Alliance Squad Coordination (Pre-Season 1)
Why Coordination Matters
Gold gear is expensive. Materials are scarce. If every member of your alliance builds the same squad type, you end up with a one-dimensional force that gets hard-countered by the combat triangle.
A coordinated alliance beats an uncoordinated alliance of equal or higher total power. 50 uncoordinated players produce 50x individual power. 50 well-coordinated players produce 200-500x individual power through synchronized timing, resource sharing, and strategic planning.
The Combat Triangle in Alliance Wars
If your alliance is all Tanks, an enemy alliance running Aircraft will destroy you. If you are all Aircraft, enemy Missiles will shut you down. You need all three types represented.
Ideal Alliance Composition (Pre-Season)
In pre-season, most players should start with Tanks (the early meta). But as the server progresses, your alliance should diversify:
No class should be less than 20% of your combat roster by the time Alliance Wars / SvS becomes serious.
Coordinating Gold Gear Crafts
The Problem
Gold gear takes a long time to craft. If everyone crafts at the same pace, your alliance has many half-equipped players and no fully-geared ones for weeks.
The Solution: Stagger and Prioritise
Work with your alliance leadership to create a crafting priority:
Wave 1: Your Core Fighters (3-5 Players)
Identify your strongest and most active players. These get gold gear materials first because:
- They are online for every rally, war, and event
- They will use the gold gear in fights that benefit the whole alliance
- They are committed long-term
Each Wave 1 player should be running a different squad type where possible. Your alliance needs at least one strong player of each type.
Wave 2: Second Tier (5-8 Players)
Once Wave 1 players have 2-3 gold gear pieces each, start the second wave.
Wave 3: Everyone Else
Eventually everyone works toward gold gear. But staggering ensures your alliance has functional gold-geared players for wars and events as early as possible.
Material Sharing
If your alliance can coordinate material sharing:
- Players not yet crafting gold should donate excess materials to Wave 1 players
- Track who contributes — contributors move up the priority list
- Do not funnel materials to players who are inactive or unreliable
Squad Coordination in Rallies
A well-coordinated rally uses the combat triangle effectively:
Rally Composition
Rally Leader Selection
The rally leader's hero and research bonuses apply to the entire rally. Tank players typically lead rallies because:
- Their defensive buffs protect everyone
- Tank squads survive the initial burst of combat
- The leader should have the highest relevant research and strongest hero
Type Matching
Before rallying a target, scout them:
- Target is Tank-heavy → bring Aircraft for type advantage
- Target is Aircraft-heavy → bring Missile Vehicles
- Target is Missile-heavy → bring Tanks
- Mixed target → bring your strongest squad and coordinate
Garrison and Defence
When an alliance member is under attack, reinforce them:
- Tank players reinforce first — most durable, absorb the most damage
- Aircraft players second — add damage while maintaining some durability
- Missile players last — fragile in garrison but add burst damage
One player should be designated as garrison commander — ideally a Tank player with strong defensive hero skills. Their hero abilities apply to the garrison.
Territory and Alliance Wars
Positioning by Type
Coordination
- Have your members declare their squad type and gear status
- Assign attack and defence roles based on type advantages
- Do not send Missiles against enemy Tanks or Aircraft against enemy Missiles
Coordinating Alliance Events
Alliance events reward the entire alliance, but only if participation and preparation are coordinated.
Marshal's Guard
Marshal's Guard is one of the most rewarding recurring events, returning every 2-3 days. It is a 30-minute cooperative rally marathon where your alliance races against the clock to destroy five armoured tanks.
Coordination requirements:
- R4 and R5 officers choose the difficulty level (1-12). Higher levels dramatically increase tank HP and rewards — pick a level your alliance can realistically clear with 5-10 minutes remaining. Overreaching wastes troops and leaves rewards on the table
- Your strongest squads should cycle through fights continuously — downtime between rallies costs time you cannot recover
- Rally leaders must be pre-assigned before the event starts. Do not waste the first 5 minutes deciding who leads
Alliance Duel
Alliance Duel is a 6-day weekly competition where two alliances from different servers face off through daily themed activities. Success requires:
- Pre-event resource pooling — save speedups, RSS, and stamina items for duel days
- Daily commitment — every member participating in the themed activity each day
- Type coordination — on combat days, having the right squad types available matters
Sky Battlefront
Sky Battlefront represents the pinnacle of alliance coordination. The greatest victories are achieved not by the strongest individual players, but by the most coordinated alliances.
- Assign airship roles before the event
- Coordinate attack waves rather than sending members in one at a time
- Designate a shot-caller for real-time target switching
Communication Framework
For effective coordination, your alliance needs a structured multi-channel communication system.
Communication Channels
In-game chat alone is too limited for serious strategy. Your alliance must have an external platform for planning.
1. A Squad Roster
Track every member's squad type and gold gear progress:
(20 = 5 heroes x 4 gear pieces each)
2. A Crafting Priority List
Who is crafting what, and in what order. Updated regularly.
3. Rally Procedures
- Who leads rallies and in what order if the primary leader is unavailable
- Expected response time for filling (set a standard — e.g. 2 minutes maximum)
- Target selection process — scout first, call the type, then launch
- Standardised rally call format: target coordinates, launch time, troop type needed, auto-launch countdown
4. Leadership Structure
Assign specialised officer roles for coordination:
5. Performance Tracking
Track participation to identify problems early:
- Event participation rate — target 80%+ attendance for alliance events
- Rally response time — how quickly rallies fill after being called
- Daily activity — members who go inactive for 3+ days without notice need a check-in
- Recognise top contributors weekly — it motivates continued effort
Common Coordination Mistakes
- Everyone builds the same squad type — exploitable by the combat triangle
- No crafting priority — everyone half-builds gold gear, no one finishes
- Not tracking progress — you do not know who needs what or who is closest to completion
- Funnelling materials to inactive players — waste of alliance resources
- No rally procedures — rallies fire half-empty because coordination is poor
- Ignoring the combat triangle in wars — sending the wrong type against an opponent throws away troops
- No external communication platform — relying solely on in-game chat means you cannot plan effectively or share detailed strategy
- Overreaching on Marshal's Guard difficulty — picking a level too high wastes troops and leaves rewards on the table
- No designated officer roles — when everyone is responsible for coordination, no one is
- Skipping Alliance Duel preparation — the rewards are significant and compound weekly. Uncoordinated alliances consistently lose to weaker but organised opponents