DATABASE · GUIDE
Rally Coordinator & Battle Registry
How the squad-building, live-execution, and objective-tracking tools actually work, and a step-by-step walkthrough for members and officers.
4 tabs·5 objectives·2 tools
◉ Overview
Rally Coordinator plans and runs synchronized multi-squad attacks; Battle Registry collects what leadership needs to plan them. They're linked — registry troop counts and Battle Profile data feed straight into the squads the coordinator builds.
1 · RosterPick who's fighting and how they're organized
2 · BuildReview the optimized squads and set the target
3 · ExecuteRun one or more live countdowns and share them with your squads
🎯 TargetsTrack who holds the Castle and each Turret
You move through Roster → Build → Execute in order to fire off one rally — and you can repeat that loop to run several at once, one per target, which is often exactly what you need at the start of an event. Targets tracks the whole battle independently of however many rallies are live. A compact version of it stays pinned on screen through all three steps, so you never have to leave a live countdown to react to an objective.
◔ Roster & rosters
The Roster tab decides who's available and what they bring — the squad builder only ever works with players marked IN.
Loading a roster
The "Load a preloaded roster" panel lists BLK's own live roster plus any NAP (allied) alliance the kingdom has synced from the Kingdom page's "Sync NAP alliances." Loading a source adds its members to your pool instead of replacing it — load BLK, then load an ally, and you get one combined roster for a joint fight. Each non-BLK player gets a small alliance tag next to their name so you can always tell who's from where. New allied alliances show up in the dropdown automatically as soon as the kingdom syncs them; nothing here needs to be hand-edited.
Real stats, not guesses
If a player has already filled in their own Battle Profile (troop tiers and counts, deployment/rally capacity — from their player dashboard), Rally Coordinator uses those real numbers for march size, rally capacity, and dominant troop type. You'll see a green ✓ Battle Profile tag on anyone it pulled real data from. Everyone else gets a reasonable default based on whether they can lead, which you can hand-edit any time.
Marking leads
Tap the 👑 crown next to any name to toggle whether they can lead a rally — no need to open the edit form. Only players marked as leads (with a rally capacity above zero) can anchor a squad; everyone else fills in as a joiner.
Already on a live rally
Once you've fired a rally, anyone in it — lead or filler — picks up a small 🔒 live tag here and drops out of the pool the squad builder draws from. That's what makes it safe to build a second (or third) rally right away without accidentally sending the same player to two targets at once.
Tip: loading a roster never touches a player you've already hand-edited — it only refreshes name/power/lead-status and adds anyone new, so your manual squad tuning is safe to re-sync over.
⚔ Squad building
Pick an Event mode on the Roster tab, then hit "Build" — the optimizer assembles squads from everyone marked IN.
⚔️ Swordland Showdown4 squads, spearhead stacking, waves every 6:00
🐻 Bear Trap / Hunt2 balanced squads, a rally lands every 2:30
🔥 KvK / All-Out3 squads, 2s stagger, waves every 6:00
🏰 Castle / Throne5 squads, tight 1s chain, waves every 5:00
Your highest-rally-capacity leads anchor one squad each (up to the mode's squad count); everyone else fills in — Bear Trap balances fills evenly across squads for even damage, the other modes fill each squad to capacity before moving to the next. Anyone left over once every squad is full shows up as a Reserve rather than being dropped.
The Build tab is also where you set the target and the timing. In KvK/All-Out, the target is a preloaded pick — Castle, North Turret, South Turret, East Turret, or West Turret — tap one instead of typing it in; other modes still take a freeform target name. "First land in" is locked to Kingshot's real march-speedup presets — 3, 5, 15, or 30 minutes — so you can't accidentally set a land time that doesn't exist in-game. "Run for" (how long the rally keeps re-firing waves before the window closes) stays freeform.
▷ Live execution
Hitting "Execute" turns the squad plan into a live, second-by-second launch order.
