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Winter Siege — Six-Stronghold Revamp, Win Conditions and Defensive Layout

Day-4 undocumented revamp: 6 strongholds (3·2·1), 20 squads each, regular hearts 4 → total hearts 368→486. Stars by tier 1/2·2/4·3/6, tier-1 centre as the gate, stack strength at the back.

공략노트·Source: Ton (TontonYouTube) Day 1 registration/ratio (2026-08-20) + Day 2 battle phase/win condition (2026-08-22) + Day 3 registration ratios (2026-09-16, youtu.be/AZreTpgOABE) + Day 4 six-stronghold revamp/defensive layout (2026-09-17, youtu.be/VXtszLgffN0) · win-condition change per user confirmation (2026-09-16) · provisional (layout and win conditions have changed; unlock path to be confirmed on battle day)

🆕 Day 4 — the board is now six strongholds (2026-09-17)

An undocumented change — not in the patch notes, the hotfixes or the in-game rules. Ton spotted it in the registration window, and the video was recorded the night before battle, so the unlock path still needs confirming on battle day. The map, stars, hearts, attacks and lanes sections below have been revised to match.

ItemBefore (Days 1–3)✅ Now
Strongholds4 (3 front + HQ)6 (3 tier-1 + 2 tier-2 + 1 final)
Squads per stronghold3020
Total slots120120 (unchanged → still the top ~60)
Wardens46 (+2)
Regular squad hearts❤️ 3❤️ 4
Warden hearts❤️ 5❤️ 5 (unchanged)
Total hearts (full board)368486 (+118)
Attack attempts10 per marchunchanged — no extra attacks

📌 Ton says "+116" in the video (mental maths past midnight). Recomputed: 114×4 + 6×5 = 486 vs the old 116×3 + 4×5 = 368 — +118. Each stronghold holds only 20 squads so it falls faster, but with more strongholds and more hearts, clearing the whole board costs more attacks.

The new map

Final stronghold · #1regular ⭐3 · warden ⭐6 · your strongest main marches
▲ opens once either tier-2 stronghold is cleared (reading A)
Tier-2 · #2Advanced · ⭐2 / ⭐4 · strong main marches
Tier-2 · #3Advanced · ⭐2 / ⭐4 · strong main marches
▲ left→#2 · centre→#2 and #3 · right→#3
Tier-1 leftPrimitive · ⭐1 / ⭐2 · weakest (sacrificial)
Tier-1 centre · gatePrimitive · ⭐1 / ⭐2 · weak, but not the weakest
Tier-1 rightPrimitive · ⭐1 / ⭐2 · weakest (sacrificial)

In-game names: tier 1 = Primitive (#4–6), tier 2 = Advanced (#2–3, new), final = #1. The final stronghold's name is unclear in the captions. The connecting paths are as Ton described them from his screen.

Unlock rule — two readings ⚠️ confirm on battle day

The in-game text: "strongholds can only be attacked in a set order; all defending squads in the current stronghold must be defeated before you can attack the next connected stronghold" — which is ambiguous.

ReadingWhat it meansResult
A (Ton's assumption)As last cycle, clearing one stronghold opens the connected next one. Clearing either tier-2 stronghold opens the finalClearing tier-1 centre opens both tier-2 strongholds → tier-1 left/right are optional
B (unconfirmed)The final only opens once both tier-2 strongholds (left and right paths) are clearedYou have to push through nearly every tier in order

Ton found no sign of a rule change in the hotfixes or docs, so he assumes reading A. Either way the conclusion is the same — stack your strongest at the back (tier 2 and final).

Stars and hearts by tier (full board, computed)

TierStrongholdsRegular / wardenStars eachTier totalShareHearts each
Tier 1 (Primitive)3⭐1 / ⭐2216330%81
Tier 2 (Advanced)2⭐2 / ⭐4428440%81
Final1⭐3 / ⭐6636330%81
Total6210486

Star values are from Ton; totals and shares are computed from them. One surviving regular squad is worth ⭐3 in the final stronghold and ⭐1 in tier 1.

