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 Waves - The Player must repeat any stage in which the Command Center is destroyed in order to move on to the next Wave.
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 Deg. Defense - The Rogue Faction may attack the Player's Base from any direction. This is also true for each repeated Wave.
Attack Waves - Event Base
Event Base - The non-Fortress Event Bases the player will be required to Attack and Destroy this Event will be the Eastern Horde Event Base.
Exclusive Event Base - Each Player has a Eastern Horde Event Base attached to their Base for each Standard Attack Wave. Only the attached Player may attack this base, to all other Players the Event Base appears as in a Protected Bubble.
Unlimited Attacks - The Player may stop and start an attack on an Event Base as many times as they find necessary to complete the wave.
Unlimited Time - There is NO Attack Time Limit for completing an Eastern Horde Event Base.
Wave Completion -To complete a standard Event Base, the Player must destroy all Buildings andTurrets found within.
Frequency - The Player faces a standard Attack Wave every 10 Waves starting with Wave 5. ( Wave 1 - Banshee Demo Not Included )
Fortress Compound - For this Event, the Fortresses are called Fortress Compounds.
Fortress Location - Each Player will have a Player Exclusive Fortress Compound located near their Base ( up to 10 Hexes away ) on Fortress Attack Waves. Like the Event Base these Fortress Compounds will appear in a Protection Bubble to other players.
Fortress Compound Layout - The Fortress Compounds consist of 3 Bases ( 2 Satellites & 1 Core ) covering 3 Hexagons on the World Map. Together they are considered a single wave, thus the player must destroy all 3 to complete the wave.
Satellite 1 - Spawn Location : Southwest. Contains an Island that can only be accessed by Aircraft or Valkyrie. Must be destroyed prior to attacking Satellite 2.
Satellite 2- Spawn Loacation : Southwest. Contains a river seperating two land masses but both can be accessed by Ground Unit through the use of a bridge. Must be destroyed prior to attacking the Core.
The Core - Spawn Location : Southeast - Contains pits that hinder the movements of any Ground Units used in the Attack.
Single Attack Direction - Players may surround a Fortress Compound with Platoonsto use during the attack, however, regardless of the Platoon's position all Unitswill enter the Attack from a single direction depending on the which of the three compound bases being attacked.
Wave Completion -Players must completely destroy all Buildingsand Turrets in all three of the Bases to complete the wave.
Time Limit - Players must completely destroy all Buildingsand Turrets in all three of the Bases in the Fortress Compound in 120 minutes to complete Wave. Failure to do so will in the allotted time will cause the all 3 Bases to completely RESET back to full Health. This Timer is shown above the Event Box when the Play is on a Fortress Wave. The Timer Starts with your first attack on the first Satellite Base of the Compound. Once the Fortress Compound has Reset the Player may make another attempt at completing the Wave.
Unlimited Attacks - The Player may stop and start an attack on a Fortress Compound as many time as they find necessary to complete the wave as long as they still have time on the remaining on Fortress Compound Clock.
Satellite Bonus - If the Player completely Destroys both Satellite Bases in the first 15 minute of the attack on the Compound the player will receive a bonus of 500 eXP.
Fortresses Compound Frequency - The Player must complete a Fortress Compound every 10th Wave (Starting Wave 10).
Experience Point Bonus.
XP Modifier - The XP Bonus Modifier, once active will apply a percentage increase ( base on the Level of the Modifier ) to the awarded Experience Point at the completion of every Wave for a limited time. This XP Modifier may be found as part of the Event Box.
XP Modifier Activation & Increase - The XP Bonus Modifier is given or increased at the successful completion of any ATTACK WAVE ( Event Base or Compound Fortress ) and will remain active for 3 hours. If additional attack waves is completed while the current XP Bonus Modifier is still active the Modifier Clock is reset and then the modifier level is increase unit the maximum level is reached. If the Modifier is at the maximum percentage the it will cease to increase but the Clock will still be reset again to 3 hours.
