Still wondering why your clan needs a Stronghold at all? The main reason is the substantial bonuses that your clansmen get when using Reserves. You can not only increase the amount ofcredits, experience, and Industrial Resource earned, but also affect the combat outcome.
You can prepare Reserves in your Stronghold’s structures. You can also get Reserves for upgrading the Command Center and participating in War Games.
The Reserve Storage can be found at the bottom of the screen:
Number of Reserves of each type.
Maximum Reserve level. The Reserve Storage contains Reserves of different levels.
Activated Reserve.
Remaining Reserve duration.
Reserve Types
The Stronghold mode offers eight Reserve types. All Reserves are divided into two groups:
Bonus: Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles. Increases Industrial Resource income. Available for Skirmishes and Advances.
You must prepare a Reserve before it can be used for your clan’s benefit.
Reserves are prepared in the structures. The preparation cost of each Reserve is expressed inIndustrial Resource. To prepare a Reserve, ensure that the Stronghold Storage contains enough Industrial Resource.
Only the Commander and Executive Officers can prepare Reserves.
To prepare Reserves:
Click the relevant structure.
Set the required number of Reserves.
Click Prepare.
The preparation time depends on the structure level. If a Reserve is being prepared, a gear icon appears above the structure .
To view the remaining preparation time, click the relevant structure.
For each upgrade, a clan is rewarded a certain number of Reserves of all types equivalent to 2 × (L + 1) and 1 × (L + 2), where L is the level of the Command Center.
Example. The clan has upgraded the Command Center to level II. As a reward, it gets two Reserves of all types of level III (L + 1) and one Reserve of all types of level IV (L + 2).
Getting Reserves as a Reward in War Games
Clans that take prize-winning positions in War Games are rewarded with Continuous-Effect Reserves of level XI and XII.
The level and quantity of the Reserves the clan gets as a reward depends on the discipline the clan has competed in and the position it has taken.
Clans can get bonuses for using the Battle Payments and Additional Briefing Reserves of level XI and XII only if they play on Tier X vehicles.
Reserve Level
A Reserve level is determined by the level of the structure where the Reserve is prepared. TheReserve efficiency and preparation cost increase with the Reserve level.
After upgrading a structure, the level of the Reserves already prepared in the structure remains the same.
Bonus: Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles. Increases Industrial Resource income.
Reserve duration: One battle.
Level
Crew bonus
Effect radius
Bonus to Industrial Resource
I
10%
15 m
+3%
II
10%
20 m
+5%
III
15%
20 m
+8%
IV
15%
25 m
+10%
V
20%
25 m
+15%
VI
20%
30 m
+18%
VII
25%
30 m
+20%
VIII
25%
35 m
+25%
IX
30%
35 m
+28%
X
30%
40 m
+30%
XI
30%
40 m
+50%
XII
30%
40 m
+100%
Reserves of level XI and XII provide an additional bonus: Wind down time. After the Inspire effect runs out or the player leaves the effect radius, they will still continue to receive the Reserve bonus for a certain period of time.
To use a Reserve, you first need to activate it. Only clan members with the following positions can activate Reserves:
Commander
Executive Officer
Personnel Officer
Combat Officer
To view your clan's history of using Reserves, click LOG in your Stronghold and go to the Reserves tab.
Continuous-Effect Reserves
The Continuous-Effect Reserves (Battle Payments, Military Maneuvers, Tactical Training, andAdditional Briefing) are activated right in the Stronghold.
To use a Continuous-Effect Reserve:
Select the relevant Reserve from the Reserve Storage. If the storage contains Reserves ofdifferent levels, select the Reserve of the necessary level.
Click Activate.
The Reserve is activated immediately. The remaining Reserve duration is displayed above the Reserve.
After you activate the Reserve, you cannot cancel your action.
One-Time-Effect Reserves
High-Capacity Transport, Inspire, and Artillery Strike are enabled before a battle. However, Requisition can only be enabled before an Advance.
To use a One-Time-Effect Reserve:
Click Clan Battles.
Click Create Detachment.
In the upper right corner, click a free slot and select the Reserve.
After each battle Reserves of the same type and level are automatically resupplied if they’re available in the Reserve Storage.
If you’ve changed your mind and don’t want to use the enabled Reserve, select it and click Disable.
Inspire and Artillery Strike are different from the other Reserves. For these, you'll need to enable the Reserve when creating a detachment, then activate it right in battle.
Using Several Reserves at Once
Try to use several Reserves at the same time to earn even more credits, experience, andIndustrialResource.
Remember that the following Reserves cannot be used together:
Military Maneuvers and Additional Briefing
Battle Payments and Tactical Training
Combat Reserves
Combat Reserves—Inspire and Artillery Strike—can be used in both Skirmishes and Advances. Theamount of Industrial Resource you get from Inspire and Artillery Strike increases with the level of theReserve. Their battle characteristics are determined by their level, as well as by the selected Division in the case of Artillery Strike.
To take advantage of a Combat Reserve, it must be enabled before battle, and then activated right on the battlefield (see Using Reserves). Combat Reserves can be activated 55 seconds after a battle starts.
In battle, the Detachment Commander can order an Inspire or Artillery Strike, or they can assign the responsibility to another player in the Detachment. Any player, including a legionnaire, can be given the authority to activate one or both of the Reserves.
Before a battle, you can assign Reserve activation in the Detachment window by right-clicking on the player’s name in the Detachment Members list and selecting Give Artillery Strike or Give Inspire. The or icon will appear to the right of the player’s name. If a player has been assigned to both Reserves, the icon will appear.
To revoke your decision, right-click the player’s name and select Take Artillery Strike or Take Inspire. Now, you have taken back your right to activate Combat Reserves on the battlefield.
If you don’t activate a Combat Reserve in battle, you won't earn its extra profit. The unusedReserve is not spent and will be returned to the Reserve Storage.
Inspire
Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles.
Inspire features:
If the vehicle of the player that activated Inspire is destroyed, the Reserve effect will end.
Reserves of level XI and XII provide an additional bonus: Wind down time. After the Inspire effect runs out or the player leaves the effect radius, they will still continue to receive the Reserve bonus for a certain period of time.
To use Inspire in battle, press the key that corresponds to the Inspire Reserve (7–9 by default).
The effect radius is marked by a green dashed line around your vehicle, and a timer will appear in the center of your screen. The player that activated the Reserve can be identified by the icon, while players under the Inspire effect will have the icon.
Only your allies will be able to see the effect radius and timer, but both teams will see which players are under the Inspire effect.
Artillery Strike
Artillery Strike executes an artillery attack. An artillery battery lays periodical fire on the selected area.
Artillery Strike features:
All players, including allies, receive damage within the area.
The size of the damage area radius depends on the level of the Reserve. The damage depends on both the level of the Reserve and the selected Division.
The required deployment time is six seconds.
To use Artillery Strike in battle:
Press the key that corresponds to the Artillery Strike Reserve (7–9 by default).
Point at the map area you want to attack.
Click to lock the damage area. The shelling will commence after six seconds.
Before the damage area is locked, there are three ways to cancel the use of a Reserve:
By right-clicking
By pressing the Esc button
By pressing the button that corresponds to the Artillery Strike Reserve