Ton's defensive layout (provisional)

WhereWhoWhy
Tier-1 left/rightThe weakest of the weak — effectively a sacrificial laneFewest stars, and under reading A the enemy doesn't even need them
Tier-1 centreWeak squads, but not the very weakestThe gate to both tier-2 strongholds — burn the enemy's mid-tier attacks here
Tier 2Strong main marches⭐2/⭐4, the most stars of any tier in total
FinalYour strongest main marches + a solid warden⭐3/⭐6, and the enemy only reaches it after spending the most attacks
  • Wardens have more hearts, so they soak attacks → it doesn't have to be anyone's main march; a strong player's second march works. Put main marches in the regular tier-2/final slots.
  • Very strong players up front don't buy much — they waste enemy attacks early, but hold few stars.
  • Why stack the back ① the enemy's weaker members burn attacks on your tier 1. ② Killing your strong squads at the back needs morale chip first (−10, −10, −5 … floor 60%) — and the weak attacks meant for that are spent up front. ③ Attack slack (600 − hearts) has halved, from 232 to 114, but Ton still expects boards to fall in a fair matchup → if you're going to be cleared, minimise the stars they can take by stacking strength where the stars are.

Ton's attack plan — when neither side is likely to clear

1Break tier-1 centre

Then push tier 2 → final and remove as many stars as you can

2Tier-1 sides as a bonus

Pick up only the easy squads

3Ignore their strong ones

If they parked strong squads on tier-1 left/right, leave them alone

⚠️ Provisional — the layout just changed, the best answer won't be found immediately, and it depends on how your opponent sets up. Ton himself calls it "not the clearest strategy". For what it's worth, his alliance's opponent this cycle was ~3B power ahead not long ago and is much closer now — possibly a sign matchmaking is settling.

🆕 Win-condition rule change — user-confirmed (2026-09-16)

The Day-2 three-step check (stars → power → who got there first) has changed again. The current rule:

OrderCriterion
1stWhoever brings the enemy's stars to 0 first wins (a race — not the star count at the end, but who hit 0 first)
2ndIf neither side hits 0 → more stars remaining wins
3rdEqual stars → higher total power of surviving squads wins
4thEqual power too → whoever took longer to drop to that star count (held out longer) wins
SpecialBoth sides start with equal stars and end unchanged from the start (=no real progress) → both sides lose

⚠️ The 4th check is the opposite of the Day-2 version. Day 2 said "whoever gets there first wins" — the current rule says whoever holds out longer wins: endurance instead of speed.

⚠️ The 1st check changed fundamentally too. Day 2 said "0:0 means the higher-power side wins" — the current rule is a race to zero the opponent first. The "Win condition — a three-step check" section below is now a historical record of the Day-2 rule — for reference only.

🆕 How to think about registration ratios (2026-09-16)

The new video isn't about new numbers — it's about why you use the ratio you use. The 48/4/48 and 60/40 figures further down aren't the point in themselves; understanding why those numbers came out that way is what lets you adapt to a different generation or roster.

  • There is no "universal ratio." The best split depends on your generation, your heroes, and your gear — copying a top player's ratio isn't a substitute for testing it on your own account.
  • The real constraint is gear scarcity. Most accounts don't have a second full set, but registration is two marches — so filling the empty troop type with a hero that needs no gear is the whole logic behind the archer ratio (Mia as an ungeared lancer) and the lancer ratio (an all-class-buff archer hero, ungeared).
  • The selection rule is "does the skill buff every troop type?" Heroes like Zinman, Alonso, Greg and Bradley buff all troop types, so they're worth a slot even with zero troops of their own class. A hero like Norah or Gordon, whose skill only buffs their own class, does nothing in a march that has none of that troop.
  • Pick your "core three" heroes first. Take your single strongest infantry, lancer, and archer, then build two marches around them — that's the whole method. It doesn't have to be "one archer ratio + one lancer ratio"; a lancer-heavy account can register two lancer ratios.
  • There's a Discord spreadsheet that works out additive vs. multiplicative skill stacking in detail, but most players don't need to go that deep — pick your core three and validate with the bounty-farm test below.

📌 This is background reasoning for the 48/4/48 / 60/40 numbers further down, not a new number — the specific ratios and the Day-2 question mark still stand.

🆕 Day-2 update — what Day 1 got wrong (2026-08-22)

After one battle cycle, several core items from the Day-1 write-up turned out to be wrong.

