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[ Strategy Share ] [Strategy Collection] The Art of War - Naruto Great Ninja Wars

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  • Registered: 2017-07-24
  • Topics: 15
  • Posts: 40
On 2016-10-13 14:28:14Show this Author OnlyDescending Order
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Authors Notes: This guide is meant to help Guild Leaders and Members alike in order to strengthen team co-operation and support. As a disclaimer, any images or quotes used in this post do not belong to me and belong to their respective owners. I will be using popular quotes from the "Art of War" by Sun Tzu, and possibly other historical quotes. I do not know or claim to know everything about the Great Ninja Wars and Stratagies, and this is simply an introduction to players curious about the feature. On a side note, is it possible to withhold the event rewards for this post until I begin a new game? Just curious.~
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The Art of War: Naruto Great Ninja Wars
A Guide for Guilds and Leaders
“Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win...” - Sun Tzu, The Art of War
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Section I: The Rules of War - Great Ninja Wars Rules“One may know how to conquer without being able to do it...” - Sun Tzu, The Art of War
While this section may seem obvious, there are more than a number of rules that have caused both guild and leaders to be caught unaware. Some rules may be so painfully obvious that they are simply overlooked while others are buried deep inside a wall of text that players must view very carefully, less they are unable to join that weeks Great Ninja War event. As with all events in the game, please be sure to carefully read the rules and understand what they mean. In this section of the guide, we will be reviewing the rules for the Great Ninja Wars event, as well as what that means for you and your group.
Section I-A: "Great Ninja War"This section of the rules deals with participation and sign-ups for the Great Ninja War event. Guild Leaders must register for their guild to join the event ahead of schedule. Registration starts at 00:00 Monday and ends 19:30 Wednesday. There is pleanty of time for Guilds to discuss whether or not they wish to join the event, but guilds should register sooner rather than later in order to prevent any confusion amongst guild mates. Keep in mind that you must have ac*ulated at least 200 Guild Points in your guild within the last 3 days in order to participate in the event. Otherwise, you can't join.
Section I-B: "Great Ninja War Schedule"
This section of the rules deals with the schedule of the Great Ninja War events. Wednesday are qualifier matches, while Saturday are Finals. Keep in mind that the qualifier matches are all about gathering points, because only the top 8 Guilds in a server get to compete in the finals. Once the finals begin, your guild will fight against the others that qualified in order to obtain top ranking for the event.

Section I-C: "Great Ninja War Single Challenge Rules"
This section of the rules deals with the match setup before battles and the rules that take place during battles. Keep in mind that your guild has a 10 minute prep time that allows you to discuss with your guild and how you will proceed with these matches. Each territory can have up to 6 group members join the event, meaning up to 30 members can participate in the event during any given time. Players cannot use the auto *on while fighting, and must work with their teams to fight against the enemy 3v3. If there are more than 3 members fighting for that location, then the fight will continue 3v3 until all enemy members have been defeated. Health does NOT regenerate between battles.

Section I-D: "Great Nina War Winning Conditions"
This section of the rules deals with the victory conditions for both the battle and the war. Victory is achieved once all enemies on the field have been defeated, and gives the guild that won the territory its points. The guild with the most territory points is the winner of the match. Guilds that win a qualifier match give their guild an additional 30 points for qualifying for the finals. If the points end in the tie, the number of territory victories will determine the winner. In the case of the same number of territory victories, than the guild with the greater number of participents will win.

Section I-E: "Great Ninja War Reward Notes"
This section covers the rules regarding rewards and distributation for such rewards between guilds. Please note that there will never be enough rewards given from this event to give to every active participant if the guild has all 30 slots filled for each of the participating battles. Reward packs must be distributed by the leader before the next qualifier match, or they will be lost and cannot be redeemed again. Leaders will determine who gets which of the three available reward packs, but keep in mind that this is not the only reward you receive for participating in the event.

