Intel · game events · Tri Alliance Clash

Tri Alliance Clash

Kingshot Tri Alliance Clash guide for map planning, transit hubs, alliance roles, and objective control.

Tri Alliance Clash is a map-control event where coordination matters more than raw marching around the board. Players searching for the Tri Alliance Clash map usually need practical planning: where to move, which transit hubs matter, and how officers should divide roles before the fight starts.

  • 1Monday to Tuesday: alliance voting phase.
  • 2Wednesday to Thursday: sign-up phase and legion preparation.
  • 3Friday: matchmaking phase.
  • 4Saturday: battle phase.
  • 5Confirm the exact UTC slots in the live event because the two legions may enter at different times.
  • 1Confirm alliance roles before members start moving.
  • 2Keep route calls short so players can execute quickly.
  • 3Separate objective teams, reinforcement teams, and reserve players.
  • 4Avoid splitting too many strong marches across low-value points.
  • 1Mark transit hubs and contested routes before the first push.
  • 2Use rally and march timing to avoid arriving one by one.
  • 3Create fallback paths for members who miss the first route call.
  • 4Review the map after each event to update your next route plan.
  • 1Caller: owns objective and timing calls for the legion.
  • 2Lane groups: keep North, Center, and South assignments stable.
  • 3Reaction team: moves only when the caller identifies a pressure point.
  • 4Garrison players: protect scoring buildings and rotate cleanly.
  • 5Support and reserve: cover healing gaps, late arrivals, and route failures.
  • 1Opening: secure assigned anchors and avoid unplanned fights.
  • 2Expansion: connect routes and fill scoring garrisons.
  • 3Pressure: move the reaction team without abandoning lane continuity.
  • 4Temple: regroup before the final objective instead of arriving one march at a time.
  • 1Name the lead caller and backup caller.
  • 2Pin the route order in alliance chat.
  • 3Set UTC timing for each phase.
  • 4Keep a reserve team ready for sudden hub pressure.
  • 5Use the map builder for coordinates, route order, and notes.
  • 1Entering without a shared map call.
  • 2Overstacking one hub while another route is undefended.
  • 3Letting members chase fights instead of following the objective plan.
  • 4Changing the plan too often for players to follow.