Ready, then go
Everyone gets a two-stage signal counting down to their own launch: an amber ⚠ GET READY state 30 seconds out (with its own chime and a short buzz), then it flips to a green 🚀 LAUNCH NOW in the final 10 seconds, followed by 3-2-1 ticks and a launch buzz at zero. The same states color the shared fire-order list everyone sees — and the whole rally card itself picks up a matching amber or green glowing border, so with several rallies stacked at once you can tell which one needs attention next without reading a single row.
Sharing it with your squad
"🔗 Copy teammate link" copies a link that encodes the whole plan — no server, no login. Anyone who opens it taps their own name and gets their personal countdown; anyone who doesn't recognize their name can tap "show everyone" to see the full fire order instead. The link keeps working offline once it's loaded, and a screen wake-lock keeps phones from sleeping mid-op.
Running more than one at once
Hitting "⚡ Execute" doesn't replace whatever's already live — it adds a new rally card alongside it. Execute stacks every live rally, each with its own countdown, fire order, "🔗 Copy teammate link", and Discord export, so a Castle push and a Turret push can run side by side without stepping on each other. Each card is labeled with its target and, in KvK/Castle, a small status dot (blue if that target's Ours, red if Enemy) so you can tell at a glance which objective each rally belongs to. Tap "+ Build another rally" to go back to Roster and build the next one — anyone already committed to a live rally shows a 🔒 tag there and is automatically left out of the new plan, so the same player never ends up double-booked into two rallies at once. When a rally wraps up, "✕ End" on its card clears it and frees its players for the next one.
Keeping cards compact
The full fire order (every launch, every player) stays collapsed behind a "Show fire order ▾" toggle on each card, so with several rallies stacked you see all their countdowns at once instead of scrolling past a long list. Tap it to expand a card's fire order when you actually need to check an individual launch time; the countdown clock, progress bar, and launch-count summary above it are always visible either way.
Discord export
"📋 Next wave" and "📋 Full cadence" copy ready-to-paste Discord messages with Discord's own live countdown timestamps, so the times stay correct for anyone reading in any timezone.
Note: the plan lives in that link, not on a server — if you rebuild squads after sharing a link, re-copy and re-share it so everyone's on the current plan.
🎯 Objectives (Targets tab)
Tracks the Castle-and-Turret structure used in KvK and Castle/Throne battles — the Castle plus the North, South, East, and West Turrets ringing it, five objectives total.
A compact version of this board — the same tap-to-cycle chips — stays pinned on the Roster, Build, and Execute tabs: a sidebar on wider screens, a strip under the header on phones. That's what lets you react to a capture or a loss without ever losing sight of the live Execute countdown. It's hidden on the Targets tab itself, since you're already looking at the full board there.
Tap any objective to change its status. Objectives are rarely neutral for long, so the first tap always claims it as Ours; from then on it just toggles back and forth as it changes hands — there's no path back to Neutral except a full board reset:
NEUTRAL→
🛡 OURS⇄
⚔ ENEMY
Capturing an objective (marking it Ours, shown in blue) opens a garrison reminder and a "Build reinforcement squad →" button. Losing one (marking it Enemy) flags a counter reminder and a "Build counter squad →" button instead. Both open the same inline picker right there — no navigating anywhere: choose a captain (only leads not already committed to a live rally are offered), pick how many minutes until it lands (the same 3/5/15/30 presets as the main rally), and fillers auto-assemble from whoever's marked IN and still free.
From there you can "⚡ Fire" it — it joins the live queue on the Execute tab as its own single-launch countdown card, alongside the main Build-tab rallies, just with one captain and one landing instead of a multi-squad wave sequence — or "📋 Copy" the assignment as a ready-to-paste callout for battle chat without firing it, or do both. A fired squad's members count as committed, same as any other rally, so they won't get double-booked into a second squad.
