KvK Preparation5 min read

KvK March Planning: When Should You Recall Troops?

Organize your marches before KvK so gathering, rallies, and reinforcements do not compete for the same troops.

KvK March Planning: When Should You Recall Troops?
IN SHORT
  • Before KvK, count both your free march slots and the troops ready inside your castle.
  • Recall gathering marches based on the event countdown, return times, and a safety buffer.
  • After the first fight, reassess returning marches, wounded troops, and resources.
CONTENTS

KvK starts, and the first call comes in: “Who can join the rally?” Your troops may still be out gathering. Even if one of your four march slots is free, it is little help when the troops needed to fill the rally are on their way home. The reverse can happen too: your troops are in the castle, but every march is occupied by camps or gathering.

This guide is not about hospital capacity or reading the enemy kingdom. It is about having the right troops in the right place before KvK begins. We will build a march plan from the event countdown through the first battle. The times and slot counts below are examples; make decisions using the return times shown on your own account.

Count Your March Capacity First

The first question is not just “How many march slots do I have?” Write down three numbers: available slots, occupied slots, and troops ready in your castle. Suppose you have four march slots: two are gathering, one is at a camp, and one is free. Technically, you have a slot for a rally. But if the troops you want to send are in those gathering marches, you may not be able to fill it with the intended troop type.

Check your account in two stages before KvK:

  1. Check where your active marches are and their in-game return times.
  2. Check whether the troops reserved for rallies, reinforcements, or defense are actually in your castle.
  3. Leave at least one march slot free for your priority task; allow more room if you expect frequent rally calls.

Using three of four slots may be reasonable on a quiet gathering day. At first contact in KvK, the same setup can prevent you from sending urgent reinforcements after joining a rally. A free slot and ready troops are not interchangeable.

Four-slot example: Free space does not always mean readiness

Active marchesFree slotsWhat to check
2 gathering, 1 at a camp1Are rally troops in the castle?
1 gathering, 1 at a camp2Are separate troops ready to reinforce?
No active marches4Are troop assignments and the guild task clear?

Set Your Recall Order by the Event Countdown

Do not leave troops on distant resource tiles until the last minute because “there is still time.” Open the event card and check its countdown, then compare the in-game return time of each march. Add a safety buffer for your own preparations. This is not a game rule; it gives you room for connection delays or an earlier-than-expected guild call.

For example, suppose KvK starts in 90 minutes, a distant march takes 45 minutes to return, and you want a 20-minute buffer. You need 65 minutes. The troops can make it, but waiting until only 65 minutes remain offers little benefit and adds risk. If another march can return in 10 minutes, deal with the distant one first.

Consider the troops in each march as well. If the troops reserved for a rally are far away, recall them first. Waiting on a lower-priority gathering march while your main fighting troops remain on the road frees a slot at the wrong time.

Recalculate when your account’s return times change. Do not treat these example minutes as fixed game timings.

Three inputs for a recall decision

  • Check the time remaining on the event card.
  • Compare the in-game return times of every active march.
  • Set the recall order with a safety buffer for your priority combat troops.

Reserve Room for Gathering, Rallies, and Reinforcements

You do not have to stop all gathering before KvK. You do need to know when each march becomes available for battle. With four slots, for example, you might keep one on a short gathering trip and reserve the rest for war. But if your guild expects both rally fills and defensive reinforcements, a setup with only one free slot is fragile.

Give your marches three roles: a combat march for rallies or direct attacks, a support march held for reinforcing a guildmate, and an economy march that gathers only when there is room. These are planning labels, not official in-game march types. When a rally call arrives, you will already know which march to recall.

A common mistake is assuming that every troop is immediately available again after your first rally. You cannot use those troops for a second move until their march returns. Before the first call, clarify with your R4/R5: “Is the priority the rally or reinforcements?” Promising both with only one ready group of troops breaks the plan before the fighting starts.

Your resource needs may affect that choice. Check what you will need for training and healing afterward. If necessary, ready-made resource packs are available through our RSS resource packs. That option does not replace recalling your active marches on time before KvK.

Check Your Leader, Troops, and Resources on Return

A march arriving at your castle does not end the check. Look at your troop distribution: Are the troops you need in the castle, or are some still at a camp or resource tile? If your leader is on an active march, confirm where you sent them. In the rush before KvK, “the march returned” and “my battle setup is ready” are not the same thing.

Imagine recalling two gathering marches. The first reaches your castle while the second is still on the road. If you accept a rally call based on the first return alone, only some of your planned troops may be available. Check what is in your castle first; if you need to wait for the other march, tell your guild clearly.

Apply the same discipline to resources. Review your exposed stock, resources in bags, and the reserve you may need to heal wounded troops. For a fuller protection plan, see our pre-KvK troop safety guide. The goal here is different: besides protecting your troops, you need to know which troops you can use right now. You can find other preparation topics on the blog.

Reopen the Plan After First Contact

Your KvK checklist does not become useless when the first rally launches. After each fight, return to three questions: How many marches are still out? Which troops have returned? Have wounded troops changed the number available for my next task? Suppose you sent two marches and only one has returned. Seeing a new target does not make both marches ready.

An opportunity on the enemy side only helps if you know your own position. LordsRally sends events such as enemy shield drops and incoming rallies to your group; you can filter target lists with !unshielded and !smoke from the commands. This intelligence does not manage your marches automatically. When an alert arrives, check your troop locations in the game. See the features page for notification details.

Use a short sequence for the final decision: confirm your current marches’ return times, check the troops ready in your castle, and then confirm your guild’s priority call. Even if a target is unshielded, do not commit to a second move if you lack a march that can make it. A prepared player can answer the call after the first attack, not just join the first one.

If you want help adapting this checklist to your guild’s first KvK call, contact the LordsRally team.

Frequently Asked Questions

Should I recall every gathering march before KvK starts?

Not always. Compare the event countdown, return times, and your guild’s first assignment. Get the troops reserved for battle back to your castle on time.

Does a free march slot mean I am ready for a rally?

No. Also check that the troops you intend to send are in your castle and available to march.

Why should I update my march plan after the first fight?

Returned troops, marches still on the road, and wounded troops change what you can send. Count your available troops again before the second call.

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