Frostline

Crazy Joe

Twenty waves of bandits hit your alliance’s cities and HQ. It’s a defense event that rewards being online and reinforcing well.

TL;DR Stay online for the elite waves, defend Infantry-heavy, send strong players to the HQ for waves 10 and 20, and spread reinforcements instead of piling into one city.

When
Weekly (often Tue & Thu in event weeks)
Length
20 waves, about 40 minutes
Started by
R4 / R5
Eligibility
Furnace 7+

Wave map

WavesTargetWhat to do
1–6, 8–9, 11–13, 15–16, 18–19Every member’s cityDefend at home, about 90 / 10 / 0 (Inf / Lan / MM).
7, 14, 17Online members onlyElite waves worth about double points. Be logged in.
10Alliance HQSend strong players. One guide suggests 30% Infantry / 70% Lancers.
20Alliance HQEnemy damage spikes. One guide suggests 60% Infantry / 40% Lancers.

Per community wikis. One guide lists only waves 7 and 14 as online-focused. Waves 17–19 together are reported as about 31% of all available points.

Scoring & rewards

Kills defending your own city earn full points. Kills made while reinforcing a teammate earn about 50%.

R4/R5 set the difficulty before it starts (one wiki lists 21 levels). Higher difficulty means more points and bigger rewards.

Rewards arrive the next day at 12:00 UTC, based on state-wide ranking. They include Chief Gear materials (Polishing Solution, Hardened Alloy, Design Plans) and speedups.

Rules worth knowing

Shields don’t work during Crazy Joe. You never lose resources, only troops.

A city that’s breached twice stops being attacked, but its owner can still score by reinforcing others.

Don’t move garrisoned troops until the event ends.

Strategy

  • Defend Infantry first, Lancers second. Marksmen add little here.
  • Before it starts, reinforce online teammates, but don’t overcrowd one city: reinforcement points are shared by contribution.
  • Keep your strongest defense at home and put defensive heroes (Sergey, Patrick) in your garrison.
  • Send strong players to the HQ for waves 10 and 20 with the troop mix your R4/R5 announce. Leaders can release them after wave 10.
  • Push the highest difficulty your alliance can handle, and review results before raising it.