Command is the decision system; tactics are its execution methods. Use one server clock, one final caller, assigned rally leads, intelligence, and logistics.
Two-alliance roles
Alliance A is the main holder. Alliance B prepares counter-rallies, secondary landing times, turrets, and intelligence. This is a community tactic, not a built-in game system. Different alliances cannot directly reinforce one another's Castle garrison.
Advanced tactics
Time double rallies by landing time, not launch time. A conditional counter-rally should continue only if the enemy captures; cancel it if Alliance A survives or it will attack the friendly State's holder.
For a cross-alliance handoff, the receiving alliance sends an attacking march. The holding alliance uses Expel All only just before that march lands, after confirming no enemy rally is close. The incoming alliance captures the empty Castle and immediately refills it. This creates a real vulnerable gap and is not a direct transfer.
Public references conflict on how SvS continuous time behaves across same-State alliance handoffs. Verify the live timer after the first handoff and separately track the alliance occupation data used for appointments.