Section I-F: "Great Ninja War Cheer On"
The rules regarding the 'Cheer On' feature in the game. You get to view your allies fights and watch how they are doing in the event. If you aren't participating in the event, this is something you could do to see how your guild is doing. This post was last edited by WolfMaster at 2016-10-13 14:50
  • Registered: 2017-07-24
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On 2016-10-13 14:28:49Show this Author Only
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Section II: Preparing for Battle - Stratagies and Tactics“Those who wishes to fight must first count the cost...” - Sun Tzu, The Art of War

Now that we are done discussing the rules of combat, lets get to the real reason you are probably reading this thread and dig into the nitty gritty details regarding stratagy and tactics for the Great Ninja War event. The first and foremost tactics when taking into consideration the Great Ninja Wars is simple yet often overlooked: NUMBERS WIN! It doesn't matter if you're 10-15 levels below the other players on your server, or if you don't have the strongest most powerful team set up that can be used, what matters is that you aid your team and deal as much damage as you can. Unless your server has a rediculous clan that only accepts the strongest of the strong ninja to join, you will probably be fighting against opponents in the same situation you are in. Just because you may have a weaker team does not mean you cannot help fight the good fight. Now that we have gotten that out of the way, here are some simple tricks for all Guilds and Leaders to consider when participating in the Great Ninja Wars.
Section II-A: Discuss with your team and manage all resources at your disposalAs guild leader, it is your responsibility to oversee your team and guild to achive the highest possible chance for success. As such, you will need to discuss with your team to see where they are most comfortable battling and who they plan to battle with. Many players may or may not have friends they wish to play with or team combinations that work well togeather. Alternatively, if your allies have clashing stratagies that don't synergize, you should talk about switching them into a different territory. Remember, teams can have up to 30 participating members in this event, but only three of them will be active on the battlefield togeather at any given time, make the most of it!

Section II-B: Understanding the Conditions for Victory and Success
Just because you have won the match does not mean your guild will win the war. Many players are often overwhelmed by the Great Ninja Wars event, and don't understand how to achieve victory. Keep in mind that victory is obtained by scoring more territory points than your opponent. There are a total of six areas for your guild to spread their recources accross. The Land of Fire (10 Points), Land of Wind (8 Points), Land of Lightning (7 Points), Land of Water (6 Points), Land of Earth (5 Points), and Land of Iron (3 Points) for a grand total of 39 Points. In order to achieve victory, you must guarantee your team at least 20 points of the available 39 represented on the map. Focusing all of your attention into the Land of Fire may seem tempting at first, until you realize that you still need to win at least 2 more fights to guarantee victory. Remember this during the discussion with your teams: "How are we best able to get as many points as possibe?"

Section II-C: Stratagies of War and Teamwork
As previously discussed, numbers win battles. If you're 15 levels weaker than an enemy, you're still going to deal damage. If you're fighting a 2v3 fight against the opponent, you are going to win the majory of time. It simply takes to much resources to fight against multiple opponents for a single team to fight against solo. So even if you aren't the strongest on your server or you are afraid of fighting someone more powerful, never leave your guild to fight alone. Just being there helps your teams odds, even if it doesn't feel like you are doing much against the enemy. This post was last edited by WolfMaster at 2016-10-13 14:33
  • Registered: 2017-07-24
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On 2016-10-13 14:29:12Show this Author Only
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Section III: Spoils of War - The Reason We Fight“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.” - Sun Tzu, The Art of War

In a perfect world, the developers would have realized how foolish providing such limited numbers of packs to players would harm healthy guild relationships. In a perfect world, your guild would understand that the rewards for the group outweigh the rewards for the individuals. Unfortunately this is not a perfect world, and the developers have limited the high end rewards for this event, and players are often greedy and will often times focus on themselves rather than the good for the guild. Along with guild activity points and guild reputation, guilds will be given special 10 Seal Scrolls, 8 Seal Scrolls, and 5 Seal Scrolls that the leader must distribute to players who participated in the event. The catch - there will never be enough to reward a fully active guild with 30 members who joined the Great Ninja Wars.

Guild Leaders: It is your job to distribute reward packs evenly between players who participate in the event. Discuss with your team how they feel about pack distributation. I will post some ideas for distribution, but ultimately it is the leaders choice who gets the items and who goes without, and try to maintain a healthy guild relationship whenever possible. Make sure to keep track of who participated in what matches, and the wins and losses of each ally so you can give them proper credit.

Guild Members: It is your job to understand there is not enough meat to go around the table. Unfortunately, the game designers have intentionally made it impossible for everyone in the guild to receive special rewards. Keep in mind that you already received participation rewards, including Guild Currency that can be used to purchase items from the Exchange, and Guild Points that can be used to train or spent on the Wheel of Fortune. Do not make this emotional for the guild leaders, as drama only leads to decay in the guilds.

