This paper summarizes results of the participative ethnographic researchi nto a warlike community (so-called “guild”) that occurs in the virtual settings of the game Guild Wars 2. The attention is paid especially to the organization and adaptation mechanisms of the players as well as to the analysis of their functional modus operandi (sophisticated organization of so-called “rushes” and emergency mechanisms of offensive group formation). The article deals also with the analysis of cultural production of virtual communities (so-called “machinima”, guides/gameplays“ and playing modification of electronic encyclopaedias), which significantly falls outside the inter-subjective scope in the form of (theoretical and practical) correlation with the development of contemporary warfare - in particular with the conception known as “swarming”.