CerealKiller's Dark War Survival

Troop strategy — concentrate or spread?

The game gives you three factions and expects you to build all of them. The combat reports tell a different story. Your troops are the base that everything else multiplies — and concentration makes that base hit harder. Here's the case for single-faction investment, backed by real battle data from S497.

Troop power stacks. In this order.

Three layers. They multiply each other. Most players start at Layer 3. The biggest gains live in Layers 1 and 2.

Layer 1

Troop Concentration — Fill every march with one faction. Every research bonus and hero passive → stacks on the same base. Mixed troops split the bonuses. Free. Instant.

Layer 2

Research Investment — Pour speed-ups into your faction's ATK → DMG → DEF → HP. Buffs every troop in every march. Compounds for months.

Layer 3

Hero Multipliers — Star-up faction heroes, level passives, equip them. Heroes multiply Layers 1 and 2. Great heroes on a thin base still produce thin results.

Why this order
A WT27 with concentrated troops outperforms a scattered WT29 with better heroes.

Heroes without a deep base is a sports car with no engine block. Build the base first. Multipliers come later.

Why concentration beats balance?

Power scaling is multiplicative: Troops × Research × Hero Passives × Equipment × Faction Bonus. Concentrate in one faction and every layer compounds. Split across three and each sits at one-third depth — you don't get one-third power, you get dramatically less, because multipliers compound.

CK proved this in S497: 8,726 T9 Fighters at 71.2% faction bonus beat 7,164 T10 at 20.3% faction bonus. Concentration > tier. See the full breakdown →

One faction. All the way to WT30.

The principle works for Fighters, Riders, or Shooters. Each has accessible S-tier heroes. CK chose Fighters via Guy at the $1 entry.

Why concentration wins, four ways:

Post-WT30, expand slowly — diversify troops and research only, never hero spending. A deep primary + shallow secondary beats two medium factions every time.

Build order. Camp first. Heroes last.

1
Faction Camp — Max it Unlocks higher tiers. Massive stat increase per level. The gate for everything.
2
Faction Research — ATK → DMG → DEF → HP Two offensive multipliers compound harder than one. Defence after.
3
Faction Heroes — Level, star, passives Passives multiply the whole troop pool every round. Highest leverage per dollar.
4
Efficient Training tech Speed-up multiplier before mass-training. 200%+ is standard.
The trap most players fall into
Starting at Layer 3 — chasing hero collection before the base is deep.

Heroes are the most visible layer. They have art. Stars. Skill cards. So they get the spend. But research compounds for months and troops are the multiplier base. Camp and research first. Heroes when the foundation can carry them.

What if your heroes already cover DEF and HP?

If you've unlocked faction-wide DEF and HP passives (like Tristan +31% DEF, Francis +18% HP), heroes are already paying the survivability rent. Shift research to offence: ATK → DMG → DEF → HP. Two offensive multipliers beat one — they multiply each other, not add.

Principle: don't duplicate what heroes already provide. Let heroes handle defence; use research to fill the gap.

Formation 1: highest CP heroes. Always.

Troop Details — CK's actual troop makeup at S497
50.65M power, T9 Fighters. One faction, deep investment.
Troop Power Heroes Troops
T1 50.65M Francis, Tristan, Guy, C&R, Farhad 100% Fighter
T2 16.64M Andre, Natasha, Megan, Evans, Kylie 100% Fighter
T3 13.85M Victor, Quinn, Scarlett, Corleone, Eddie 100% Fighter
T4 5.95M Bob, Barnett, Musashimaru, Liz, Joe Mixed
The Quinn case
Troop 3 = 100% Fighter troops + 100% Rider heroes (Quinn, Scarlett, Corleone).

The Rider passives don't fire — Fighter troops won't read them. But the heroes' CP, equipment, and skill damage all enter the pooled base. Off-faction heroes still pay rent. Don't sacrifice CP depth for faction purity.

Why CP outranks faction match?