ItemWhat Day 1 said✅ Actual
Win condition"most stars remaining wins" (one tiebreak only)Three-step check — stars → power → who got there first. Equal stars means the stronger alliance wins.
Stronghold unlockmust clear all three front strongholds to reach the HQClearing just one front stronghold opens the HQ
Morale floor35% or below (outside sources)60% is the floor — stat reduction caps at −40%
Star valuessame in every strongholdHQ stars are worth far more (⚠️ provisional)
Attack attemptsTon "20" vs outside "3+7" — contradictory10 per march = 20 per player — both were right

The win condition is the big one. If both sides clear each other's board the score is 0:0, and then the higher-power alliance wins. And in practice clearing a board is easier than expected. The net effect: the weaker alliance loses by default — which is exactly what players are upset about.

🏰

Bottom line — Alliance Championship in fortress form. 3 tier-1 → 2 tier-2 → 1 final stronghold (Day-4 revamp), 20 squads each, 2 marches per player → only the top ~60 play. On defence, stack strength at the back where the stars are; on offence, break tier-1 centre and strip the back tiers. Individually: ① register both marches before the Thursday lock, ② test your ratios first, ③ gear on the right heroes before the lock. As an alliance: judge your odds the moment matchmaking resolves on Tuesday — ahead on power, clear the board; behind, protect stars.

🗓️ Eligibility and schedule lock Thursday, settle Sunday reset

ItemDetail
AlliancesOnly the top 20 by power in the state
GenerationGen 3 and up
FrequencyMonthly, alongside Alliance Showdown week
Slots6 strongholds × 20 squads = 120 (was 4 × 30) · 2 marches each → top ~60 players
Preview / registerMonday – Tuesday
MatchmakingTuesday 23:00–24:00 UTC
PreparationWednesday – Thursday
🔒 LockThursday 24:00 UTC — squads, heroes, troops, bonuses frozen
ScoutingFriday (mission: scout ×2)
BattleSaturday, 24 hours (mission: attack ×10)
Final settlementSaturday → Sunday reset (midnight)

⚠️ Leaving the alliance wipes your registration

Anyone hopping alliances for Alliance Showdown rewards must re-register on return. If the red dot is back on "Go Prepare", you are not registered any more.

🏆 Win condition — how the rule evolved ⚠️ historical record below — current rule is in the box above

Poorly explained in-game, and it has been changed by patches multiple times.

Version1st2nd3rd
Day 1 (~08-20)Most stars remaining wins——
Day 2 (08-22)Most stars remaining winsEqual → higher power winsEqual → whoever got there first wins
Current (09-16)Zero the enemy's stars first → win (a race)Neither hits 0 → more stars remainingEqual → power, still equal → whoever held out longer

💥 (Day-2 record) Why this was a problem — largely resolved by the current rule

  • Under the Day-2 rule, both sides clearing each other meant 0 stars : 0 stars → power decides → stronger side wins, no exceptions
  • And clearing a board is not hard. Ton's alliance wiped one enemy stronghold in under six hours
  • Conclusion at the time — unless the weaker side can build a star lead, it loses by default
  • Under the current rule this is now a race to zero the opponent first, so it's no longer an automatic win for the stronger side — though the stronger side still tends to win that race too.
🚩 A "Win" banner during the battle is not final. The check running again at the Sunday reset is still true under the current rule.

(Day-2 record) Is there a better rule? — Ton's take

ProposalProblem
Equal stars → weaker side winsWinning every fight and still losing feels just as unfair from the other chair
Equal stars → whoever cleared firstRewards alliances whose members are awake at reset — a timezone lottery
Ton's proposal: rebalance attack vs defenceMake clearing a board genuinely hard so the star race actually happens

📌 The current rule's "zero the enemy's stars first, and you win" echoes the second proposal above — except it's now the always-on 1st check, not just a tiebreak for equal stars.

🗺️ Map — how strongholds unlock Day-4 revamp

Final stronghold · #1regular ⭐3 · warden ⭐6 · your strongest main marches
▲ opens once either tier-2 stronghold is cleared (reading A)
Tier-2 · #2Advanced · ⭐2 / ⭐4 · strong main marches
Tier-2 · #3Advanced · ⭐2 / ⭐4 · strong main marches
▲ left→#2 · centre→#2 and #3 · right→#3
Tier-1 leftPrimitive · ⭐1 / ⭐2 · weakest (sacrificial)
Tier-1 centre · gatePrimitive · ⭐1 / ⭐2 · weak, but not the weakest
Tier-1 rightPrimitive · ⭐1 / ⭐2 · weakest (sacrificial)
  • All three tier-1 strongholds are open when battle starts. Tier-1 centre connects to both tier-2 strongholds; left and right connect only to their own side.
  • Ton's assumption (reading A): clearing a stronghold opens the connected next one, and clearing either tier-2 opens the final (reading B — both tier-2 needed — is possible; confirm on battle day)
  • Capacity is 20 squads (was 30). Beyond that, the weakest by power are pushed out as "squad rejected" and never fight.
  • A stronghold with no garrison gets filled by auto-generated squads.

