Home / Guides / Guide To Control Point Rallies (Intro)

Guide To Control Point Rallies (Intro)

mscp

*THE CONTROL POINT IS CONTESTED*

That message sounds the alarm for what is the epitome of inter-state combat – capturing and holding your state’s Control Point! We’re not talking about zeroing offline players in training gear here; we’re talking about unseating your enemies and fending off constant rallies for extensive periods of time in order to become the Head of State. Control Point battles can rage from as few as six hours to as long as the time between SvS KEs. One mistake can undo hours of successful defense or overthrow an enemy on the cusp of claiming victory and bragging rights for the next three days.

In this guide we will cover the basics of what happens differently with the Control Point:

  • The current Head of State, who is the R5 of the alliance holding the CP, is immediately unshielded and cannot shield until he or she passes leadership to another player. If your R5 is asleep behind a shield and you take the CP, you should probably start looking for a new alliance.
  • Only the HoS/R5 player can send their commander into the CP as the defending commander. If you use a placeholder base as R5 to avoid taxes, you want to pass leadership before the CP opens. Ideally, the player you use is not only the smartest, but also has the best research and multiple presets for various gear setups. You can win or lose the CP by one troop so every stat point matters. You can also have a vastly superior commander and still lose the CP by misreading incoming attacks or incorrectly calling the troop swaps.
  • Unlike bases, the CP can be reinforced by the same player multiple times and the total amount of reinforcements is based on the War Room level of the HoS. For this reason it is essentially a requirement for the HoS player to have a level 22 War Room for the additional 500,000 troop capacity. The CP can be held and reinforced by as many players as you have or by a single person all by themselves.
  • Deployment Speed is significantly reduced in the War Zone/Forest, so defenders have an inherent time advantage in being able to switch troops with single deployments that can be sped up with boosts, while attacking rallies take far longer to reach the CP.
  • In order to capture the CP, your alliance must hold it as HoS for six consecutive hours. If at any point an alliance loses a battle at the CP, the timer is reset to another six hours for whomever defeated them. During an SvS Kill Event, the end of the event acts as a hard timer for controlling CP but that is not in effect outside of those events.
  • All incoming deployments to the CP are sent only to the Radar Station of the HoS. You are completely dependent on the HoS to let your alliance know what the incoming rally is sending.
  • Bases that are burned in the War Zone/Forest are not only randomly ported, out but all deployments they have sent, rally or solo, are automatically canceled.

Now, on to the most basic form of Control Point combat – single rally attack and defense. The CP cannot hide behind Anti-Scout so you can always get an update on what troops are defending it within seconds if you are in the area surrounding it. However, considering your rally will take approximately 2 minutes (depending on troop type, gear, research, and position), the defender can also see what you are sending from their Radar Station and change the makeup of the troops defending the CP to counter the attacking rally. This is one of two main reasons that you see the infamous “Scout Bomb” technique: it overloads the defender’s incoming reports and makes it far more difficult to select the incoming rally and see what its composition is (the other reason is to overload their app and crash their game). All of this makes the Control Point a complicated battle of deception and reading your opponent, and whoever does it best will win.

Let’s take a look at how two different scenarios may play out. Scenario One will be an obvious attack and is just straightforward rally attack and defense. Scenario Two will show what can happen when the attacking player makes a series of moves to trick the defender into giving him a more favorable outcome.

Scenario One

  1. Defender is wearing a mix of high defense and health gear and is reinforcing the CP with 1 million of each T4: Tanks, Demos, and Deltas.
  2. Attacker starts a rally in Armored Vehicle gear and fills his rally with Tanks.
  3. Defender sees an incoming deployment report showing a full rally of Tanks and sees that the Attacker is wearing Armored Vehicle gear.
  4. Defender has the reinforcing players remove all Tanks and Deltas and replace them with Demos and switches gear to an Infantry gear set to counter the Tanks.
  5. Attacker’s rally reaches the CP and it is crushed by its counter. Defender maintains control of the CP.

Scenario Two

  1. Defender is wearing a mix of high defense and health gear and is reinforcing the CP with 1 million of each T4: Tanks, Demos, and Deltas.
  2. Attacker starts the rally in Armored Vehicle gear but calls for Deltas to fill the rally.
  3. Attacker’s alliance swarms the Defender’s Radar Station with incoming scout reports from 10 seconds before the rally deploys until the rally reaches the CP.
  4. Attacker switches to Swift Gear (significantly increasing deployment speed), launches the rally, and switches back to Armored Vehicle gear.
  5. Defender cannot get to the incoming rally report to see what is being sent so calls for a switch of reinforcing troops from a mix to Demos to counter the Armored Vehicle gear he sees on the rally leader’s commander.
  6. Seconds before the rally reaches the CP, the Attacker switches to a Tactical gear set. By making it appear that he was sending Tanks, he tricked the Defender into switching reinforcements to the counter, Demos. Since the Attacker was actually sending Deltas, the counter to the Demos, the Attacker crushes the Defender and knocks them out of the Control Point.

As you can see, the complicated Control Point battles can be boiled down to a digital version of Rock, Paper, Scissors. The player who can successfully trick the other into throwing the wrong sign will win every single time and reverse the roles for his or her own chance to defend the Control Point.

Stay tuned for the next guide, Advanced Control Point Combat, which will cover setting, timing, and defending multiple rallies simultaneously!

About ArtilleryRally

Profile photo of ArtilleryRally
May or may not be a Mobile Strike junkie. Lifelong gamer with an optimization obsession. Still in the alliance I joined to complete a base mission.

Check Also

fighter-insignia-banner

Deathtrap Insignias – Military, Medic, and More

Divine Deathtrap Insignias Coinciding with the release of Deathtrap Gear, Deathtrap Insignias offer new boosts ...