Skip to content
Player guide

Global Map guide

Join the map, read a tile, move your commanders, use spies, hold your roads and win tile tournaments.

Global Map

Joining the map and receiving your HQ

On your first visit, the global map asks whether you want to participate. Accepting activates your presence on the Global Map and grants you your first HQ. It is your main structure and acts as the anchor for territory, defense and map progression.

  • Free 7-day HQ shield: as a new player, your HQ is protected from attacks for the first 7 days after landing, giving you time to establish yourself before facing raids.
  • Minimum spawn distance: your HQ is placed at a safe distance from existing enemy structures to avoid appearing inside someone else's territory. On a saturated map, this distance can be reduced automatically.
  • Guided onboarding: a step-by-step tutorial walks you through your first actions (landing, creating a commander, moving, attacking, opening a tournament). You can skip it or replay it later from the guide.

Reading a tile and understanding structures

Hovering over the map or using the side panel shows the terrain, the structure on the tile, and useful context for the current selection. Roads and bridges also affect movement on the map.

Element What matters
HQ A player's main structure. It can be defended in a tournament, and a change of ownership can eliminate a player from the map who no longer controls any HQ.
Outpost A capturable structure important for territorial control and income. Defending it can also involve allies.
Pirate camp A hostile neutral structure. A pirate camp becomes an outpost if a single attacker wins with the required minimum score.
Road Land movement infrastructure. A road speeds up movement for all units on the tile it crosses; it can be built, repaired or destroyed depending on the situation.
Bridge (water) The water counterpart of the road. A bridge speeds movement across a water tile, while water can still be crossed without it at a much slower pace. It costs credits to build and is destroyed if the tile changes owner.
Tunnel (mountain) The mountain counterpart of the bridge. A mountain tile can be crossed but heavily slows units, while a tunnel makes it fast to cross instead. It costs credits to build and is destroyed if the tile changes owner.
Barricade A defensive structure you build on a tile in your own territory — on a road, abandoned road, tunnel or plain terrain, but never on water or a bridge. It slows down every commander crossing that tile (spies are unaffected), making it handy to fortify a chokepoint. It costs credits, is removed instantly with a 50% refund (no abandoned state), and disappears automatically if you lose control of the tile.

Commanders, movement and ETA

Commanders are your mobile military units. You use them to position yourself, attack, defend and join tile tournaments. The game shows a route preview and an ETA before you confirm movement.

  • Available: the commander can move or participate in a tournament.
  • Moving: the commander is following a route with an estimated arrival time.
  • Engaged: the commander is already participating in an active tournament.
  • Queued: the commander is waiting in queue or for an action to resolve.
  • Destroyed: the commander was lost during resolution and can no longer be used.

To attack or defend a tile, your commander must be available and physically standing on that tile.

In World and Random modes, the map wraps horizontally like a continuous loop: moving east brings you back from the west on the same path. Paths and ETA already account for this, so the shortest route can circle the world in one direction — useful for planning encirclements and flank moves. In Europe mode, all four boundaries are closed: movement, territories and roads stay within the map.

Spies, sabotage and intel

The spy is a specialized unit. You can produce it, move it and queue an action for when it arrives. There are three main player-facing action types:

  • Sabotage: applies a score penalty to a valid target. Sabotage is possible on HQs, outposts and pirate camps, with one extra rule for pirate camps: a tournament must already be active there.
  • Intel gathering: only available on enemy HQs. It temporarily reveals detected enemy positions.
  • Counter-intelligence: a defensive action available when your spy stands on your own HQ. It lowers the success chance of enemy intel attacks and sabotage attempts against that HQ. The bonus grows step by step as long as the spy stays put until a maximum of 30% and is lost as soon as it moves; it shares the same cooldown as intel and sabotage.

Cooldowns are shown in the interface. A spy that is unavailable or in transit cannot execute an action.

Roads, bridges, logistics and alliances

Logistics turns territorial control into a lasting economy. The Economy panel tracks your HQs and outposts, active links and income, including allied destinations when you're part of an alliance.