CP = Combat Power = hero stats + equipment. Higher CP = stronger pooled-base contribution. Highest-CP heroes go to Formation 1, descending across all four. The only thing "lost" by running off-faction heroes is the faction-specific passive — and at most stages, raw CP outweighs faction synergy.

(See heroes → for the pooled-base mechanics.)

See the full combat report walkthrough →

T8: where the curve breaks.

HP growth flattens early then accelerates at T8. Two tiers (T8→T10) deliver as much CP as the previous six combined.

T1 → T7 · six tiers
+920

CP per unit, total. Steady linear gain. Roughly 150 CP per tier.

T8 → T10 · two tiers
+810

CP per unit, total. Almost the same gain. One-third the tier count. The compound starts here.

Tier ATK DEF HP CP/unit
T5222277660
T6272786850
T73232961,070
T837371111,380
T944441321,780
T1051511532,190

Every tier. One reference table.

All three factions share identical base stats. These numbers are your multiplier targets. Higher tier = higher base = bigger buff output. A T9 at 800% buffs hits harder than a T6 at 800% buffs. The base is what compounds.

Tier ATK DEF HP Load CP
T17749600150
T29954800220
T31212601,000310
T41717681,200450
T52222771,400660
T62727861,600850
T73232961,8001,070
T837371112,0001,380
T944441322,2001,780
T1051511532,4002,190

Watchtower gates every tier.

Three Watchtower levels per tier. Max your Camp at each WT — it's the gatekeeper.

WT Camp Level Unlocks Tier
1–3Lv 1–3T1
4–6Lv 4–6T2
7–9Lv 7–9T3
10–12Lv 10–12T4
13–15Lv 13–15T5
16–18Lv 16–18T6
19–21Lv 19–21T7
22–24Lv 22–24T8
25–27Lv 25–27T9
28–30Lv 28–30T10
Promotion math
Promoting low-tier troops costs the same as fresh training — but faster.

Train T1 early to build the army. Promote when T8 unlocks. No cost penalty. Less idle time. The lower-tier work isn't wasted — it's deferred deployment.

Plug your numbers. See the gap.

Set the same total troop count and tier on both sides. The OAW column gets deep research and the faction bonus. The Balanced column splits across three factions with shallower research (since resources were divided). Watch the multiplicative difference compound.

ONE ARM WARRIOR

Total ATK
0
Total DEF
0
Total HP
0
Total CP
0

BALANCED BUILD

Total ATK
0
Total DEF
0
Total HP
0
Total CP
0

Don't build a second faction. Yet.

Pre-WT30, every resource scattered across factions is a resource that didn't compound. Stay narrow.

Skip

Don't research second factions. Every tech point in Shooter/Rider research pulls resources from your primary's depth. Wait until post-WT30.

Skip

Don't spend on second-faction heroes. Fragment resources compound deepest when focused. Even post-30, fragments still go to your primary.

DO

Build Shooter/Rider camps only for WT prereqs. Minimum viable build. Then stop.

DO

Use T1 filler troops for gathering. Cheap to train, no research needed. Free your primary troops for combat.

Concentration has a price.

Every doctrine costs something. Know the bill before you sign.

Weakness

Formation 2 is thin. Without deep research and second-tier heroes, it folds fast to coordinated attacks. Accept losses here.

Weakness

Healing costs spiral. Single-faction means treating troops as expendable. Budget for frequent rebuilds.

Weakness

WT forces diversification anyway. By WT30 you'll need Shooters and Riders built. This delays — it doesn't avoid.

Weakness

It's tedious. One faction for 6+ months is monotonous. Some players burn out before WT30.

When this doesn't apply
OAW is for C2P/F2P players in active alliances who play long.

Whales ($50+/day) should build wide — infinite resources nullify scarcity. Alliance leaders need depth across all three factions for tactical flex. Burnout-prone players should hybrid (primary + secondary hobby faction). Pick the strategy that keeps you playing. A slow-burning player beats a burned-out one.