- Don’t treat every arriving castle as an enemy; assess its guild, activity, and movements together.
- After players leave, recalculate your war assignments and backup roster.
- Check migration records at set intervals and add only verified changes to your war plan.
CONTENTS
A powerful castle arriving in your kingdom before KvK gets attention. But one migration record cannot tell you whether that player came to fight—or whether they will fight your guild. Likewise, a castle leaving the kingdom is not automatically a lost rally filler. The value of migration tracking lies less in spotting movement than in verifying its effect on your roster and defense plan.
This guide covers normal kingdom migrations before KvK. Don’t confuse them with temporary moves to another kingdom during KvK. And don’t try to infer your KvK matchup from castles arriving in your home kingdom; check the official in-game information for the matchup and event time.
Read the impact, not just the migration record
Your first task isn’t to make a list of arrivals and departures. It’s to establish your starting position. Before KvK preparation begins, note who fills rallies, who sends defensive reinforcements, and who regularly answers guild calls. Then, when you spot a migration, you can ask the right question: Did this change our fighting capacity?
Keep three situations separate:
- A castle arrives: It could belong to a potential ally, an independent player, or a rival guild member. Don’t assign a role before checking its guild and subsequent movements.
- A castle leaves: If the player belongs to your guild, your march plan may need to change. If they belong to another guild, first check that guild’s remaining presence in the kingdom.
- A castle changes guilds: This can shift the balance of a fight without any migration. You’ll miss it if you only watch migration records.
Suppose two castles enter the kingdom on the same day. One joins an established guild and appears active; the other remains guildless. Instead of labeling both as ‘enemy reinforcements,’ assess them separately. Migration is the start of an investigation, not its conclusion.
How do you assess an arriving castle?
Don’t judge a new arrival by might alone. Might does not reveal their current troop composition, equipment, or intention to join KvK. Use this order before adding a castle to your war priorities:
- Check their guild connection. Did they join a known war guild, or are they operating independently?
- Watch their activity. Do they remain active after arriving? A single online moment does not prove regular participation.
- Look at their position in context. Are they with a hive preparing for war, or apart from other castles?
- Verify your conclusion. If possible, have an R4/R5 speak with guild officers to confirm the player’s role.
Say two high-might castles arrive. The first joins a war guild and positions alongside its members; the second stays alone. It may make sense to watch the first castle’s war activity. You don’t yet have enough evidence to give the second the same label. Don’t assume either castle’s troop composition without a scout report.
Quick assessment of an arriving castle
| Observation | What does it tell you on its own? | Next check |
|---|---|---|
| High might | Worth attention; does not prove a war role. | Check guild ties and activity. |
| Joined a war guild | Suggests possible participation. | Confirm their role and availability. |
| Positioned with a hive | Suggests possible coordination. | Watch subsequent movements. |
Recount your roster after departures
The easy-to-miss side of migration tracking is what your own guild loses. When a player leaves the kingdom, don’t start with ‘How much might did we lose?’ Ask ‘Who will take over their job?’ Rally filling, reinforcements, and call coordination are more useful planning questions than total might.
For example, if two players leave a four-person rally-filling group, don’t keep planning around the old attendance assumption. Confirm the two remaining players, then ask who can replace the departures, which troop types they can send, and when they are available. If you expect someone to return, don’t put them on the confirmed roster until their return is verified.
If the departing castle belongs to a rival guild, don’t immediately conclude that the guild is weaker. Its other members may still be present, or the departing player may not have had a regular war role. Read the migration alongside guild membership and observed participation. If you need to reassign R4/R5 duties, revisit the KvK war-room plan. Make sure every task has both an owner and a backup.
Turn migration intelligence into a decision
Intelligence matters when it changes a decision. Keep a short guild record with three parts: movement, verification, decision. ‘A new castle arrived’ records movement. ‘They joined this guild and are active’ is verification. ‘We’ll reassess that guild’s KvK participation’ is a decision. Mix these up and your chat will fill with unverified alarms.
Here’s a practical example: you see two arrivals before KvK. You confirm that one will join your guild; you know nothing yet about the other. Ask the first player about rally or reinforcement availability, and keep the second on a watch list. Don’t automatically count either one in your war roster.
LordsRally can help you review arrivals and departures in the kingdom. The English commands !migrationsin, !migrationsout, and !migrations make migration records easier to check, while migration alerts reach your group. These tools show movement; they don’t decide a player’s role for you. See the available commands and alert coverage under features.
If a roster change affects your preparations, review your resource reserves for healing and troop support as well. When needed, resource packages are available on our site: RSS resource packages. First, calculate your current in-game stock and expected spending; don’t assume an arriving player will solve your resource needs.
Final checks: Who updates what?
Rather than reopening the migration list at random, set three guild checkpoints before KvK—for example, 24 hours, 6 hours, and 1 hour before the event. These are a team workflow, not game-required timings. Confirm the actual start time in the in-game event information.
- 24 hours before: Review arrivals and departures; assign backups for duties left vacant by your guild members.
- 6 hours before: Ask whether new members are actually available. Don’t count unconfirmed players as rally fillers.
- 1 hour before: Keep the war call short. Everyone should know the task owners, backups, and communication channel.
If one more player leaves during the final check, you don’t need to rewrite the entire KvK plan. Identify their assignment, call the backup, and notify the affected team. Turning migration into a limited, verifiable decision helps prevent panic in a busy group chat. For other preparation topics, browse the blog.
If you want to connect migration records to your guild’s decision-making process, contact the LordsRally team.
Three checkpoints before KvK
- 24 hours before: Review migration activity and identify vacant duties.
- 6 hours before: Confirm new members’ availability.
- 1 hour before: Announce task owners and backups one last time.
Frequently Asked Questions
Is every powerful castle arriving in the kingdom a KvK opponent?
No. The player could be an ally, independent, or there for another reason. Don’t infer intent from might alone without checking guild ties, activity, and a verified war role.
Should I remove a departing player from the rally plan immediately?
Don’t rely on them for your current participation count, and assign a backup. If they return, verify their availability before updating the roster.
Do migrations reveal the KvK matchup?
No. Don’t confuse normal migration into your kingdom with the KvK matchup or temporary moves during the event. Check official in-game information for the matchup and schedule.
LordsRally tracks your target castles, finds them again after they teleport and alerts your guild.
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