Last Z Glory War Guide - AC1, Score, and Point Rules
Quick Answer
Best Glory War plan: treat the opponent's AC1 as the main strategic target, but manage score at the same time. Remove or minimize easy Season 2 buildings around your AC1 before the fight, reinforce the center, farm personal rewards from buildings and paired tank fights, and coordinate cross-server support around tanks, rallies, and season buildings because HQ attacks are blocked during combat.
- Main target·pressure AC1, but watch the Glory War score
- Defense prep·deny easy building points near your AC1
- Personal rewards·buildings and paired tank fights can feed your reward track
- Same-server help·hit tanks, rallies, and season buildings, not HQs
Before the match starts: confirm opponent, timing, score table, attacker/defender role, and reward targets. Destroying AC1 wins directly; if neither AC1 falls, the alliance with more Glory War points wins.
What Glory War Is For
Glory War is a Season 2 alliance PvP event built around Alliance Centers, map space, tanks, and score pressure. The fight is not just "burn everything." Player HQ attacks are blocked during the combat window, so the useful targets are Alliance Centers, Season 2 buildings, tanks, rallies, and map control.
For cross-server matchups, same-server allies can help if their Glory War windows do not overlap. For same-server pairings, both alliances should agree on match rules before the start, especially if the goal is tank-vs-tank point farming.
How Glory War Is Scored
The opponent's AC1 is the main strategic target because Alliance Center I anchors the defense and gives the direct win. If neither AC1 is destroyed before time expires, the alliance with more Glory War points wins.
That makes the plan two-layered: pressure AC1, but do not give away easy points from Season 2 buildings, tanks, or poorly defended structures when the AC1 push stalls.
| Action | Why it matters | Risk |
|---|---|---|
| Pressure AC1 | Direct win objective | Heavy troop losses if reinforced |
| Destroy Season 2 buildings | Feeds score and opens map space | Burns a lot of fuel and can pull defenders onto you |
| Tank-vs-tank fights | Can feed personal rewards when it is against the paired opponent | May not help alliance score the same way |
| Reinforce centers/buildings | Defenders can score and slow attackers | Hospitals fill quickly if attackers keep cycling |
Defense Setup: Deny Easy Building Points
One strong defensive tactic is to remove Season 2 buildings around AC1 before Glory War starts. If the opponent has no easy buildings to destroy near your center, they have fewer simple score targets and must commit into the reinforced Alliance Center instead.
The tradeoff is practical: your alliance must rebuild or place those buildings again later. Use this tactic only when the alliance agrees before the match. If you keep buildings up, reinforce the important ones or expect attackers to farm them for points and map space.
- Minimal-defense setup: AC1 reinforced, few or no nearby Season 2 buildings, HQs or farm accounts placed to make close teleporting harder.
- Packed-defense setup: AC1 in a corner, friendly HQs and structures around it, defenders ready to hit tanks and reinforce buildings.
- Missile risk: a missile can break a packed formation by clearing space, then a strong group can teleport into that gap and hit the center.
Attack Plan: Open Space Before the AC1 Push
Do not send everyone straight into a heavily reinforced Alliance Center unless the alliance accepts the troop cost. A cleaner attack starts by clearing nearby buildings, opening a teleport line, and forcing defenders to choose between reinforcing buildings, hitting tanks, or protecting AC1.
If your alliance has missile timing available, use it as a space opener. Missile pressure is strongest when it creates room near the center for your best group to teleport in and attack Alliance Center I directly.
Personal Rewards Without Throwing the Match
Players can earn useful personal rewards in Glory War even if the alliance loses. Use the personal reward number shown in your current event screen before deciding how hard each player should push.
For lower spenders, the safest personal scoring usually comes from destroying weak or unreinforced buildings and taking paired tank fights when the troop loss is acceptable. Attacking reinforced centers can cost thousands of troops fast.
- Bring fuel: constant building attacks burn a lot of gas/fuel.
- Watch hospital space: stop or fast-heal before full hospitals turn losses into a bigger problem.
- Use your best march carefully: repeated attacks with weaker marches are safer than feeding every formation into a reinforced center.
- Rotate roles: once offense players finish their personal target, they can return and defend while defenders go score.
Same-Server Matchups and Allied Help
If your Glory War opponent is from another server, other alliances on your server can help by hitting enemy tanks, rallies, and season buildings. That help works best when Glory War start times do not overlap.
If the paired opponent is another alliance from your own server, treat it differently. Agree before the start whether the match is a real contest or a controlled point farm. Tank-vs-tank is the cleanest way to farm points without turning the event into server conflict.
Can You Attack HQs in Glory War?
During the Glory War combat window, HQ attacks are blocked. Do not build the battle plan around burning bases.
When you are finished or the timer ends, use the return arrow instead of waiting around. Do not leave your HQ exposed on the enemy map after the event protection window ends.
Before the Match Starts
- Confirm the event screen: opponent, attacker/defender role, score table, start time, and reward thresholds.
- Decide defense setup: remove easy buildings near AC1 or commit to reinforcing them.
- Assign roles: AC1 defenders, building clearers, tank interceptors, missile callers, and return/relief timing.
- Stock fuel and healing: offensive building clearing burns fuel quickly and reinforced targets fill hospitals.
- Plan role rotation: offense scores first, then returns to defense; defenders can later go score if the match allows.
- Coordinate cross-server support windows: avoid overlapping starts if allied alliances are expected to help against another server.
- Set same-server match rules: agree on tank-vs-tank, building points, and limits before the start.
Common Mistakes
- Ignoring points after AC1 stalls: if neither AC1 falls, alliance Glory War points decide the winner.
- Leaving free buildings around AC1: attackers can farm them for score, personal rewards, and teleport space.
- Ignoring personal vs alliance score: tank fights can help personal rewards without moving alliance Glory War score the same way.
- Sending weak marches into reinforced centers: this fills hospitals fast.
- Waiting for forced return: manually return after the event so your HQ is not exposed during the post-event gap.
- Mixing up same-server and cross-server logic: cross-server matchups can use allied help; same-server pairings need agreed point rules.
Glory War FAQ
How do you win Glory War in Last Z?
Destroy the opponent's AC1. If neither AC1 is destroyed before time expires, the alliance with more Glory War points wins.
Can you attack HQs in Glory War?
During the combat window, HQ attacks are blocked. Fight tanks, rallies, Alliance Centers, and Season 2 buildings instead. Return manually when you are done so your HQ is not left exposed after the event.
How do you get personal Glory War rewards?
Destroy buildings, take useful paired tank fights, and watch the personal reward track. Use the number shown in your current event screen.
Should you delete Season 2 buildings before Glory War?
It can be a strong defensive tactic because it denies easy building points near AC1. Use it only if the alliance agrees, because those buildings need to be placed again afterward.
Can same-server alliances help each other?
If your opponent is from another server, same-server allies can help by attacking enemy tanks, rallies, and season buildings. If the paired opponent is from your own server, agree on tank-vs-tank and point-farming rules before the match.
Can you choose your Glory War opponent?
The Glory War screen shows attacker, defender, opponent, and timing. Use that screen before assigning roles or promising support from other alliances.
Before Starting Glory War
- Confirm opponent, attacker/defender role, score table, start time, and personal reward target before the match starts.
- If neither AC1 falls, be ready to win on alliance Glory War points instead of only chasing center damage.
- Do not leave your HQ on the enemy map after the timer ends; return manually when finished.