Alliance Squad Coordination (Season 2)
Why Coordination Is Critical in Season 2
Season 2 has no inter-server wars. Every fight happens within your server. This means alliance coordination is not just important — it is the entire game. You are capturing cities, defending dig sites, garrisoning the Alliance Furnace, and countering rival alliances' squads. All of this requires all three squad types working together, not 30 people running the same formation.
Season 2 demands more from alliance coordination than any previous season. You need Tanks for garrison defence and Beast Crisis. You need Aircraft for offensive city capture. You need Missiles to counter the Aircraft meta. You need all three types positioned near heat sources. And you need to do all of this without burning bridges with your server neighbours. An alliance that cannot coordinate squad types will lose every Rare Soil battle.
Ideal Alliance Composition (Season 2)
The composition evolves from Season 1 to account for garrison duty and Season 2 events:
No class should be less than 20%. The demand for Missile players has increased because Carlie's Exclusive Weapon makes Aircraft even stronger and more popular. More Aircraft opponents means more demand for Missile counters.
The Combat Triangle in Season 2
What Changes in Season 2
- All three types are needed for Rare Soil capture — enemy garrisons will use different squad types, and you need the correct counter-type to break through
- Garrison defence requires diversity — if all your garrisons are Aircraft, a coordinated Missile push wipes them all
- Beast Crisis favours Tanks — Murphy anchoring the Alliance Furnace garrison is the most reliable defence
- Temperature constraints mean you need nearby teammates — your counter-pick player needs to be within rally range AND above -20C
Rare Soil Capture Coordination
Rally Team Composition
Every capture rally should be type-matched against the garrison:
Pre-Season Capture Planning
Before Season 2 starts, your alliance should agree on:
- Day 1 capture targets — which 2 dig sites and 2 towns to capture first
- Rally leaders by type — who leads each capture rally based on the target garrison's type
- Scouting assignments — who checks garrison types before the rally launches
- Backup plans — what to do if your Day 1 targets are contested
Daily Capture Limit Awareness
Your alliance can only capture 2 towns and 2 dig sites per day. Coordination prevents wasted captures:
- Assign capture responsibilities — specific officers handle specific captures
- Never rally without scouting — a failed rally wastes your daily capture limit
- If you lose a location, recapture it the next day — but only if you have not already used your captures
Garrison Coordination
Garrison Rotation
Holding captured locations for the entire season requires organised garrison duty:
Diversified Garrison Strategy
Do not garrison all your locations with the same squad type:
- If all garrisons are Aircraft, a coordinated Missile push breaks every location in one day
- Mix garrison types so attackers cannot type-match your entire line
- Rotate garrison assignments to prevent burnout — the same players should not be garrisoning 24/7
- Keep your strongest Murphy player garrisoning the highest-value dig site — that garrison should be nearly unbreakable
Beast Crisis Coordination
Beast Crisis defence is alliance-critical. Losing the Alliance Furnace during a Cold Wave can cascade into -20C lockout for multiple members.
Defence Assignments
- Tank players garrison the Alliance Furnace first — Murphy and Williams provide the most durable defence
- Aircraft players add burst damage — DVA can eliminate high-priority threats in Beast Crisis waves
- Missile players contribute sustained energy damage — Tesla's Lightning Chain is effective against Beast Crisis enemies
- ALL available players should join — Beast Crisis is not optional. Treat it with alliance war urgency
Timing Coordination
- Pre-position troops before Beast Crisis starts — do not scramble after waves begin
- If Beast Crisis overlaps with a Cold Wave, it becomes the highest-priority event. All hands on deck
- Assign wave responsibility — Tank players hold early waves, DPS players focus on late waves when enemies are strongest
Temperature-Aware Positioning
Season 2 adds a spatial dimension to coordination that previous seasons did not have:
Alliance Hive Strategy
- Entire alliance should be within Alliance Furnace range — members outside the radius miss a critical heat source
- Rally leaders need to be near capture targets — if your Aircraft rally leader is across the map, they cannot respond quickly
- Counter-pick players must be positioned to respond — your Missile players need to be close enough to join anti-Aircraft rallies
- Do not let members drift to remote positions — isolated members lose heat coverage and cannot participate in coordinated actions
Cold Wave Response
During Cold Wave events, coordination shifts to survival:
- Check that all members are above -20C — locked-out members cannot contribute to garrison or rally
- Concentrate near heat sources — do not spread across the map during Cold Waves
- Defend the Alliance Furnace with maximum force — losing it during a Cold Wave is catastrophic
Communication in Season 2
Recommended Channels
Updated Roster Tracking
Track furnace levels alongside gear and weapon progress — members with low furnace levels risk lockout during Cold Waves.
Common Season 2 Coordination Mistakes
- No capture plan before Day 1 — alliances that improvise lose hours of Rare Soil production while deciding targets
- All garrisons same type — a coordinated type-matched push breaks every location at once
- Ignoring Beast Crisis — losing the Alliance Furnace during a Cold Wave cascades into lockout for multiple members
- Members outside Alliance Furnace range — free heat that members miss because they did not teleport close
- No Missile representation — without Missiles, your alliance cannot break Aircraft garrisons or defend against Aircraft rallies
- Burning bridges with server neighbours — there are no inter-server wars. Every alliance burned is a permanent enemy
- Wasting daily capture attempts — failed rallies consume your 2-per-day limit. Scout first, rally second
- Not tracking furnace levels — a member at Furnace 12 during a Cold Wave becomes a liability. Help them upgrade
Related Guides
- Season 2 Overview — Polar Storm season mechanics
- Season 2 Capture Strategy — city capture and Rare Soil ranking
- Season 2 Temperature Guide — furnace upgrades and heat stacking
- Season 2 Tank Squad Guide — Tank garrison and Beast Crisis role
- Season 2 Aircraft Squad Guide — offensive capture role
- Season 2 Missile Squad Guide — Aircraft counter-pick role
- Season 1 Alliance Squad Coordination — Season 1 reference