✅ Strategic upshot — tier-1 centre is the key gate

Under reading A the centre alone opens both tier-2 strongholds, which makes tier-1 left/right the most optional strongholds on the board — on offence take only their easy squads; on defence put your weakest there.

📜 (Days 1–3 layout, for the record) 3 front strongholds + HQ, 30 squads each. Clearing any one front stronghold opened the HQ, so the advice then was "pick the weakest front stronghold and focus it".

⭐ Stars and ❤️ Hearts

Star values differ by tier ✅ confirmed on Day 4

LocationRegular squadWardenStars per full stronghold
Tier 1 (3 strongholds)⭐ 1⭐ 221
Tier 2 (2 strongholds)⭐ 2⭐ 442
Final (1 stronghold)⭐ 3⭐ 663

Full board: 210 stars — tier 1 63 (30%) · tier 2 84 (40%) · final 63 (30%). A final-stronghold squad is worth 3× a tier-1 squad, and tier 2 holds the most stars of any tier. (The old front 1/2 · HQ 3/6 values turn out to be the same scheme.)

So your very best belong at the back (tier 2 and final). Tier-1 left/right can be a sacrificial lane — see the Day-4 defensive layout above.

Hearts (lives) changed on Day 4

SquadBefore✅ Now
Regular garrison squad❤️ 3❤️ 4
Warden squad❤️ 5❤️ 5
Wardens46 (one per stronghold)
Total hearts (full board)368486

A squad that loses all hearts is removed — but every heart lost resets morale to 100%. See below.

📉 Morale — Ton's measurements ★Day-1 numbers corrected★

Morale % is stat %. At 90% morale that squad fights with 90% of its stats.
Successful defencesDropMorale
1st−10%p90%
2nd−10%p80%
3rd onward−5%p each75 → 70 → 65 → 60%
Floor60%goes no lower → stat reduction caps at −40%

The "35% floor" I wrote on Day 1 from outside sources was wrong.

⚠️ Morale resets to 100% — you cannot "soften then kill"

Losing one heart snaps morale straight back to 100%. To remove a strong squad you have to repeat the soften → kill cycle once per heart.

Removing one warden (5 hearts) = (2 softening attacks + 1 kill) × 5 ≈ 15 attacks

Ton puts it as "ten attacks to weaken, five to strip the hearts" — one squad can eat the entire attack budget of several top players.

🚩 The unkillable-squad problem

Reported on Ton's Discord — if an enemy squad still beats you at 60% morale (−40% stats), that squad is permanently unkillable. Morale cannot drop further, so no amount of attacking gets through.

One such squad means that stronghold never reaches zero stars. Five or six stars survive, and if your side gets cleared → guaranteed loss. Ton's only description for it: bad matchmaking and bad luck.

🎯 Attack attempts — the numbers, settled

UnitAttempts
Per march10
Per player (2 marches)20
Per alliance (30 players)~600
  • 3 granted at reset, then roughly 1 every 2 hours.
  • Regeneration finishes around the first 14 hours → you have the remaining 10 hours to spend 10 attacks. Start late and you simply waste them.

Attack supply vs heart supply Ton's Discord log (Days 1–3) + Day-4 recalculation

ItemDays 1–3 layout✅ Day-4 layout
Alliance attacks available600600 (unchanged)
Enemy hearts to remove368 (4 strongholds × ~92)486 (6 × 81)
Slack (attacks − hearts)232 ~40% of attacks114 ~19% of attacks
Under the old layout 40% of your attacks could miss or go purely to morale chip — the numeric reason boards fell easily, and why Ton read the balance as tilted too far toward the attacker. The Day-4 revamp more than halves that slack. Ton still expects a fair matchup to end with boards cleared, since attacks still outnumber hearts.

