Thanks again to all of those who came out and gave this a try. We thought it was a lot of fun, and had a much better experience than the 1 or 2 other times we've tried it. Being the first time for most of us, I was amazed that we platted all but one sidequest. Things we learned:
Unlike other instances (like skirmishes) with variable amounts of players, it is not simply enough to have the Solo/Duo version unlocked to do the Raid version, you have to complete the Solo/Duo version first to unlock the larger version.
General Raid
My initial set-up of three groups (one for each part of the wall) worked ok, but was not needed, since only one area is attacked at a time (I couldn't remember). I think a better breakdown is to have 2 6-man groups. They would be an East/West group, and a Central group. As before, the group you are part of is solely responsible for keeping soldiers/banners healthy, as well as typical mob killing, rock dropping (if a sidequest is not active), and taking out enemy catapults with your respective catapult (although the member of the other team should also assist with their respective catapult). The other group is the one that will focus on sidequests, and will otherwise heal/drop rocks/fire catapults if not a sidequest.
To give an example, if the Eastern or Western wall is currently being attacked, the Eastern/Western group will focus on defending it while the Central group hangs around to help out with sidequests. Likewise, if the Central Wall is being attacked, the Central group will defend it while the Eastern/Western group does the sidequests. Given that the sidequests are set in stone once the instance determines which wall is being attacked currently, it would also be helpful for people in that group to know what sidequest will be coming up, and prepare for itif possible by being in position.
Obviously, you could also just have a Defensive Group and Sidequest Group, but I think mixing it up like I have above keeps things more interesting, so people aren't stuck just repairing banners for 30-45 minutes.
I don't want to require strict Promotion Point requirements, as that would be exhausting and would penalize people who might be few on points. However, there should be at least one R6 Engineer and R6 Officer per group. Vanguard will not be tremendously helpful. It's probably more beneficial for healing classes to focus on Engineer, as they're best suited to repair banners, siege engines, and even items that are not normally repairable. As long as you have a fairly good mixed group with at least a couple of people with a lot of Promotion Points, the groups should do just fine. Unlike the Solo/Duo version, however, soldiers and structures will take damage fast, so be on the lookout for items to repair or heal up. Soldiers in 2-Handed stance should kill enemies quickly before taking melee damage, and having one designated person watch out for catapults should prevent siege weapon damage completely, so Officers should be choosing for Captains to protect against Arrow Fire whenever it's up.
Lastly, usage of Catapults and Rock Drops should be only when there is no sidequest currently underway. Killing enemies quickly with these things will speed up the instance, which is great when you're trying to skip time to a sidequest or finish the instance, but really bad if a sidequest is still underway. It is possible to complete the instance before actually completing the final sidequest by doing this, which is really bad.
For the 1/18/2020 run, we got the battle that started with the East Wall. That resulted in the following sidequests: 1st Wave -Assault on the East Tower 2nd Wave -Siege Under Fire 3rd Wave - Shells in the Air Assault on the East Tower Big thing is to split the Sidequest group into three groups of two, and each group takes one of the three levels of the East Tower. You'll have quests to complete barricades, but that is what the NPC laborers will be doing. Just kill things attacking them and heal them up as necessary. Helps to set up barricades in front of bottom level. Anyone in the East/West group not currently doing anything can help by taking a shot or two at creatures going in there, but this shouldn't be necessary. Siege Under Fire The group goes down to the ground behind the wall. Since all 2nd wave sidequests take place at around this area, the Sidequest group should already be down here and prepared. The orcs will come from both sides (culvert and houses), so simply stay in the middle and protect the supplies from them. Shells in the Air
This is the quest we didn't receive Platinum, as we realized too late that someone needed to be bringing supplies up. This quest is similar to the The Vanguard Defilers, where the sidequest will be occurring in the middle of the action as the standard wall defense with specific NPCs. HOWEVER, for full Platinum, supplies also need to be brought down by the Eastern Tower (by the catapult) to the Hornburg on the far Western wall. Two people from the sidequest group, probably the lowest DPSers/fastest runners should be assigned to this task.