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Alliance Squad Coordination (Pre-Season 1)

Alliance Strategy · 2026-03-11

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.

The Core Principle

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

Tanks
Beats: Missiles
Loses to: Aircraft
Aircraft
Beats: Tanks
Loses to: Missiles
Missiles
Beats: Aircraft
Loses to: Tanks

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:

PhaseRecommended Split
Early (Day 1-70)80-90% Tank, 10-20% starting to collect Aircraft heroes
Mid (Day 70-120)50% Tank, 35% Aircraft, 15% starting Missiles
Late Pre-Season35% Tank, 40% Aircraft, 25% Missile

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

RoleSquad TypeJob
Rally LeaderTank (preferred)Leads the rally. Tank leaders provide durability for the whole rally
Front LineTank playersAbsorb damage, keep the damage dealers alive
Main DamageAircraft or MissileDeal the killing blow
Counter-PickVariesMatch against the target's type

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:

  1. Tank players reinforce first — most durable, absorb the most damage
  2. Aircraft players second — add damage while maintaining some durability
  3. 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

TypeWar Role
TanksHold captured positions. Garrison key buildings. Lead defensive rallies
AircraftOffensive pushes against Tank-heavy opponents. Flexible response
MissilesCounter-pick against Aircraft-heavy opponents. Offensive specialist

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

ChannelUse ForWhy
Discord / LINEStrategy discussions, announcements, resource sharing, guidesPersistent channels, searchable history, role pings
WhatsApp / TelegramUrgent real-time alerts, leadership discussionsFast push notifications, everyone checks these immediately
In-Game ChatImmediate tactical calls, rally coordinationNo alt-tabbing needed during active combat

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:

PlayerSquad TypeGold PiecesRally Role
Player ATank4/20Rally Leader
Player BAircraft2/20Main DPS
Player CMissile1/20Counter-Pick
Player DTank3/20Front Line

(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:

RoleResponsibility
War General (R4)Rally leadership, target selection, combat coordination
Resource Coordinator (R4)Material sharing, crafting priority tracking, gear progress monitoring
Event Manager (R4)Event scheduling, participation tracking, reward coordination
Recruiter (R4)Filling roster gaps, identifying what squad types the alliance needs

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

  1. Everyone builds the same squad type — exploitable by the combat triangle
  2. No crafting priority — everyone half-builds gold gear, no one finishes
  3. Not tracking progress — you do not know who needs what or who is closest to completion
  4. Funnelling materials to inactive players — waste of alliance resources
  5. No rally procedures — rallies fire half-empty because coordination is poor
  6. Ignoring the combat triangle in wars — sending the wrong type against an opponent throws away troops
  7. No external communication platform — relying solely on in-game chat means you cannot plan effectively or share detailed strategy
  8. Overreaching on Marshal's Guard difficulty — picking a level too high wastes troops and leaves rewards on the table
  9. No designated officer roles — when everyone is responsible for coordination, no one is
  10. Skipping Alliance Duel preparation — the rewards are significant and compound weekly. Uncoordinated alliances consistently lose to weaker but organised opponents