Exact rounding and partial-clear rules need report checks; a full reinforcement-only clear gives about 1.5 × B combined points.
Ralyvora · Kingshot Guides. Community references; verify the model against your reports.
For city waves, distribute your available infantry, cavalry and archers evenly across all queues, keeping the same ratio in each march. Equal distribution does not require leaving troops behind to force 1:1:1.
HQ whitelist march
Infantry 75%Cavalry 25%Archer 0%
75/25/0 is the alliance's HQ preset, not the default for every city march.
City reinforcement
InfantryCavalryArchers
Same ratio across marches; use as many of your available troops as possible.
Low archer kill counts are not a reason to leave them home while march space remains. Equal splits are a practical baseline, not a proven universal Vikings optimum; tougher waves may need different allocations.
Waves 7, 14 and 17 only hit cities whose player is online when the wave fires. Go offline and it's not just your points that vanish — your reinforcers lose theirs too.
Stay online for all three online-only waves. No attack means no town reward and no reinforcement pool at that town.
A city that falls once still gets the next wave. Fall twice and the Vikings stop coming — pull your troops and redeploy to a live city.
Advanced rotation: offline players also send troops out before logging off. Cover their empty towns during all-member waves, then quickly rotate to online towns for 7, 14 and 17 and return afterward. Plan travel time and cover first; an uncovered empty town can lose future waves.
The event's Members tab shows who's online and how full their garrisons are — faster than asking in chat, and the easiest way to spot the gaps before wave 7.
Waves 10 and 20 hit HQ. Use an agreed whitelist within its 15 reinforcement slots.
Whitelisted players reserve one queue. Each sends exactly the largest player's effective HQ garrison cap ÷ the number of assigned HQ players, at 75/25/0 infantry/cavalry/archers. Divide by 15 only when all 15 slots are assigned. Officers resolve integer rounding and confirm each march can carry its share.
Keep the reserved queue earning city kills until wave 9 or 19 has fully resolved, then transfer its agreed share to HQ. Return to city reinforcement after the HQ hit resolves.
Confirm the whitelist, cap and shares before wave 1. Everyone else keeps reinforcing towns; no first-come race for HQ slots.
When Vikings are strong relative to your players, prioritize full clears and continued wave eligibility. Adjust troop allocations and HQ plans using reports; 75/25/0 is a starting preset, not a guarantee at every difficulty.
Use as few reinforcers as can reliably kill 100% at each town, while keeping every queue productive and all towns covered. Fewer players increase individual shares, not the alliance's fixed total; extra support is worthwhile if it raises the kill rate.
Two jobs, two lists. Your own city is led by your guard station; the cities you reinforce run on the joiner leads you send.
Keep your 3 strongest heroes in the guard station at all times. They lead your garrison and set the bonus for every reinforcer inside — don't send them out.
Send bear-hunt offence heroes as your march leads. Attack and lethality kill Vikings faster, and kills are points. Garrison heroes like Howard or Gordon are built for surviving — the wrong job here.
The same kits that hunt the bear hunt Vikings — attack and lethality, straight from the bear-hunt lists. Confirm against your own kill reports.
Your other two hero slots in a march mostly add capacity — fill them with your next strongest.
A garrison uses the guard station's skills plus the first four unique joiner skills. Flat % buffs stack across joiners; chance-based procs don't — a second Jabel in the queue does nothing and blocks a slot a flat-buff hero could fill.
Howard and Gordon shine at outpost defence and PvP, where surviving matters. In Vikings your garrison fires first — you want lethality to end waves, not damage reduction. Gordon's best Vikings job is leading the HQ garrison as the bonus source, not joining a march.