Congratulations to SGR and TEN. There shouldn't be any more surprise coming from VILLAINS side though I agree that its always a good practice to stay alerted til WW peaked.
I would like to write something like an analysis or post-server feedback here but there are simply too much to say so please forgive me if I wrote too much here.
ANALYSIS ON VILLAINS DEFEAT
1. Lack of Sufficient Leadership and People who are Actually Doing Stuff
Very few villains had time to lead properly ?
I don't believe it, last round when leaders had trouble greater players stood up to take the place.
You probably have the right to disbelieve but the lack of sufficient leadership is real. James have been entirely away for most of the time (at least for like 100 days after artifact war) and basically it has always been me and cris making decisions most of the time (me mainly for SW and cris and others for NW). As someone who have been actively leading VILLAINS in the past, this is really impactful.
While we have some others helping us, like bricktop (James and Krunal), Sarcy on WW, GoG of Tasty Tea, and Pascal, the lack of decision-making is real. While me and cris are always up with decision-making, we also have our own busy life, esp. cris who had a terribly busy year at work. And sometimes even us would like to hear some advice. But sometimes when we raise a question up, everyone would probably dive, or be kinda blurred like saying "yeah we can do that". I am not blaming anyone but this ended up being a serious problem in early WW phase when sometimes we have to make decisions promptly. For example nobody was alerted by Drama King's launching, and sometimes we simply have nobody to analyze those incomings, whether they are real or fake. We ended up having nobody turning LA on when Rough and others landed, thereby throwing the lead we gained from those early small-WWK hits.
Besides, we rarely have ppl volunteer up to actually do the work. Most of the time some ppl only keep on asking, complaining or even suggesting but in the end they never volunteer to help, and even if they are among the helpers, they speak more than they actually do.
Again, please understand that I am not trying to accuse anybody cuz imo we've done well enough and everyone contributed in different areas at different times. But what i said above is quite a serious issue to a meta and to a competitive server like this.
2. Lack of an Off Team
First of all I have to apologize as well because in end game i also postponed the OP quite a bit because of my real life and lots of other stuff in game. I have to admit that I owe some guilt there though I am probably the only one volunteering up for this leftover position.
Secondly I have to say something for the so-called VILLAINS' ONLY OP this round. We've tried our very best to make sure everything goes smooth and we reminded our players so many times to hide their troops but sometimes you just can't stop someone from being arrogant. One of the players was too lazy to hide his troops and ended up causing the massive splat. But still, given the fact that UA was moved and our WWR and WWKs done great damage way beyond our expectation, and having 4 enemy WWKs switching cap, that outcome is already much better than what we expect.
I actually planned to chief Solidfan's WWK sneakily with FG and punk while we were launching on Investors but later on we have no CP and we are too busy to arrange chiefing FG's village away under limited time so we gave up the idea. Kinda sad as it turns out he empty-defended without changing cap. We also planned the hero fakes as you guys have seen. On that part, not to lie, I am kinda amazed that SGR didn't pick up the eagles and see if there are any chiefs at least haha.
COMING BACK to the lack of OP question, it is quite prima facie that had we have a proper Off Team, VILLAINS might have done a lot better, and potentially removed some WWKs or even gained more advantage from SGR and TEN.
Note that what I am saying is a proper OFF TEAM, not just a proper OC. Planning a good OP is not that difficult. What's actually difficult is how to execute and administer it. Its easy to think, and sometimes its even easy to fool the enemy by doing some tricks but first you need your hammers capable of doing what you intend to do. So we need a bunch of reliable off players who can launch same second waves in a timed manner, who know each other and can work together to do some local clearings, and those who can work easily with the OC.
Furthermore, while VILLAINS have some really nice OP hammers, we truly lack active hammers who can send timed same-second waves. Most of the hammers who messaged me either aren't free to launch on weekdays, or have very specific time constraints, either they couldn't send same-second waves at all. Some even said that they only play on phone which makes the problem much more complicated as we seek to do a timed zeroing attack instead of sacrificing hammers one by one on artifacts or capitals at such a late game stage.
Of course we can still do some off actions if they can't time it well, like some of the TEN hammers (which i really appreciate their effort), but that wouldn't work well in a late-game zeroing mission, and most likely their seige will be sniped hard.
One thing i have to applaud the enemy, in particular TEN, is that they care a lot about OP hammers' siege numbers. This is a very good practice and should be promoted among all metas. Yet unfortunately we don't have many of these players and we actually quite lack good OP rammers after converting some big ones into WWR.
Anyway, great great respect to SGR and TEN's OP planners as well as those who actually launch those attacks. Those effort in getting it done and executed is huge 
3. Poor WWR Planning
While I agree with the importance of having an Off Team, lack of which is not, imho, the key reason to VILLAINS defeat. Have we been doing OP earlier on when James was still around, we probably could've more choices in offense such as aiming at arties, capitals or even def villages. However, I have to say, this round is probably one of the most challenging round to VILLAINS, and against 2 WWs and quite a lot of WWRs WWKs, had we not turned some of the hammers into WWR/WWKs and just spend them on OP, that probably would've ended up even worse.
We have some really good WWKs, giant one and medium ones as well, but some of the other off players actually performed much better than them in terms of troops and in that scenario, we should've turned some of them into WWK much earlier, such as Salvus main hammer, Carmani and Fleming Rachiel. On this issue, the trainers rotation could've been much better and more efficient, and we should've considered this a lot earlier.
However, the main issue regarding WWR/WWK is still the lack of WWR. Those who came with me from 7 never planned to go WWR/WWK except SNOOPYS and Vendetta as we thought we are joining VILLAINS instead of playing our own game. Its kinda shocking that nobody planned sufficient big Teuton WWRs in early game or even at tribes selection, and ended up we have to "rely" on CT's WWR as it is the biggest in VILLAINS and turns out he splatted on our WW among SGR attacks.
Of course, we've tried our very best to mitigate this by planning carefully on our WW hits and not sure because of our planning or because of SGR-TEN finding UA less useful than UD, our remaining WWRs did very well on SGR & TEN WW, had we have proper WWRs, we would probably have done much better esp. when we launch the train of Wasabi etc. on SGR WW, and when we launch Sankets Minions 8 hours away from FG, and when we launch SNOOPYS on TEN WW alone.
Small Conclusion
There are really too much to say, such as the impact of losing UT, the impact to GZ with Chazz switching sides and DQ turning less active, the lack of old core VILLAINS this round, the very bad WW account arrangements, and the selection of -100 100 (as well as the impact of the rubbish -100 0 site). On the other hand, there are also lots of stuff that I would like to appraise for my teammates, such as all the hard work and effort from cris and others and our brilliant ghosting team (amar and xerii in particular). This server is indeed the most challenging one for VILLAINS and with such a team comp we have, we are already playing soooo well against HmB, SGR, TEN and even WAR-LNRS.
But lets stop here for a bit. I will come back later and continue writing tmr 
In any event, great game and great respect to both sides players (and leaders ofc). This is definitely one of the most challenging servers though also one of the most hate-cultured servers I've ever played.
Best regards,
yin @ Soa & Co.