Still wondering why your clan needs a Stronghold at all? The main reason is the substantial bonuses that your clansmen get when using Reserves. You can not only increase the amount of credits, experience, and Industrial Resource earned, but also affect the combat outcome.

You can prepare Reserves in your Stronghold’s structures. You can also get Reserves for upgrading the Command Center and participating in War Games.

The Reserve Storage can be found at the bottom of the screen:

  1. Number of Reserves of each type.
  2. Maximum Reserve level. The Reserve Storage contains Reserves of different levels.
  3. Activated Reserve.
  4. Remaining Reserve duration.

Reserve Types

The Stronghold mode offers eight Reserve types. All Reserves are divided into two groups:

  • Continuous-Effect Reserves
  • One-Time-Effect Reserves

Continuous-Effect Reserves

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
Battle Payments

Bonus: Increases credits earned by all clan members after any battle.

Required Structure: Financial Unit.

Military Maneuvers

Bonus: Increases Free Experience earned by all clan members after any battle.

Required Structure: Military School.

Tactical Training

Bonus: Increases Combat Experience earned by all clan members after any battle.

Required Structure: Tankodrome.

Additional Briefing

Bonus: Increases crew experience earned by all clan members after any battle.

Required Structure: Training Unit.

Clan Reservists do not get Continuous-Effect Reserve bonuses.

One-Time-Effect Reserves

  • High-Capacity Transport
  • Requisition
  • Inspire
  • Artillery Strike
High-Capacity Transport

Bonus: Increases Industrial Resource earned for battles in Skirmishes and Advances.

Required Structure: Transportation Unit.

Requisition

Bonus: Increases Industrial Resource earned in Advances.

Required Structure: Trophy Brigade.

Inspire

Bonus: Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles. Increases Industrial Resource income. Available for Skirmishes and Advances.

Required Structure: Logistical Service.

Artillery Strike

Bonus: An artillery battery lays periodic fire on the selected area. Increases Industrial Resource income. Available for Skirmishes and Advances.

Required Structure: Artillery Battalion.

Getting Reserves

The clan can get Reserves in the following ways:

Preparing Reserves

You must prepare a Reserve before it can be used for your clan’s benefit.

Reserves are prepared in the structures. The preparation cost of each Reserve is expressed in Industrial Resource. To prepare a Reserve, ensure that the Stronghold Storage contains enough Industrial Resource.

Only the Commander and Executive Officers can prepare Reserves.

To prepare Reserves:

  1. Click the relevant structure.
  2. Set the required number of Reserves.
  3. Click Prepare.

The preparation time depends on the structure level. If a Reserve is being prepared, a gear icon appears above the structure .

To view the remaining preparation time, click the relevant structure.

Getting Reserves for a Command Center Upgrade 

A Command Center upgrade grants clans additional Reserves. 

For each upgrade, a clan is rewarded a certain number of Reserves of all types equivalent to 2 × (L + 1) and 1 × (L + 2), where L is the level of the Command Center.

Example. The clan has upgraded the Command Center to level II. As a reward, it gets two Reserves of all types of level III (L + 1) and one Reserve of all types of level IV (L + 2).

Getting Reserves as a Reward in War Games

Clans that take prize-winning positions in War Games are rewarded with Continuous-Effect Reserves of level XI and XII.

The level and quantity of the Reserves the clan gets as a reward depends on the discipline the clan has competed in and the position it has taken.

Clans can get bonuses for using the Battle Payments and Additional Briefing Reserves of level XI and XII only if they play on Tier X vehicles.

Reserve Level

A Reserve level is determined by the level of the structure where the Reserve is prepared. The Reserve efficiency and preparation cost increase with the Reserve level. The Reserve duration, however, remains the same.

After upgrading a structure, the level of the Reserves already prepared in the structure remains the same.

