Operation: Inferno is the 33rd Special Event to be presented in War Commander.
In most cases Commanders are challenged to complete increasingly more difficult objectives against one or more Rogue Factions. With the successful completion of each objective in the allotted time the Player is awarded with special Event Experience Points (eXP) which they may in turn use to unlock Special Event Prizes in the Event Shop. The Event Format for each Special Event may vary, see below for more information.
ABC Tier System - Players may attempt Objectives from any or all of the 5 Tiers ( 1 Thru 5 ) available.
Tier Objectives - Each Tier containing 2 to 5 Objectives that must be done in order to complete that Tier. These Tier Objectives may consist of Defensive Waves or an Attack on an Event Base. The Player receives a set amount of eXP for the completion of each Objective. Each Objective of a Tier may only be done once until all Objectives of that Tier have been fully completed.
Tier Completion Bonus - A Tier is Complete when each one of that tier's Objectives have been successfully finished. Upon completion of a tier the Player is awarded with an additional eXP amount as a Completion Bonus.
Repeatable Tiers - Once any Tier has been FULLY completed it may then be restarted up to 300 Times. For each repeat of a Tier the Player will again receive the eXP for each completed Objective as well as the Completion Bonus when the Tier has once again been fully competed.
Simultaneous Tiers - The Player may start one or more Tiers concurrently. Objectives may be preformed from all Active Tiers in any order.
Active Attack Bases - The completing of an attack on an Event Base will only award eXP when that Event Base is Active and associated with an Active Tier. Active Bases are indicated by a Purple World Map Icon Base. Non-Active Bases are indicated by a Yellow World Map Icon Base.
Limited Attack Time - Players have a Limited Time in which to complete All Event Bases. This Time Limit is determined by the Tier Level it is associated with. The higher the Tier the shorter the Time available to achieve victory with Tier A having the shortest Time Limit. The countdown activates upon the initial attack on a base. If a base in not completed prior to the expiration of the Time Limit countdown that base will be reset back to 100% Health with all new Defending Units. The remaining time may be found on the World Map by "Mousing Over" the Event Base Icon or inside the Base during an active attack.
Defense of Rogue Attack - The Player is required to Defend their Base against 8 waves of attacks from rogue forces in order to complete the Tier's Defense Objective.
Rogue Units - Each Defensive Wave may consist of Units in any number and combination from Ground, Air or both. The higher the Tier the harder the difficulty.
Successful Defense- The Player's Base is considered successfully defended when all attacking Rogue Units have been eliminated while preventing the Player's Command Center from being destroyed.
Repeatable Objective - The Player must repeat any wave in which the Command Center is destroyed in order to move on to the next wave or to complete the Objective.
Surrender - The Player may surrender a Defense Wave at any time during the Rogue Attack. After which the Player may then Repair and Adjust the Base Defenses and restart that Wave from the beginning.
360° Defense - The Rogue Faction may attack the Player's Base from any direction. This is also true for each repeated mission.
Attack Objective - Event Base - Island
Island Event Base - A Tier may have an Objective requiring the Player to Attack and Fully Destroy an Island Event Base in order to complete.
Island Levels - Each Tier with a Island Objective will have it's own Level of Island Bases. For this this event the Island Levels are : 20, 40 and 70.
Island Layouts - Each Tier with a Island Objective may or may not have Multiple Layouts of that Tier's Level of Island. ( For more information see Event Base & Fortress Layouts below ).
Island Weapon Restrictions - Due to its island setting the Player is limited on the Units they may utilized during an attack on a Island Base. Which of the Player's weapons that are Available or Not Available are as follows :
360 Deg Attack Direction - Players may surround and deploy Units from any direction while attacking an Island Base.
Unlimited Attacks - The Player may start and stop an attack on a Island Base as many times as they find necessary to complete the Target providing time remains on the Base Reset Countdown.
Island Base Completion - A Island Base Objective is considered complete when the Player sucessfully destroys all Buildings, Turrets and Defending Units found on the Island. ( Does NOT include Drones or Last Stand Defenders ).