XP Modifier Level - The XP Bonus Modifier has 5 levels : 4%, 8%, 12%, 16% and 20%. The level is increased 4% for each attack done within the an active modifier duration. If the modifier is allowed to expire the level is reset to the beginning and must be re-stacked.
XP Modifier Duration - Once obtained the XP Bonus Modifier will last for a duration of 3 hours. If no other attack wave are completed within this time the modifier will expire and the bonus will be returned to zero. If another attack wave is completed in this time the clock will be reset to 3 hours. This could potentially allow a Player, once reached to maintain a 20% bonus for as long as they can continue to play.
Ending of a Special Event.
A Special Event ends in one of two ways:
TheOfficial Event Clock expires. The event runs for a limited time of 6 days, after which time the Special Event Rogue Base will be removed from the World Map and all waves will be halted.
The Player reaches a wave that he or she can not successfully defend or complete, thus forcing the Player to resign from the event.
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 Prizesin the Event Shop.
If a Player has no remaining eXP at the end of the Event the Event Shop will close immediately.
Event Base & Fortress Compound Layouts
Eastern Hoard Event Bases Layouts
Fortress Compound Layouts
Wave Attack / Defense Breakdown
NOTE: Numbers for first 100 Waves.
Attack vs Defense Breakdown
Attack Wave Breakdown
% of Attacks
3 Part Fortress Compounds counted as 1 Wave.
Wave Notes & Highlights
Listed here are Highlights of significant Waves. Shown waves may contain content not listed.
Wave 1 - (A) - A Demonstration Attack Wave to show the Banshee in action. The Player is able to use 10 Banshees in an attack on the Level 35 Event Base. At the conclusion of the attack the Player is awarded 600 xp.
Wave 2 - (D) - First Defensive Wave.
Wave 5 - (A) - EVENT BASE - First Attack Wave on a Eastern Horde Event Base.
Wave 10 - (A) - FORTRESS COMPOUND - First Attack on a Fortress Compound.
Operation: Cerberus is the first to have the Demo Wave be an Attack of a Event Base. The Level 35 Event Base is used to demonstrate the new Banshee. This is also the first time the Player is allowed to take control of the unit being demonstrated.
Operation: Cerberus Event Bases are only attached the Players Base when they are currently on an Attack Wave featuring the Event Base. It will vanish from the World Map after being fully destroyed until it is again needed.
Operation: Cerberus has the highest eXP potential of any previous Special Event. By raising and maintaining the eXP Bonus Modifier at its maximum the Player may recieve up to 44,336 eXP for completing the first 39 Waves. For comparison, the Player, on average only would have collected approximatly 35,000 eXP for the completing the same amount of waves during Operation: Hellstorm 2.
The vision of the blind can be the strongest of all, Commander! Your largest threat yet looms just over the horizon. The Child prophet has returned - are you prepared for his wrath?
— Pre-Event Description #1
General Mutoto and his Eastern Horde have begun construction of Mega Fortresses throughout the World Map. It's time to face your toughest test yet, Commander. Operation: Cerberus begins 5/22 - can we count on you?
— Pre-Event Description #2
The battle begins in less than 24 hours, Commander! Fight through Eastern Horde Mega Fortresses and the Banshee aircraft could be yours. Are you ready for Operation: Cerberus?
— Pre-Event Description #3
NO FLY ZONE - Want to blast enemy aircraft out of the sky? Wreak enough havoc on General Mutoto's forces and the Rocket Silo can be yours. Operation: Cerberus begins 5/22.
— E-mail Event Announcement
Operation: Cerberus in underway! Take down all Eastern Horde Mega Fortress in sight before time runs out. Win out and the Banshee could be yours. God speed, Commander!
— Event Description - Start
Known Event Issues
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Listed here are bugs that have been identified with this Unit. Once fixed each issue will be moved to Resolved.Existing Known Bugs :