Reserve Efficiency and Duration

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
  • High-Capacity Transport
  • Requisition
  • Inspire
  • Artillery Strike
Battle Payments

Bonus: Credits.

Reserve efficiency: the first value relates to clan and tournament battles. The second value is for Random Battles and Frontline.
Level Reserve efficiency Reserve duration
I +10% / +5% 1 hour
II +10% / +5% 2 hours
III +20% / +10% 1 hour
IV +20% / +10% 2 hours
V +30% / +15% 1 hour
VI +30% / +15% 2 hours
VII +40% / +20% 1 hour
VIII +40% / +20% 2 hours
IX +50% / +25% 2 hours
X +75% / +30% 2 hours
XI* +100% / +30% 2 hours
XII* +150% / +30% 2 hours
*Only for Tier X vehicles
Military Maneuvers

Bonus: Free Experience.

Level Reserve efficiency Reserve duration
I +50% 1 hour
II +50 2 hours
III +100% 1 hour
IV +100% 2 hours
V +150% 1 hour
VI +150% 2 hours
VII +200% 1 hour
VIII +200% 2 hours
IX +250% 1 hour
X +250% 2 hours
XI +300% 2 hours
XII +500% 2 hours
Tactical Training

Bonus: Combat Experience.

Level Reserve efficiency Reserve duration
I +5% 1 hour
II +5% 2 hours
III +10% 1 hour
IV +10% 2 hours
V +20% 1 hour
VI +20% 2 hours
VII +35% 1 hour
VIII +35% 2 hours
IX +50% 1 hour
X +50% 2 hours
XI +75% 2 hours
XII +100% 2 hours
Additional Briefing

Bonus: crew experience.

Reserve efficiency: the first value relates to clan and tournament battles. The second value is for Random Battles and Frontline.
Level Reserve efficiency Reserve duration
I +50% / +25% 1 hour
II +50% / +25% 2 hours
III +75% / +50% 1 hour
IV +75% / +50% 2 hours
V +100% / +75% 1 hour
VI +100% / +75% 2 hours
VII +150% / +100% 1 hour
VIII +150% / +100% 2 hours
IX +200% / +150% 1 hour
X +200% / +150% 2 hours
XI* +300% / +200% 2 hours
XII* +400% / +300% 2 hours
*Only for Tier X vehicles
High-Capacity Transport

Bonus:Industrial Resource for battles in Skirmishes and Advances.

Reserve duration: one battle.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%
Requisition

Bonus: Industrial Resource for Advances.

Reserve duration: one Advance.

Level Reserve efficiency
I +5%
II +10%
III +15%
IV +20%
V +30%
VI +35%
VII +40%
VIII +50%
IX +55%
X +60%
XI +100%
XII +200%
Inspire

Bonus: Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles. Increases Industrial Resource income.

Reserve duration: One battle.

Level Crew bonus Effect radius Bonus to Industrial Resource
I 10% 15 m +3%
II 10% 20 m +5%
III 15% 20 m +8%
IV 15% 25 m +10%
V 20% 25 m +15%
VI 20% 30 m +18%
VII 25% 30 m +20%
VIII 25% 35 m +25%
IX 30% 35 m +28%
X 30% 40 m +30%
XI 30% 40 m +50%
XII 30% 40 m +100%
Reserves of level XI and XII provide an additional bonus: Wind down time. After the Inspire effect runs out or the player leaves the effect radius, they will still continue to receive the Reserve bonus for a certain period of time.
Artillery Strike

Bonus: An artillery battery lays periodical fire on the selected area. Increases Industrial Resource income.

Reserve duration: One battle.

Level Max. damage (HP)* Damage area radius Bonus to Industrial Resource
I 240/340/600 20 m +3%
II 240/340/600 22 m +5%
III 280/400/700 22 m +8%
IV 280/400/700 24 m +10%
V 320/460/800 24 m +15%
VI 320/460/800 26 m +18%
VII 360/520/900 26 m +20%
VIII 360/520/900 28 m +25%
IX 400/600/1,000 28 m +28%
X 400/600/1,000 30 m +30%
XI 440/660/1,100 30 m +50%
XII 480/720/1,200 30 m +100%
For battles fought in Tier VI/VIII/X vehicles.

