Plan the special mission first
Reserve required units for the shard mission. Then coordinate platoons, other battles and deployment with your guild.
Territories by phase
The phase shows earliest access. Zero-star territories stay open for the next phase; follow your guild's actual route. Mission gates and platoon star requirements can differ.
| Phase / territory | Missions | Platoons | Special missions |
|---|---|---|---|
| P1 · Rebel Base →Ground territory | 3 | 2★ | Special mission → |
| P2 · Ion Cannon →Ground territory | 2 | 3★ | |
| P2 · Overlook →Ground territory | 2 | 3★ | Special mission → |
| P3 · Rear Airspace →Fleet | 1 | 4★ | |
| P3 · Rear Trenches →Ground territory | 2 | 4★ | |
| P3 · Power Generator →Ground territory | 2 | 4★ | ROLO shard → |
| P4 · Forward Airspace →Fleet | 1 | 5★ | |
| P4 · Forward Trenches →Ground territory | 2 | 5★ | |
| P4 · Outer Pass →Ground territory | 2 | 5★ | Special mission → |
| P5 · Contested Airspace →Fleet | 1 | 6★ | |
| P5 · Snowfields →Ground territory | 3 | 6★ | Special mission → |
| P5 · Forward Stronghold →Ground territory | 1 | 6★ | |
| P6 · Imperial Fleet Staging Area →Fleet | 1 | 7★ | |
| P6 · Imperial Flank →Ground territory | 2 | 7★ | |
| P6 · Imperial Landing →Ground territory | 2 | 7★ | Special mission → |
Before the first attempt
- Each mission allows one attempt per phase. Units committed to battles or platoons have restrictions on other uses; plan deployment last according to guild instructions.
- The roster check verifies stars, recorded builds, required units and factions. Per-unit GP, mods, abilities and already committed units require manual checks.
- Check platoon bonuses before battle. Territory point thresholds are guild targets, not personal score predictions.