  • Territorial income is calculated from the structures you control.
  • Active logistics routes add an extra economic bonus.
  • Bridges let you cross water and tunnels let you cross mountains quickly; both cost credits to build and are removed when the underlying tile changes owner.
  • Alliances help coordinate defenses and share a clearer frontline picture.
  • Alliance representatives invite players by typing part of a username and choosing a matching suggestion.
  • Representative transfer and member removal are handled through the alliance management window, and only the current representative can manage them.
  • An allied tile may require explicit confirmation before you defend it with a commander.

Tile tournaments and combat resolution

Global Map combat goes through tournaments opened on attackable tiles. To join one, you need a commander standing on the tile and a linked Wargaming account, because the score is computed from WoT stats captured at registration and read through the coefficient grid configured for the map. Depending on the current map settings, the tournament can also require a minimum number of battles and cap the maximum number of battles effectively counted. The tournament panel summarizes these limits when they apply.

  • Attackable tiles are pirate camps, outposts and HQs.
  • You join an existing tournament if one is already open; otherwise a new one is created on the tile.
  • Enemy outposts obey a daily attack cutoff: after that time, the attack can no longer be opened or joined.
  • The raw score delta is calculated first, then the map can enforce minimum and maximum counted battles.
  • HQs can add a defense bonus during ranking when the map configuration allows it.
  • An active sabotage effect can still reduce the final displayed score after those tournament rules are applied.
  • A score breakdown popup explains how each ranking is built (counted battles, applied sabotage penalty, HQ defense bonus), just like in Battle FFA.

Pirate camp

A single top attacker with the required minimum score turns the pirate camp into a captured outpost.

If the top score is tied, the pirate camp stays pirate.

If a single winner remains below the minimum score, the pirate camp stays pirate.

Pirate tournaments never destroy commanders: every participant survives whatever the outcome.

Outpost

If one or more defenders share first place, the outpost stays with its current owner and every non-first commander is destroyed.

If attackers alone are tied for first place, nobody captures it, the tile becomes pirate again, and those tied attackers survive.

A single attacker in first place above the minimum score captures the outpost; if that first place stays below the minimum score, the outpost stays with its owner.

In every outpost case, only commanders outside the first-place group are destroyed.

HQ

If one or more defenders share first place, the HQ stays with its owner and every non-first commander is destroyed.

If attackers alone are tied for first place, the HQ still stays with its owner and those tied attackers survive.

A single attacker in first place above the minimum score captures the HQ; if that first place stays below the minimum score, the HQ stays with its owner.

In every HQ case, only commanders outside the first-place group are destroyed.

If the previous owner no longer controls any HQ after that capture, they are eliminated from the map.

Frequently asked questions

Why can't I attack or defend a tile?

A commander must be available and already standing on the tile. A commander that is moving, engaged, destroyed or absent from the tile cannot join the tournament.

What does the attack cutoff mean on the Global Map?

Enemy outpost attacks close every day after a cutoff time defined by the map. Once that cutoff is reached, you can no longer open or join the related attack.

Why is my HQ protected and cannot be attacked at the start?

New players get a free 7-day HQ shield right after landing. While it is active, your HQ cannot be attacked, which gives you time to settle in before facing raids. Beware: the shield prevents a new tournament from opening, but never stops one that is already under way. If you activate it once the attack has started, the tournament runs to its end and you can lose the HQ: defend it — you can, and it is your only option. Your other HQs are shielded right away; the besieged one only once that tournament closes.

How do I cross a mountain?

Build a tunnel on the mountain tile. Just like a bridge over water, a tunnel makes the tile fast to cross instead of being heavily slowed down. It costs credits and is removed if the tile changes owner.

How can I protect my HQ from enemy spies?

Keep a spy stationed on your own HQ and use the counter-intelligence action. It lowers the success chance of enemy intel attacks, and the protection grows the longer the spy stays still. It disappears as soon as the spy moves.