Last Z Season 2 Winter Glory War Guide - AC1 and Points
Quick Answer
Season 2 Winter Glory War plan: the match lasts 1 hour or ends as soon as either AC1 is destroyed. Destroy the enemy AC1 for the direct win; if both AC1s survive, the alliance with more Glory War points wins. Set 2.4M as your personal reward target, but do not confuse personal points with alliance score.
- Direct win·destroy the enemy AC1
- Time limit·1 hour; alliance score decides if both AC1s survive
- Personal target·stop personal farming at 2.4M points
- Rotate·move to defense when your target or loss limit is reached
Before moving: confirm which Season 2 Winter buildings count on the live score table, then assign AC1 defenders, building clearers, and tank interceptors.
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.
Choose Your Glory War Scoring Action
AC1 and alliance score are two routes to the win. Use the match state to decide which action matters instead of repeating the same attack after it stops helping.
| Match state | Action | Stop or rotate when |
|---|---|---|
| Enemy AC1 route is open | Clear the teleport line and send the assigned AC1 group | The route closes or the troop cost exceeds the alliance plan |
| Enemy AC1 is stalled | Keep enough players on defense and send assigned scorers to eligible Season 2 Winter buildings or paired tank fights | The action does not move the score counter you need |
| Your alliance leads on score | Protect AC1, intercept enemy tanks, and avoid unnecessary point trades | The lead or AC1 position becomes unsafe |
| Your personal score reaches 2.4M | Rotate to AC1 defense, interception, or relief duty | Continue personal scoring only when it also serves the alliance plan |
| The 1-hour timer is ending | Stop long marches and prepare to return | Do not start an attack that cannot finish before the match ends |
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 personal rewards even if their alliance loses. In Season 2 Winter, use 2.4M personal points as the reward target. Once you reach it, rotate to defense or another assigned alliance role instead of continuing to farm personal points without helping the match.
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.
Know where losses go: attacking enemy Season 2 Winter buildings can kill troops directly. Defense and paired tank-vs-tank losses normally go to the Hospital until it reaches 100%; after that, overflow can die. Check Hospital capacity between exchanges and stop before it fills.
- Bring fuel: constant building attacks burn a lot of gas/fuel.
- Protect Hospital capacity: stop and batch-heal before the Hospital reaches 100%, especially during defense and paired tank-vs-tank exchanges.
- Set a loss limit: stop attacking a reinforced target when the troop cost exceeds the limit agreed before the match.
- 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 your match ends, use the event Return control and confirm that your HQ is back on your server map before leaving the game.
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.
When to Stop Scoring and Rotate
- 2.4M personal points reached: rotate to defense or another assigned alliance role.
- Loss limit reached: stop attacking reinforced buildings or AC1 when the troop cost exceeds the alliance plan.
- Wrong score is moving: stop repeating an action that advances personal points but not the alliance score you need.
- Your alliance is ahead: stop unnecessary point trades and protect AC1.
- The timer is ending: stop long marches and prepare to return before the match closes.
Glory War FAQ
How do you win Glory War in Last Z?
In Season 2 Winter, destroying the enemy AC1 ends the match and wins immediately. Otherwise, the battle lasts up to 1 hour and the alliance with more Glory War points wins if both AC1s survive.
Can you attack HQs in Glory War?
Normal HQ attacks are blocked during the Season 2 Winter Glory War combat window. Fight tanks, Alliance Centers, and eligible seasonal buildings instead.
How do you get personal Glory War rewards?
Use 2.4M personal points as the Season 2 Winter reward target. Score through eligible buildings and paired tank fights, then rotate to an alliance role once the target is reached.
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.