Reserve Cost and Preparation Time

  • Battle Payments
  • Military Maneuvers
  • Tactical Training
  • Additional Briefing
  • High-Capacity Transport
  • Requisition
  • Inspire
  • Artillery Strike
Battle Payments
Level Reserve cost Reserve preparation
I 275 5 seconds
II 650 20 seconds
III 1.100 1 minute
IV 1.700 5 minutes
V 2.500 20 minutes
VI 3.400 1 hour
VII 4.400 2 hours
VIII 5.700 4 hours
IX 7.500 8 hours
X 8.500 8 hours
Military Maneuvers
Level Reserve cost Reserve preparation
I 275 5 seconds
II 650 20 seconds
III 1.100 1 minute
IV 1.700 5 minutes
V 2.500 20 minutes
VI 3.400 1 hour
VII 4.400 2 hours
VIII 5.700 4 hours
IX 7.500 8 hours
X 8.500 8 hours
Tactical Training
Level Reserve cost Reserve preparation
I 275 5 seconds
II 650 20 seconds
III 1.100 1 minute
IV 1.700 5 minutes
V 2.500 20 minutes
VI 3.400 1 hour
VII 4.400 2 hours
VIII 5.700 4 hours
IX 7.500 8 hours
X 8.500 8 hours
Additional Briefing
Level Reserve cost Reserve preparation
I 275 5 seconds
II 650 20 seconds
III 1.100 1 minute
IV 1.700 5 minutes
V 2.500 20 minutes
VI 3.400 1 hour
VII 4.400 2 hours
VIII 5.700 4 hours
IX 7.500 8 hours
X 8.500 8 hours
High-Capacity Transport
Level Reserve cost Reserve preparation
I 5 5 seconds
II 10 5 seconds
III 20 5 seconds
IV 25 5 seconds
V 40 5 seconds
VI 45 5 seconds
VII 50 5 seconds
VIII 60 5 seconds
IX 70 5 seconds
X 75 5 seconds
Requisition
Level Reserve cost Reserve preparation
I 90 5 seconds
II 225 5 seconds
III 400 5 seconds
IV 600 5 seconds
V 1.000 5 seconds
VI 1.300 5 seconds
VII 1.650 5 seconds
VIII 2.250 5 seconds
IX 2.700 5 seconds
X 3.200 5 seconds
Inspire
Level Reserve cost Reserve preparation
I 5 5 seconds
II 10 5 seconds
III 20 5 seconds
IV 25 5 seconds
V 40 5 seconds
VI 45 5 seconds
VII 50 5 seconds
VIII 60 5 seconds
IX 70 5 seconds
X 75 5 seconds
Artillery Strike
Level Reserve cost Reserve preparation
I 5 5 seconds
II 10 5 seconds
III 20 5 seconds
IV 25 5 seconds
V 40 5 seconds
VI 45 5 seconds
VII 50 5 seconds
VIII 60 5 seconds
IX 70 5 seconds
X 75 5 seconds

Using Reserves

To use a Reserve, you first need to activate it. Only clan members with the following positions can activate Reserves:

  • Commander
  • Executive Officer
  • Personnel Officer
  • Combat Officer

To view your clan's history of using Reserves, click  LOG in your Stronghold and go to the Reserves tab.  

Continuous-Effect Reserves

The Continuous-Effect Reserves (Battle Payments, Military Maneuvers, Tactical Training, and Additional Briefing) are activated right in the Stronghold.

To use a Continuous-Effect Reserve:

  1. Select the relevant Reserve from the Reserve Storage. If the storage contains Reserves of different levels, select the Reserve of the necessary level.
  2. Click Activate.

