- Base your battle decisions on free hospital space after existing wounded troops, not total capacity.
- Treat the shelter as temporary protection with an expiry time; check troops on marches separately.
- Decide in advance who will defend, who will pull back, and who makes the call when a rally alert arrives.
CONTENTS
When preparing for KvK, most guilds start by discussing which castles to attack. But the question that shapes the first hours of battle may be: Where are the troops of members who won't be fighting? Even if the rally leader has a plan, a member gathering resources, logging in for an event, or waiting to reinforce can be left exposed. Once a rally is marching, it's too late to start making a safety plan.
This guide focuses on losses on your own side rather than reading the enemy kingdom. For opponent analysis, see the guide to reading an enemy kingdom before KvK. Here, the goal is to decide before KvK starts which 4 castles in a 20-member guild are ready to fight and how the other 16 members will protect their troops. You can find more game guides on the blog.
Assign Each Castle a Role First
Giving every member the same instructions is easy, but it doesn't work. A castle preparing to defend against a rally faces a different risk from an account simply stockpiling troops and resources. Before KvK, R4/R5 should ask each member for a short status update: Will you fight, be available to reinforce, or protect your castle and wait?
For example, in a 20-member team, 4 might be in the active battle group, 6 available to reinforce when called, and 10 planning to stay safe. Those numbers aren't a might ranking; they're role assignments. If someone listed as a defender will be asleep, take them off the list and put someone who will actually be online in their place. Reinforcers should also know which castle they'll support and whose call they'll follow.
Don't assign roles by might alone. A high-might player may have full hospitals or troops out on marches. A lower-might player might be online, prepared, and quick to answer a guild call. If you want to work on defensive formations separately, read the guide to choosing a frontline for rally defense. The first job here is to identify which castles should not defend against a rally at all.
Castle roles before KvK
| Role | Pre-check | Expected action during KvK |
|---|---|---|
| Active battle | Online availability and defensive readiness | Follows the decision made with the coordinator |
| Reinforcement | Troop and hospital status | Doesn't send troops until called |
| Protection | Shelter, shield, and marches outside | Avoids unnecessary fights |
Count Free Hospital Space, Not Total Capacity
The capacity shown on your hospitals isn't all available if wounded troops are already inside. Suppose your total capacity is 300,000 and you have 120,000 wounded troops. The number to check is 180,000 free spaces, not 300,000. Don't interpret that as a guarantee that you can safely take 180,000 losses in an attack, either; the circumstances of the battle and how losses occur also matter.
Before KvK, check your hospitals, heal troops you can heal, and set aside the resources required. Spending every resource on training new troops while wounded troops wait can leave even less free space for the next defense. If you're organizing a three-player defense team, check the healing status of the two potential reinforcers as well as the leader.
Keep your resource budget realistic: leave room for healing, recovery after teleporting, and the next fight. If you're short, you can get a ready-made pack from our RSS resource packs; first use the requirements shown on the in-game healing screen to determine what you need. Writing “hospitals ready” on a checklist means little unless you've checked that space is actually free.
Match Shelter Duration to Your Battle Plan
The shelter is valuable for protecting the troops and leader of an account that won't be actively fighting. But it isn't a permanent solution you can fill and forget. Check the capacity and duration shown in the game. For example, if you'll be away for 6 hours and your chosen shelter period ends before you return, your plan leaves a gap. Change when you leave or arrange another way to protect the castle; don't assume the timer will extend itself.
Account for troops that don't fit in the shelter, too. If some are gathering on resource tiles, some are in camps, and others are in your castle, you can't judge their safety from the castle screen alone. A player sitting out KvK should review every march beforehand, track the return of gathering troops, and make a separate decision about any troops left outside. Being on a tile does not mean being safe from attack.
Repeat this check at shift changes instead of doing it only once. In a small three-person team, for instance, the first player to leave can tell the other two which marches are due back and which shelter periods are about to end. That way, the safety of an offline account doesn't depend on a timer nobody else has noticed.
Who Makes the Call After a Rally Alert?
When a rally appears, having everyone ask “Should we reinforce?” at once wastes time. Before KvK, assign three roles: someone to speak with the targeted player, someone to make the battle decision, and someone to coordinate reinforcements. In a small guild, one player can fill two roles. What matters is avoiding five conflicting instructions for the same decision.
Run a simple drill: imagine a rally targeting 1 castle in your battle group. First, confirm whether the targeted player is online. Then check whether the castle is prepared to defend, how much hospital space it has, and which troops are available. If the decision is to defend, one coordinator should call for reinforcements. Otherwise, the targeted player and guild should follow their agreed safety plan. Don't send troops to an unprepared castle just because its might is high. The frontline and counter-formation need their own assessment.
If you use a kingdom intelligence tool such as LordsRally, a rally alert can reach your WhatsApp or Telegram group. It doesn't replace checking the latest situation in-game; it helps the right people notice the alert. You can review available alerts under features and target-checking tools under commands. Alert or no alert, your guild should know who owns the defense decision.
Run a Final Check Before KvK Begins
You don't need a long document. Before KvK, ask every member the same 5 questions: Are you fighting? Do you have free hospital space? Where are your leader and troops? Do you have marches returning from outside? When will you log off? Don't mark an account as “ready” if its player hasn't answered.
Then run a 10-minute guild drill. Have one player announce a sample rally alert, the targeted player report their status, the decision-maker call for defense or withdrawal, and the reinforcement coordinator say who should stand by. You don't need to start a real fight. The point is to settle “Who speaks?” before the first enemy rally.
If your guild needs help putting this plan into practice or organizing its alert flow, get in touch. Identify the castles that need protection first, then build the battle list.
The final 5 questions for each member
- Are you fighting?
- Do you have free hospital space?
- Where are your leader and troops?
- Do you have marches returning from outside?
- When will you log off?
Frequently Asked Questions
Is my castle guaranteed safe if I have enough hospital capacity?
No. Free hospital space is important preparation, but it doesn't determine the outcome of an attack, your defensive setup, or how every loss will occur. Consider whether you're online, where your troops are, and how you'll respond to a rally together.
What else should I check after sheltering my troops?
Check the shelter duration and capacity shown in-game, any troops left outside, and when those troops will return. If you'll be offline longer than your chosen shelter period, revise your plan.
Who should assess a rally alert first in KvK?
The designated decision-maker and the player whose castle is targeted. The reinforcement coordinator shouldn't ask the guild to send troops at random before the decision to defend is clear.
LordsRally tracks your target castles, finds them again after they teleport and alerts your guild.
Buy Now


