Back to Season 1: The Crimson Plague

Alliance Squad Coordination (Season 1)

Alliance Strategy · 2026-03-12

Why Coordination Matters More in Season 1

In pre-season, most alliances were Tank-heavy and that was fine — Tanks dominated the early meta. In Season 1, the meta diversifies. Aircraft squads rise to dominance, which makes Missile counter-squads essential. An alliance without squad diversity gets hard-countered.

The Season 1 Reality

An all-Aircraft alliance gets destroyed by a coordinated Missile wing. An all-Tank alliance gets destroyed by Aircraft. Season 1 punishes one-dimensional alliances harder than pre-season did. You need all three types represented and well-coordinated.

Ideal Alliance Composition (Season 1)

The composition shifts significantly from pre-season:

PhaseRecommended Split
Early Season 140% Tank, 35% Aircraft, 25% Missile
Mid Season 130% Tank, 40% Aircraft, 30% Missile
Late Season 125% Tank, 45% Aircraft, 30% Missile

No class should be less than 20% of your combat roster. If you are short on Missile players, actively recruit them — your alliance needs the Aircraft counter-pick.

The Combat Triangle in Season 1

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

What Changes in Season 1

  • Aircraft becomes the primary threat — the squad type you need to counter most often
  • Missile squads become essential defenders — they are your answer to enemy Aircraft wings
  • Tank squads shift to a support role — rally leaders, garrison defenders, and Missile hunters
  • Multi-squad players are extremely valuable — members with both a strong Tank and a functional Aircraft or Missile squad provide the most flexibility

Coordinating Gold Gear Crafts (Season 1)

The Priority Shift

In pre-season, gear priority was straightforward: gear your Tanks first. In Season 1, the calculus changes:

Wave 1: Complete Primary Squads

Your strongest fighters should be finishing their primary squad's gold gear:

  • Tank players complete all 20 pieces and start star promotion
  • Aircraft players gear DVA and their front line
  • Missile players gear Tesla and Fiona

Wave 2: Start Second Squads

Once primary squads are complete, help strong players build second squads:

  • Tank players building Aircraft for type flexibility
  • Aircraft players maintaining Tank squad for PvE and Missile counter-matchups
  • Missile players may build Tanks for Missile counter-matchups

Wave 3: Alliance-Wide Gear

All active members should have at least 10+ gold gear pieces on their primary squad.

Material Sharing in Season 1

Material sharing becomes more nuanced:

  • Prioritise members building under-represented squad types — if your alliance is short on Missile players, materials going to your Missile builders are higher value
  • Do not funnel everything to Aircraft players — your alliance needs diversity, not 30 identical Aircraft squads
  • Cross-type gear sharing — Guns and Chips are type-neutral. A surplus from Tank crafting can help Aircraft builders

Rally Coordination in Season 1

Rally Composition

RoleSquad TypeJob
Rally LeaderTank (still preferred)Defensive buffs protect the entire rally. Murphy's Exclusive Weapon makes this even stronger
Front LineTank playersAbsorb damage with enhanced Season 1 gear and Exclusive Weapons
Main DamageAircraft or MissileDVA burst or Tesla energy damage — match to the target's type
Counter-PickVariesAlways type-match against the target

Type Matching in Season 1

Type matching matters more because squads are stronger:

  • Target is Tank-heavy → bring Aircraft. DVA's Exclusive Weapon burst shreds Tanks
  • Target is Aircraft-heavy → bring Missiles. Tesla and Fiona counter Aircraft hard
  • Target is Missile-heavy → bring Tanks. Murphy and Williams wall the Missile burst
  • Target runs Murphy Exception → still Aircraft-weak despite Murphy being a Tank hero

Garrison and Defence

Season 1 garrisons benefit from stronger squads and Exclusive Weapons:

  1. Tank players with Exclusive Weapons reinforce first — Murphy's Mitigation Master makes garrisons dramatically more durable
  2. Aircraft players second — DVA's burst can eliminate incoming rally carries
  3. Missile players for anti-Aircraft garrison — if the attacker runs Aircraft, Missile reinforcements are ideal

Territory and Alliance Wars

Season 1 War Roles

TypeSeason 1 War Role
TanksRally leaders, garrison defenders, Missile hunters. The backbone of defence
AircraftPrimary offensive force. Target enemy Tank squads. The spearhead of attacks
MissilesAircraft hunters. Defensive specialists against enemy Aircraft wings. The counter-punch

Coordinated Attack Waves

In Season 1, coordinated attack waves become more effective:

  1. Scout the target — identify their squad types
  2. Send the counter-type first — Aircraft against Tanks, Missiles against Aircraft, Tanks against Missiles
  3. Follow up with neutral or same-type squads to finish weakened targets
  4. Stagger attacks by 10-15 seconds to prevent defensive rally stacking

Coordinating Alliance Events

Marshal's Guard (Season 1)

With stronger squads and Exclusive Weapons:

  • Push difficulty higher — your alliance should be clearing levels 7-10 by mid-Season 1
  • Diversify rally compositions — use the combat triangle to maximise damage against each tank
  • Assign rally leaders by type — match your rally leader's type against the target for bonus damage

Alliance Duel

Season 1 Alliance Duel rewards are significantly better:

  • Day 6 combat matters more — stronger squads mean combat outcomes are more decisive
  • Type coordination on Day 6 — assign targets by type matchup, not randomly
  • Days 4 and 5 remain high priority — save hero items and speedups as in pre-season

Sky Battlefront

With more diverse squads available:

  • Assign airship roles based on squad type — different roles favour different squad compositions
  • Coordinate type-matched attack waves
  • Your Missile players are especially valuable for anti-Aircraft airship roles

Communication Upgrades for Season 1

Squad Type Channels

If your alliance uses Discord or LINE, create separate channels:

  • #tank-players — Tank-specific strategy, gear help, rally coordination
  • #aircraft-players — Aircraft builds, DVA optimisation, Murphy Exception discussion
  • #missile-players — Missile strategy, counter-pick coordination, Tesla/Fiona builds
  • #war-coordination — cross-type planning for Alliance Wars

Updated Roster Tracking

PlayerPrimary SquadSecondary SquadExclusive Weapons
Player ATank (20/20 gold)Aircraft (8/20)Kimberly L20, Murphy L20
Player BAircraft (16/20 gold)NoneDVA L20
Player CMissile (12/20 gold)Tank (20/20)Tesla L10

Track Exclusive Weapon levels alongside gold gear progress — weapons are a major power indicator in Season 1.

Common Season 1 Coordination Mistakes

  1. Everyone switches to Aircraft — your alliance loses Tank and Missile coverage
  2. No Missile players recruited — you have no answer to enemy Aircraft wings
  3. Ignoring Exclusive Weapon priorities — weapons provide massive power jumps that affect alliance-level coordination
  4. Not adapting rally compositions — still running pre-season Tank-only rallies against diverse opponents
  5. Poor type matching in wars — sending Tanks against Aircraft or Aircraft against Missiles wastes troops
  6. Not tracking secondary squads — multi-squad players are your most flexible assets
  7. Over-specialising — every member running only one squad type with no flexibility

Related Guides