The Reserve is activated immediately. The remaining Reserve duration is displayed above the Reserve.

After you activate the Reserve, you cannot cancel your action.

One-Time-Effect Reserves

High-Capacity Transport, Inspire, and Artillery Strike are enabled before a battle. However, Requisition can only be enabled before an Advance.

To use a One-Time-Effect Reserve:

  1. Click Clan Battles.
  2. Click Create Detachment.
  3. In the upper right corner, click a free slot and select the Reserve.

After each battle Reserves of the same type and level are automatically resupplied if they’re available in the Reserve Storage.

If you’ve changed your mind and don’t want to use the enabled Reserve, select it and click Disable.

Inspire and Artillery Strike are different from the other Reserves. For these, you'll need to enable the Reserve when creating a detachment, then activate it right in battle.

Using Several Reserves at Once

Try to use several Reserves at the same time to earn even more credits, experience, and Industrial Resource.

Remember that the following Reserves cannot be used together:

  • Military Maneuvers and Additional Briefing
  • Battle Payments and Tactical Training

Combat Reserves

Combat Reserves—Inspire and Artillery Strike—can be used in both Skirmishes and Advances. The amount of Industrial Resource you get from Inspire and Artillery Strike increases with the level of the Reserve. Their battle characteristics are determined by their level, as well as by the selected Division in the case of Artillery Strike.

To take advantage of a Combat Reserve, it must be enabled before battle, and then activated right on the battlefield (see Using Reserves). Combat Reserves can be activated 55 seconds after a battle starts.

In battle, the Detachment Commander can order an Inspire or Artillery Strike, or they can assign the responsibility to another player in the Detachment. Any player, including a legionnaire, can be given the authority to activate one or both of the Reserves.

Before a battle, you can assign Reserve activation in the Detachment window by right-clicking on the player’s name in the Detachment Members list and selecting Give Artillery Strike or Give Inspire. The   or icon will appear to the right of the player’s name. If a player has been assigned to both Reserves, the icon will appear.

To revoke your decision, right-click the player’s name and select Take Artillery Strike or Take Inspire. Now, you have taken back your right to activate Combat Reserves on the battlefield.

If you don’t activate a Combat Reserve in battle, you won't earn its extra profit. The unused Reserve is not spent and will be returned to the Reserve Storage.

Inspire

Provides a bonus to major qualifications and all skills for the vehicle crew of the player who activated Inspire and nearby allied vehicles.

Inspire features:

  • If the vehicle of the player that activated Inspire is destroyed, the Reserve effect will end.
  • Reserves of level XI and XII provide an additional bonus: Wind down time. After the Inspire effect runs out or the player leaves the effect radius, they will still continue to receive the Reserve bonus for a certain period of time.

To use Inspire in battle, press the key that corresponds to the Inspire Reserve (7–9 by default).

The effect radius is marked by a green dashed line around your vehicle, and a timer will appear in the center of your screen. The player that activated the Reserve can be identified by the icon, while players under the Inspire effect will have the icon.

Only your allies will be able to see the effect radius and timer, but both teams will see which players are under the Inspire effect.

Artillery Strike

Artillery Strike executes an artillery attack. An artillery battery lays periodical fire on the selected area.

Artillery Strike features:

  • All players, including allies, receive damage within the area.
  • The size of the damage area radius depends on the level of the Reserve. The damage depends on both the level of the Reserve and the selected Division.
  • The required deployment time is six seconds.

To use Artillery Strike in battle:

  1. Press the key that corresponds to the Artillery Strike Reserve (7–9 by default).
  2. Point at the map area you want to attack.
  3. Click to lock the damage area. The shelling will commence after six seconds.

Before the damage area is locked, there are three ways to cancel the use of a Reserve:

  • By right-clicking
  • By pressing the Esc button
  • By pressing the button that corresponds to the Artillery Strike Reserve
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