Reading the Execute queue at a glance
Every card in the queue is color-coded by what it's doing. A counter squad and a reinforcement squad aren't the same thing as the main Build-tab rally — they're single-captain squads built from the Objectives board, not multi-squad wave sequences — but all three share the same live queue and the same color logic: whatever is marching to take or retake a target (the main rally, or a counter squad) shows a red progress bar, since both are offensive. A reinforcement squad — marching to garrison a target you already hold — shows a blue one instead, matching the blue "Ours" color on the Objectives board. Each card also carries a small emoji in its title (🔥/⚔️/🐻/🏰 for the four event modes, ⚔ for a counter squad, 🛡 for a reinforcement) plus a status dot next to the target name reflecting that objective's current state (blue Ours, red Enemy, gray Neutral) — so with several rallies stacked at once, you can tell what each one is and where it stands without opening any of them.
Seeing which rally is headed where
Any objective with a live rally already inbound — whether it's the opening assault on a still-neutral target, a counter, or a reinforcement — shows a small "🚀 rally inbound" card right under it, with a live countdown to when the next squad lands and a "View in Execute →" shortcut to that rally. That's what makes it obvious before you build a counter or reinforcement squad whether a rally is already headed to that exact target, so you're not duplicating effort or leaving a capture uncovered.
"↻ Reset board" clears every objective back to Neutral — use it at the start of a new battle. The board is scoped to KVK/ALL-OUT and CASTLE/THRONE modes, since that's the structure it's built around; it stays hidden on the other event modes.
🎯 Battle Registry
A separate page (linked from the Roster tab's dashboard and Kingdom Center) where members self-report what they're bringing to an upcoming battle, and leadership reviews it before it counts.
Each member submits their UTC availability window, tier + gear + troop count for Infantry, Cavalry, and Archer, their two pets, and fort level — or marks that they can't attend. Every submission starts Pending and stays out of totals, distributions, and the player list until an officer approves it, so the numbers leadership sees are always vetted.
Once approved, a submission shows up in the searchable player table, feeds the Results tab's availability and troop-distribution charts, and can be copied as a plain-text player list for Discord. Troop counts (not just tier/gear) are what let Rally Coordinator's squad math and the alliance's overall readiness picture be accurate rather than a guess.
🧠 How does it work?
The squad optimizer isn't a black box — every lead, every fill, and every countdown comes out of the same handful of rules. Here's the actual logic behind them.
Choosing leads
For a normal rally (any of the four event modes), the pool of everyone marked IN is narrowed to whoever can lead — the 👑 crown toggle on the Roster tab, with a rally capacity above zero. The top players by rally capacity anchor one squad each, up to the mode's squad count: 4 for Swordland Showdown, 2 for Bear Trap, 3 for KvK/All-Out, 5 for Castle/Throne. Squad 1 is always whoever has the single highest rally capacity available.
Filling the ranks
Everyone left over is scored as march size × the mode's troop-type weight — so a mode that leans on a particular troop type (Bear Trap favors Cavalry and Archer over Infantry, for example) ranks those players' fillers higher, and they get assigned first. Where they land depends on the mode: Bear Trap balances evenly, dropping each filler into whichever squad currently has the least total damage among squads with room, so both squads come out even. The other three modes fill squad 1 to its rally capacity first, then squad 2, and so on — so squad order matters there. Either way, once every squad is full, anyone left over lands in Reserve rather than being dropped, and shows up as such on the Build tab.
Wave timing math
Every wave has a squad landing time, and every player has their own personal launch time calibrated backward from it:
squad land = rally start + (wave # × wave interval) + squad offset
squad offset (Bear Trap) = ⌊wave interval ÷ squad count⌋ × (squad # − 1)
squad offset (other modes) = stagger × (squad # − 1)
your launch = squad land − your own march time
That last line is the important one: two players in the same squad can see different launch countdowns, because the plan is calibrated so everyone lands together, not so everyone launches together. Someone with a 40-second march leaves later than someone with a 90-second march, and both arrive at the same instant. Waves then repeat every interval (6:00 for Swordland/KvK, 5:00 for Castle, 2:30 for Bear Trap) until the "Run for" window you set on the Build tab closes.