⚔️ Battle strategy — dividing the roles

Pick your scenario first the moment matchmaking resolves

SituationGoalPlay
Ahead on powerFull clearGo for zeroing the enemy's stars first (the 1st check) — the most reliable path to a win
Behind on powerProtect starsYou lose the clearing race for certain. Pick off their cheap stars and defend your own — if they can't hit 0 either, it falls to the 2nd (stars) and 3rd (power) checks
⚠️ Attempting a full clear from behind is the worst option available. You fail to clear, your own board falls, and the enemy zeroes you first — an automatic loss.
⚠️ Current rule (2026-09-16): the win condition is now a "zero them first" race, so speed matters even when you're ahead on power.

Defensive layout — stack the back Day 4

WhereWho
Tier-1 left/rightWeakest (sacrificial lane)
Tier-1 centreWeak, but not the very weakest
Tier 2Strong main marches
FinalStrongest main marches + a solid warden (a strong player's second march is fine)

Attack order — break tier-1 centre → tier 2 → strip as many stars as possible from the final. Take only easy squads from tier-1 sides and ignore strong ones. Reasoning in the Day-4 box above.

Roles by strength tier

LBottom 30

Morale chip duty. Throw them at targets they cannot beat solo and grind −10/−5%p per hit. Losing is not wasted.

MMid tier

Hunt targets slightly weaker than you and close them out. Reaching upward burns attempts for nothing.

HTop tier

Finish softened heavyweights and, on defence, hold the final and tier-2 strongholds.

Tip: Use markers to publish an attack order per stronghold, and split the roster into numbered teams with assigned targets so attacks don't scatter.

🎲 Outcomes swing wildly

Ton's own measurements, between similarly powered marches:

  • One fight won with 10–15% of his troops left
  • Another lost with the enemy holding 60%+ of theirs

That is a ~75-point spread at the same power level. With this many hero skills interacting, the variance is far higher than Labyran or IWL.

Practical read — a target you "think" you beat is a coin flip. Send attacks at fights you are sure of, and hand the marginal ones to the morale-chip crew.

🏹 Ratios and heroes no event-specific ratio exists

Whatever performs in Labyran, Gaia's Heart, Land of the Brave and IWL performs here.

Gen 3 – 5

MarchRatio (inf/lancer/marks)Heroes
March 150 / 20 / 30your best three
March 250 / 20 / 30next best three
  • Variants: 60/10/30 · 45/10/45 — go with whatever your own testing favours
  • Avoid: blue (rare) heroes and anything without a combat Expedition skill. Epics run one utility + one combat skill and lose out once you have legendaries
  • Favour: Zinman, Alonso, Greg — skills that buff all troop types

Gen 5 and up — marksman ratio + lancer ratio ⚠️ questioned on Day 2

MarchRatioHeroesGear needed
March 1
marksman ratio
48 / 4 / 48best marksman + best infantry + MiaPrimary set on the infantry and marksman heroes
March 2
lancer ratio
60 / 40 / 0best lancer + second infantry + an all-troop-buff marksman heroSecond infantry set + primary lancer set
the marksman hero needs no gear

Why this pairing — the two marches never compete for gear. With zero marksman troops in a lancer ratio there is no reason to gear that hero at all. It squeezes full value from a limited number of maxed sets.

⚠️ Day-2 caveat — a question mark over 60/40

Reviewing a handful of live battle reports, Ton found the 60/40 lancer ratio performing worse than expected and flagged it. His own reports are unusable — he registered his marksman march with his second-string gear by mistake. Needs re-testing next cycle.

Marksman hero priority for the 60/40 march

#HeroWhy
1Bradley (G7)all three skills buff every troop type
2Greg (G3)same — all-troop buffs
3Alonso (G2)same — all-troop buffs
4Zinman (G1)fallback

A "marksman attack +x%" skill does nothing with zero marksman troops on the field.

Whales — 50/20/30 on both marches may be better. Ton sees that style appearing around Gen 15–16; at Gen 11–12 the Mia/Molly marksman ratio and the Bradley lancer ratio still win.

Testing ratios — the free bounty loop

1Pick a bounty

Find a bounty monster out on the map.

2Attack with the test ratio

Send the march you want to measure.

3Stamina refunds

Lose, and the returning march refunds its stamina → loop it for free.

4Average 5–6 runs

As shown above, a single result tells you nothing.

5Cross-check

Gaia's Heart, Land of the Brave, Labyran, IWL. During the event, sparring attacks work too.