Section III-A: Rewards Distribution Option 1 - Random Lotto
A simple lotto system in place to remove any bias the leader may have with their guild. Keep track of all players who participated in the event and for how many rounds they participated in. Additionally, keep track of the number of wins/losses each player achieved when they were fighting against an opponent. Players who participated in the event gain +1 Lotto Point and players who won their battles gain an additional +1 Lotto point. At the end of the event, tally the number of Lotto points for each guild member (maximum 10), and shuffle the names in a randomized generater.
The more Lotto Points the player has, the higher chance they have of getting a reward. Afterwards, begin rewarding players based on the randomness of the Lotto System. The leader should limit the number of times someone can win this Lotto system per month, as to prevent internal drama within the guild. This system is ideal for guilds that are okay with random chance of receiving rewards at the end of an event as this should give equal opportunity to everyone.

Section III-B: Rewards Distribution Option 2 - Participation Chart
Make a chart of who participated the most and who performed the best within an event. Each victory gives players +1 point while each participation also gives that player +1 point. At the end, tally the number of points each player has and distribute packs based on who reached the highest point value. Keep in mind that this can often lead to internal struggle within the guild if players begin to feel that others are rewarded to often. Try to keep pack distribution fair within the guild and try not to give the same person high tier rewards every event.

Section III-C: Rewards Distribution Option 3 - High Power Rewards
My least favorite option for distributing event rewards. Give the highest tier event rewards to the highest power members, making the strong even stronger for the next event. This can often leave other players frustrated and annoyed that they have not received any rewards due to these players guaranteed to receive the high level rewards. Keep in mind that this is only one option that your guild may consider.

Section III-D: Rewards Distribution Option 4 - Internal Tournament
Alternatively, you can have an internal tournament with your guild with special rules and restriction. Such rules could include "Only use Lightning Attribute Ninja" or "Only use Ninja Free to Play" or "Only use Ninja available in the Exchange Shop". Build a tournament after the events have been completed and give the Great Ninja Wars rewards as prizes. Keep in mind that prizes must be distributed BEFORE Qualifiers on Wednesday, as to prevent the items from disappearing all togeather.

Section III-E: Rewards Distribution Option 5 - Other
Discuss with the other players of your guild how they want to be rewarded. Many players are okay with only receiving Guild Currency and Guild Points, while others outright demand compensation for their contributation. Myself, having been a guild leader, often dicussed with my two Seniers to choose who was most deserving of the guild, and who was the most helpful for the whole. We used a modified version of the Lotto system, which had players donate to the guild for more chances to win. The more they donated, the higher chances they had to get high level rewards. Make sure to discuss with your guild and ask what they are comfortable with when determining prizes.

This post was last edited by WolfMaster at 2016-10-13 14:36
  • Registered: 2017-07-24
  • Topics: 15
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On 2016-10-13 14:29:31Show this Author Only
4#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Section IV: Closing Thoughts and Discussion“There is no instance of a nation benefitting from prolonged warfare.” - Sun Tzu, The Art of War

That was my guide on the Great Ninja War that should provide information for both guild members as well as guild leaders. Hopefully I did a good job. This was the first time writing something informative online, and I've been writing this for the past two and a half hours. I do apologize for any errors made on this post, as I am starting to fall asleep while typing on my keyboard. Feel free to leave any discussions or comments below, and I might update this in the future to include your suggestions! Thanks for reading everybody!!! This post was last edited by WolfMaster at 2016-10-13 14:37
  • Registered: 2017-07-24
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On 2016-10-28 23:14:21Show this Author Only
5#
Another way to distribute could be places: First Place gets 10, Second Place gets 8, and third place gets 5. How this works? For each person who participates, gets +1 and for each win gets an additional +1. So a chance for +2 every battle. If you manage to reach above 10+ points, the ante comes into play: If you lose, it's -1. So if you have 20 points, and you lose, you will drop to 19. The top three will gain the rewards, and it may not even be the same three at all.
  • Registered: 2017-07-24
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On 2016-10-29 01:56:53Show this Author Only
6#
Consider this, if the groups participating is ranked from 1 to 4th, they will fight in preliminary war against each other; example 1st vs 2nd, 3rd vs 4th which then the victor will fight the victor from 5th to 8th group seed. TLDR version, sometimes for 'a bit' advantage, the group standing in war also matters, why be 2nd only to lose to 1st while when at 6th or 8th place in server; can contend for 2nd place in war.
  • Registered: 2017-07-24
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On 2017-02-01 20:31:07Show this Author Only
7#
hi i have a question, is GNW a winner loser bracket system? or how does it work?
  • Registered: 2019-04-14
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  • Posts: 12
On 2020-01-29 19:34:22Show this Author Only
8#

Is it possible to change battlefield during the Great Ninja War and to go an empty one? it seems that it is always asigning to Land of Fire but sometimes it allowed you to change field, i think it was during free matches or something.

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