No double-booking
Every live rally — a main Build-tab rally, a counter squad, or a reinforcement squad, all at once — feeds into one shared set of who's already committed, keyed by name and alliance. Any new squad the optimizer builds, and any captain or filler you pick on the Targets board, is drawn only from players outside that set. It's not tracked per-rally; it's global across everything live at the same moment, which is what makes it safe to build a second or third rally right after the first without double-checking anyone by hand.
Single-launch squads (counter & reinforcement)
Counter and reinforcement squads skip the multi-squad optimizer above entirely. You pick one captain from the list of eligible leads (sorted by rally capacity, same as normal), and fillers are greedily added by the same march-size scoring, straight into that captain's own rally capacity — no other squads, no repeat waves. It lands once, at the minute mark you picked, with each filler's personal launch time calibrated back from that single land time exactly the same way a normal wave is. That's the whole difference: one squad, one landing, instead of a mode's full multi-wave sequence.
📖 How to use it
A control-by-control walkthrough of every button and toggle, tab by tab.
Roster tab
- Load a preloaded roster + Load — adds that source's members to your pool (never replaces it), so you can load BLK and then an ally for a combined roster.
- ↻ Sync NAP alliances — pulls in any allied alliance the kingdom has synced, so their members appear in the roster dropdown above.
- Add player — opens the entry form for a player who isn't already on the roster; fill in name, power, TC level, march time, troop tier/count, and whether they can lead, then Lock in to save (the same form re-opens as Update when you tap EDIT on an existing player).
- IN / OUT — toggles whether a player is available for this battle; only players marked IN are ever considered by the squad builder.
- 👑 crown — toggles whether a player can lead a rally, without opening the edit form. Only leads with rally capacity above zero can anchor a squad.
- ✓ All in / ✕ All out — flips every player's IN/OUT status at once, for a quick reset before or after a fight.
- EDIT / ✕ — opens a player's entry for editing, or removes them from the roster entirely.
- Event mode buttons (⚔️ Swordland, 🐻 Bear Trap, 🔥 KvK, 🏰 Castle) — picks which mode's squad count, weighting, and wave timing the optimizer will use.
- Build from N present → — runs the optimizer against everyone currently marked IN and moves you to the Build tab to review it.
Build tab
- Squad cards — review each squad's lead, fill percentage, and total damage before firing; anyone left over appears in a dashed Reserve card.
- Target picker — in KvK/All-Out, tap one of the five preloaded Castle/Turret chips; other modes get a freeform target text field instead.
- First land in — locked to Kingshot's real speedup presets (3 / 5 / 15 / 30 minutes) so you can't pick a land time that doesn't exist in-game.
- Run for (min) — how long the rally keeps re-firing waves before its window closes; freeform, in minutes.
- ⚡ Execute — launch the rally — turns the plan into a live countdown on the Execute tab.
Execute tab
- 🔗 Copy teammate link — copies a self-contained link that encodes the whole plan for that card; anyone who opens it can find their own personal countdown.
- 📋 Next wave / 📋 Full cadence — copy a ready-to-paste Discord message for just the next wave, or the entire fire order, using Discord's own live countdown timestamps.
- Show fire order ▾ — expands a card's full launch-by-launch list; collapsed by default so several live rallies stay visible at once.
- ✕ End — clears a finished rally's card and frees its players so they can be assigned to the next one.
- + Build another rally — jumps back to Roster to plan another rally; anyone already committed to a live one is automatically excluded.
- 🔔 / 🔕 sound toggle — turns the get-ready chime and launch buzz on or off for this device.
Targets tab
- Tap an objective chip — cycles its status: Neutral → Ours → Enemy → Ours, and so on (no path back to Neutral except a full reset).