🔧 What applies and what doesn't

❌ Does NOT apply

  • Hero exclusive gear (widget) skills — the text at the bottom of the widget card
  • Territory bonuses
  • State position / President skills — titles included
  • City bonuses — gem-bought +10% / +20% attack and friends
  • Frostdragon Tyrant buffs
  • Combat buff items

✅ Does apply

  • Flat widget stats — health and lethality pass through
  • Pet skills — auto-activated
  • Hero skills — the Expedition set
  • Hero gear, charms, chief gear, troop research — frozen at the end of Preparation

📌 The snapshot is taken at the end of Preparation — Thursday 24:00 UTC

Not the moment you press register. Up to the lock you can keep swapping gear, heroes and troops; after it, nothing you change counts.

Ton himself lost a whole week to gear left on the wrong hero at lock time. Check once at registration, and again on Thursday.

🧭 R4/R5 — building the lanes

  • Strongholds 1–6 are each auto-sorted by power in Manage Squads
  • Pile more than capacity (20, was 30) into one and the overflow is benched → it is common to find someone strong sitting out while a weaker squad plays elsewhere. Sweep the list right after registration closes
  • Batch adjust moves several at once — same as Championship lane building
  • Invite from "members not ready", but chase only the people who'd land in the top 60
  • Allocation rule (revised Day 4): make sure your very best are in the final (⭐3/6) and tier 2 (⭐2/4). Weakest on tier-1 left/right; tier-1 centre is the gate to both tier-2 strongholds, so one step above the weakest. Fill the six warden seats with sturdy squads — their extra hearts soak attacks
  • (Day-2 rule, for the record: best in the HQ, the rest spread evenly over the three front strongholds — for the 4-stronghold layout)
Practical trick — dump everyone into one stronghold first, then deal them out strongest-first: final → tier 2 → tier-1 centre → tier-1 sides.

📊 Using the battle reports

  • Each stronghold's battle record shows both attack and defence reports — who fought with what ratio and how it went
  • There are separate sparring attacks — use them for ratio testing
  • ⚠️ Reports appear to be kept for only ~9 hours. The cutoff is by time, not by count → review them live during the battle if you want the data

What to look for: the ratio used (48/4/48 or 60/40) · whether gear was actually equipped · what the morale % was — it changes how you read a win or loss.

⚠️ Known problem — matchmaking imbalance

Ton flagged "some people have been very unfairly matched" on both days.

#Structural cause
①The matching key and the deciding factor are different axes. The official rule groups by server progress then pairs on similar Star Rating — but Star Rating is a cumulative record (+1 win / −1 loss), not power. On the first cycle everyone started level, making it effectively random within a group
②The win condition turns a power gap directly into the result — under Day 2 that was the "power" check; under the current rule (09-16) it's the "zero them first" race
③One unkillable squad makes a clear impossible
④More attacks than hearts makes clearing easy → the star race never happens (the Day-4 revamp — hearts 368→486 — more than halves the slack, easing this somewhat)
⑤Byes — an odd group size decides a result with no battle at all
Ton's outlook — Alliance Showdown matchmaking was also terrible at launch; he expects this to settle as Star Ratings accumulate. But it runs monthly, so sorting will take months — and until then it keeps pushing players toward "just join the strongest alliance."

✅ Personal checklist

  • Confirm your alliance is in the state's top 20
  • Confirm the six-stronghold layout (3 tier-1 · 2 tier-2 · 1 final, 20 squads each) — and on battle day, which unlock path (reading A/B) applies
  • Check which tier your marches landed in (strong players belong in tier 2 / final)
  • Check the Tuesday matchmaking result → decide ahead or behind
  • Before the Thursday lock, move gear onto the right hero in each march
  • Register both marches
  • Left and rejoined the alliance? Verify you are still registered
  • Everything finalised before Thursday 24:00 UTC
  • Friday: scout ×2 mission
  • Saturday: start early — regeneration ends in the first 14 hours, so a late start throws attempts away
  • Saturday: spend all 20 attempts (10 per march)
  • Use sparring to confirm your ratio before picking real targets
Source: Ton (TontonYouTube) — Day 1 "registration & ratios" (2026-08-20) + Day 2 "battle phase & win conditions" (2026-08-22) + Day 3 "how to think about ratios" (2026-09-16) + Day 4 "six-stronghold revamp & defensive layout" (2026-09-17, video) · win-condition change per user confirmation (2026-09-16) · cross-checked against the official Winter Siege help centre section
Compiled 2026-09-17 · ⚠️ provisional (both the win conditions and the stronghold layout have changed before)