Base Reset Countdown - The Player must completely destroy a Island Base within a set amount of time in order to complete the Objective. This Time Limit is determined by the associated Tier of the Island. ( For more information see Tiered Bracket System above ).
Non-Exclusive Event Base - To complete a Island Objective the Player may attack any Active Island Base found on the World Map. In this effort the Player may enlist help in completing the base from Allied Players. However, only the Player destroying the Final Target found within the base will get credit for its completion.
Attack Objective - Event Base - Underground ( Cave )
Underground Event Base - A Tier may have an Objective requiring the Player to Attack and Fully Destroy an Underground Event Base or "Cave" in order to complete.
Cave Levels - Each Tier with a Cave Objective will have it's own Level of Underground Bases. For this this event the Caves Levels are : 25, 45 and 75.
Cave Layouts - Each Tier with a Cave Objective may or may not have Multiple Layouts of that Tier's Level of Cave. ( For more information see Event Base & Fortress Layouts below ).
Cave Weapon Restrictions - Due to its underground setting the Player is limited on the Units they may utilized during an attack on a Cave Base. Which of the Player's weapons that are Available or Not Available are as follows :
Single Attack Direction - Players may surround a Cave Base with Platoons to use during the attack, however, regardless of the Platoon's relative position all Units will enter the battle from a single direction. For this event all Units will be deployed from the Northwest.
Unlimited Attacks - The Player may start and stop an attack on a Cave Base as many times as they find necessary to complete the Target providing time remains on the Base Reset Countdown.
Cave Base Completion - A Cave Base Objective is considered complete when the Player sucessfully destroys all Buildings, Turrets and Defending Units found within the Cave. ( Does NOT include Drones or Last Stand Defenders ).
Base Reset Countdown - The Player must completely destroy a Cave Base within a set amount of time in order to complete the Objective. This Time Limit is determined by the associated Tier of the Cave. ( For more information see Tiered Bracket System above ).
Non-Exclusive Event Base - To complete a Cave Objective the Player may attack any Active Underground Base found on the World Map. In this effort the Player may enlist help in completing the base from Allied Players. However, only the Player destroying the Final Target found within the base will get credit for its completion.
Attack Objective - Event Base - Castle
Hideout Event Base - A Tier may have an Objective which requires the Player to Attack and Fully Destroy an Ryu-Kai Castlet Event Base in order to complete.
Hideout Levels - Each Tier with a Hideout Objective will have it's own Level of Hideout Base. For this this event the Hideout Levels are : 5, 10, 30, 50 & 80.
Hideout Layouts - Each Tier with a Hideout Objective may or may not have Multiple Layouts of that Tier's Level of Hideout. ( For more information see Event Base & Fortress Layouts below ).
Hideout Weapon Restrictions - There are NO restrictions on the Units or Special Ops the Player may utilize during the attack.
Single Attack Direction - Players may surround a Hideout Base with Platoons to use during the attack, however, regardless of the Platoon's relative position all Units will enter the battle from a single direction. For this event all Units will be deployed from the Southwest.
Unlimited Attacks - The Player may start and stop an attack on a Hideout Base as many times as they find necessary to complete the Target providing time remains on the Base Reset Countdown.
Hideout Base Completion - A Hideout Base Objective is considered complete when the Player successfully destroys all Buildings, Turrets and Defending Units found within the Hideout. ( Does NOT include Drones or Last Stand Defenders ).
Base Reset Countdown - The Player must completely destroy a Hideout Base within a set amount of time in order to complete the Objective. This Time Limit is determined by the associated Tier of the Hideout. ( For more information see Tiered Bracket System above ).
Non-Exclusive Event Base - To complete a Hideout Objective the Player may attack any Active Hideout Base found on the World Map. In this effort the Player may enlist help in completing the base from Allied Players. However, only the Player destroying the Final Target found within the base will get credit for its completion.
Attack Objective - Ryu-Kai Fortress
Ryu-Kai Fortress - Each Tier has an Objective which requires the Player to Attack and Fully Destroy a Fortress in order to complete.