- Build reinforcement squad → / Build counter squad → — opens the inline picker for that objective, offered automatically after a capture or a loss.
- Captain select — choose who leads the squad, from everyone eligible (a lead, present, and not already committed elsewhere).
- Lands-in pills — same 3 / 5 / 15 / 30-minute presets as a normal rally, for when the single squad lands.
- ⚡ Fire counter/reinforcement squad — sends it live as its own single-launch card on the Execute tab.
- 📋 Copy counter/reinforcement assignment — copies the plan as a ready-to-paste callout without firing it live.
- Cancel — closes the picker without building anything.
- ↻ Reset board — clears every objective back to Neutral; use it at the start of a new battle.
The teammate link (opened by anyone you shared "🔗 Copy teammate link" with)
- Tap your name — shows your own personal launch countdown for that rally.
- I'm not listed — show everyone — switches to the full shared fire order instead of one person's countdown.
- Not <name>? / Not everyone? — goes back to pick a different name (or back to the full list) if you tapped the wrong one.
- 🔔 / 🔕 sound toggle — same chime/buzz toggle as the Execute tab, local to that device.
Tip: the compact Targets strip pinned across Roster, Build, and Execute mirrors the same tap-to-cycle chips and the same reinforcement/counter buttons as the full Targets tab — you never have to leave a live countdown to react to a capture or a loss.
① Tutorial — for members
If you just need to sign up for an upcoming battle, this is the whole workflow.
1Open Battle RegistryFrom the Kingdom Center page, or a link an officer shares — you'll see it's active if there's a KvK number and an "Active" tag at the top.
2Tap "Register Now" or "Open Registration Form"If you're signed in, your name fills in automatically.
3Fill in your availability and troopsPick your UTC start/end window, then tier, gear, and troop count for Infantry, Cavalry, and Archer. Add your two pets and fort level. If you genuinely can't make it, check "I can't attend" instead — everything else disables.
4SubmitYour registration goes to leadership as Pending. Resubmitting later (before it's approved) just replaces your last one.
5Fill in your Battle Profile tooOn your player dashboard's Battle Profile section — deployment/rally capacity and troops by tier. This is what lets Rally Coordinator build squads around your real numbers instead of a guess.
② Tutorial — for officers running a battle
Before the battle: set up the registry
1Open Battle Registry → Create / Manage RegistrySet the KvK number and switch Status to "Active — accepting submissions."
2Review submissions as they come inThe Submissions tab's Pending queue is where you Approve or Reject each one — nothing counts toward totals until approved.
3Check the Results tabAvailability coverage and troop-tier distribution across everyone approved, so you know what you're working with before you build squads.
Building and running the rally
4Open Rally Coordinator → Roster tabLoad BLK's roster (and any allied alliance you're fighting alongside), toggle players IN/OUT and 👑 lead status, then pick the Event mode for this battle.
5Tap "Build from N present"Review the squads on the Build tab — who's leading each one, fill percentage, and anyone left in Reserve.
6Set the target and timing, then ExecuteName the target, set minutes until first land and how long the window runs, then hit "⚡ Execute." Need to hit a second target at the same time? Tap "+ Build another rally" — committed players are automatically excluded, so the two squads never overlap.
7Share the teammate linkCopy it into your battle-comms channel so every squad member gets their own personal launch countdown.
8Track objectives from the pinned Targets panelFor KvK/Castle battles: the compact Targets panel stays on screen through Roster, Build, and Execute — mark the Castle and each Turret Ours or Enemy as the fight develops without ever leaving the live countdown. A capture shows a "Build reinforcement squad" button and a loss shows a "Build counter squad" button, each opening an inline captain-and-filler picker you can fire straight into the Execute queue (blue for reinforcements, red for counters) or copy as a callout. Any objective with a rally already inbound shows a live countdown card too, so you can see which target a rally is headed to before building another.
Tip: reset the Targets board ("↻ Reset board") at the start of each new battle so old capture states don't carry over.