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Foundry Battle

Foundry Battle is a one-hour, alliance-versus-alliance fight over an abandoned factory complex. Each alliance sends a legion of 30 combatants plus 10 substitutes (substitutes can join from minute 3), and the side with more Arsenal Points when the hour is up wins. Points come almost entirely from holding buildings, so the battle is really a question of which buildings you hold, when, and for how long.

Plan your teams with the Foundry Battle planner as you read — it uses the same numbers as this page.

Before the battle

  • Who can join: the battle comes round every 14 days, and each chief needs Furnace 16 or higher to be picked for a legion.
  • Bring teleporters. Plan on at least 10 Advanced Teleporters per player — the map shifts every phase and moving fast is half the fight.
  • Turn on your pet buffs before you enter: march capacity, attack / lethality, defense / health and march speed all pay off here.
  • Use every march. Your first march goes to your team's objective; the others can reinforce a teammate's building or grab a free one nearby.

The three phases

PhaseMinutesWhat changes
Phase 10–15Prototype Sites, Repair Facilities, Boiler Room and Transit Station open.
Phase 215–30The Imperial Foundry, Munitions Warehouse and Mercenary Camp open.
Phase 330–60Weapon Workshops spawn at random — hold what you have and react.

Phase 3 is the long one: half the battle. The map doesn't grow much after minute 15, so by then you want to own what you intend to keep and spend the second half defending it and picking off Weapon Workshops as they appear.

The 11 objectives

Every objective pays a one-off first-capture bonus, then a steady income every minute you hold it. "Full hold" below is what one building is worth if you take it the moment it opens and keep it to the end.

ObjectiveOpensFirst capturePer minuteFull holdAlso gives
Imperial Foundry15:009,0001,80090,000 each—
Prototype Site ×2Start6,0001,20078,000 each—
Repair Facility ×4Start3,00060039,000 each—
Boiler RoomStart1,20024015,600Your alliance captures buildings faster (control time 2 min → 1 min).
Transit StationStart1,20024015,600Teleport cooldown −50% for your alliance.
Munitions Warehouse15:001,20024012,000+15% troop damage and −15% damage taken.
Mercenary Camp15:001,20024012,000Send up to 4 mercenary strike squads at enemy buildings.

If one alliance somehow held everything from the second each building opened, it would finish on 457,200 points. Nobody does — but it shows where the value sits.

What the numbers say

  • Phase 1 is a points race of 5,280 a minute. The two Prototype Sites are worth as much per minute as all four Repair Facilities combined (2 × 1,200 vs 4 × 600). If you can only contest a few buildings early, contest the Prototype Sites.
  • The Imperial Foundry is the single biggest prize. Taken at 15:00 and held, it earns 90,000 — more than a Prototype Site held for the whole hour (78,000). Expect the fight to concentrate there from minute 15, and have your strongest team ready before it opens rather than walking over once it has.
  • Outposts are worth more than their points. At 240 a minute they barely move the score, but their effects decide fights:
    • Boiler Room halves your capture time (2 minutes → 1). Take it first and every later capture is faster.
    • Transit Station halves your teleport cooldown — your teams can answer attacks across the map.
    • Munitions Warehouse (from 15:00): +15% troop damage and −15% damage taken. Holding it as the Imperial Foundry fight starts is a real edge.
    • Mercenary Camp (from 15:00): send up to four mercenary strike squads at enemy buildings — useful to keep a defender busy while you hit elsewhere.
  • First-capture bonuses add up to 37,800 across all 11 objectives, but they're one-off: winning a building back doesn't pay the bonus again, so defending is cheaper than trading buildings back and forth.

Arsenal Points from fighting

Besides building points, each player earns personal Arsenal Points from combat: 80 per 10,000 troop power defeated when attacking and 40 when defending. That rewards aggression, but a lost building costs your alliance far more than a won skirmish earns you — keep the score in mind before chasing kills.

Rules worth knowing

  • Captures take time. Holding a building's area for about 2 minutes takes control of it — 1 minute while your alliance holds the Boiler Room.
  • Troops don't die. Losses in the Foundry are only injuries, and everyone is healed when the battle ends. Mid-battle, staying off the battlefield for 12 minutes heals your troops fully — useful for a battered team waiting for Phase 3.
  • Overflow is shared. Points a building produces past its cap are split 50% to the alliance and 50% to the holder's personal score, so long holds still count.
  • Substitutes arrive at minute 3. Use them to refill a team that has been knocked out, not as a late wave.

Splitting your legion

A simple shape that follows the numbers:

  1. Phase 1: one fast team on the Boiler Room first, two strong teams on the Prototype Sites, and smaller teams on the Repair Facilities and the Transit Station.
  2. Before 15:00: move your heaviest rally leaders next to the Imperial Foundry, and send someone to the Munitions Warehouse the moment it opens.
  3. Phase 2: rally the Imperial Foundry, and reinforce any teammate whose building is under attack rather than letting it flip.
  4. Phase 3: defend what you hold, keep substitutes ready to refill teams, and send a quick team to each Weapon Workshop as it spawns.

Write your plan down, check that nobody is assigned twice and that the legion stays inside 30 + 10 — the Foundry Battle planner does both and gives you a link to share with your alliance, plus copy-ready rule cards to paste into alliance chat before the battle.

Foundry Battle Guide — WOS Assistant