Fortress Levels - Each Tier's Fortress Objective will have it's own Level of Fortress. For this this event the Fortress Levels are : 15, 35, 55, & 85.
Fortress Layouts - Each Tier's Fortress Objective may or may not have Multiple Layouts of that Tier's Level of Fortress. ( For more information see Event Base & Fortress Layouts below ).
Fortress Weapon Restrictions - There are NO restrictions on the Units or Special Ops the Player may utilize during the attack.
Single Attack Direction - Players may surround a Fortress with Platoons to use during the attack, however, regardless of the Platoon's relative position all Units will enter the battle from a single direction. For this event all Units will be deployed from the Southeast.
Unlimited Attacks - The Player may start and stop an attack on a Fortress as many times as they find necessary to complete the Target providing time remains on the Base Reset Countdown.
Fortress Completion - A Fortress Objective is considered complete when the Player successfully destroys all Buildings, Turrets and Defending Units found within the Fortress. ( Does NOT include Drones or Last Stand Defenders ).
Base Reset Countdown - The Player must completely destroy a Fortress within a set amount of time in order to complete the Objective. This Time Limit is determined by the associated Tier of the Fortress. ( For more information see Tiered Bracket System above ).
Non-Exclusive Event Base - To complete a Fortress Objective the Player may attack any Active Fortress found on the World Map. In this effort the Player may enlist help in completing the base from Allied Players. However, only the Player destroying the Final Target found within the base will get credit for its completion.
Ending of a Special Event
A Special Event ends in one of two ways :
The Official Event Clock expires. The event runs for a limited amount of time, after which the Special Event Rogue Base ( if any ) will be removed from the World Map and all Tier operation will be halted.
The Player decides they have collected enough eXP and ceases participation in the Special Event.
Notable Event Features
Flame Grate :
Flame Grates are ground defense structures that, when enabled, emit a burst of Fire.
Grids imbedded in the ground that emit a periodic burst of flames capable of damaging ground units passing over them.
Flame Grates can be in 1 of 3 states :
"OFF" - A dormant state allowing for safe crossing.
"ON" - A charging state indicated by a glowing red light. ( Serves as a Warning ).
"ACTIVE" - A state in which it is emitting flames.
Flame Grate Control Building :
Provides the fuel for the Flame Grates.
Destroying the Control Building disables all Flame Grates
Event Shop
Event Experience Points (eXP)
The Player is awarded eXP for every successfully completed target during an active Event. These points may be tracked by the Player in the Event Panel located above the Mission Panel while both on the World Map and in the Player's Base.
As the Player acquires eXP, they may at any time during and up to 48 hours after the end of the Event, choose to spend all or a portion of their eXP on one or more of the newly introduced Special Event Prizes in the Event Shop.
The Ryu-Kai have begun rebuilding after last month's defeat. Goro has secured new defensive technology and is constructing new bases. Beware his fiery range; beware the Inferno.
”
— Pre-Event Description #1
“
The Ryu-Kai approach, Commander. Reports state they have dug into Underground bases, built Castles, and are employing Flame Grate defense. Attack with caution! Operation: Inferno begins 12/18 - Prepare yourself!
”
— Pre-Event Description #2
“
Operation: Inferno begins in less than 24 hours! Stop Goro Tazaki and his Ryu-Kai before they lay waste to the sector. Quench the flames and secure plans for the Guardian tank and Scorcher flame vehicle. Best of luck, Commander - you'll need it.
”
— Pre-Event Description #3
“
Here
”
— Event Description - Start
“
Here
”
— Event Description - 24 Hour Warning
“
Here
”
— Event Description - Event End
Gallery - Event Messages
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Event Message #1 : Pre-Event Description
Event Message #2 : Pre-Event Description
Event Message #3 : Pre-Event Description
Event Message #4 : Event Start
Event Message #4 : 24 Hour Warning
Event Message #6 : Event End
Gallery - Event Features
Images may have been resized to fit in the page. Click on an image to view actual size.