For R4s and R5s who launch Marshall's Guard, and for the players who carry its rallies. Checked October 2026.
Short answer: Marshall's Guard, also called Alliance Exercise, runs every 2 to 3 days for 30 minutes. R4 or R5 launches it. Members donate wrenches first to raise alliance damage, then hit 5 tanks with 3-minute rallies only. Reaching Reward Phase 5 is the win. Recall troops from mines early and keep everyone near the platform.
Marshall's Guard is a leader event. The launch time, who is near the platform and how rallies are run decide the result more than raw power. Below is how it works, the rules that trip alliances up, and a checklist.
How Marshall's Guard works
| Item | Detail |
|---|---|
| How often | Every 2 to 3 days |
| Length | 30 minutes |
| Who launches | R4 or R5, at a time they choose |
| Phases | Preparation, Exercise, Rewards |
| Target | The platform turns into 5 tanks |
| How to attack | Rallies only, exactly 3 minutes |
| Win | Reach Reward Phase 5 on the progress bar |
If the countdown ends with no launch, that exercise is gone. Shields do not stop members from joining.
Preparation: wrenches
Members donate wrenches in Special Events, then Alliance Tutorial, then Build. Each wrench raises the alliance's hit damage and gives 500 alliance points. Ask for donations as soon as the event shows up, not five minutes before launch.
The rally rules
- Rallies only. Each must last exactly 3 minutes. Direct attacks and 1-minute rallies are not allowed.
- Each member can run one rally at a time but can join many.
- Rallying needs a squad at base. Recall troops from mines and fields 5 to 10 minutes before the start.
- Members must be close to the alliance base and platform. A far-away squad can delay a rally by 30 minutes or more. The rally launcher can remove it.
- No other rallies from 15 minutes before the start.
- Never cancel a correct 3-minute rally launched by a nearby member.
Rally bonus by rank: rallies launched by an R4 without a role give +2.5%, and rallies from the R5 or an R4 with the Warlord, Butler, Muse or Recruiter role give +5%. So your officers should launch, and everyone else should join.
If you have two squads, launch with the weaker one and join others' rallies with the stronger one, starting with the rallies closest to zero.
Rewards
Alliance rewards depend on total damage across the 5 phases. If at least one player passes a minimum score, the alliance gets an MVP bonus that multiplies prizes by 10. Personal rewards depend on your own damage. Exact prizes change with the Marshal level and are shown in game. Players report elite levels 11 and 12, with weaker rewards for the risk.
Alliances usually move up a level only after clearing the current one with 5 to 10 minutes to spare. Higher levels can cost a lot of troops, so do not push the level to look strong.
Common mistakes
- Launching while members are on mines. Rallies need a squad at base, so recall first.
- Short rallies. Only exact 3-minute rallies count. A 1-minute rally is not allowed.
- Cancelling good rallies. A correct 3-minute rally from a nearby member should never be cancelled.
- The war fever trick with a shield on. Scouting an unaffiliated base just before the event gives +1% damage, but it drops your shield.
- Pushing the Marshal level too fast. Higher levels cost more troops and, at elite levels, players report weaker rewards for the risk.
Leader checklist before launch
- Post the launch time early. Pick a slot most members can make.
- Ask for wrench donations as soon as the event appears.
- Ten minutes before: everyone recalls troops and moves near the platform.
- Fifteen minutes before: no other rallies.
- R5 and role holders launch. Everyone else joins the rallies closest to zero first.
- Heal only enough troops to keep healing time near 25 to 30 minutes, then ask for alliance help.
Auto-rally includes inactive members, so a clean member list helps. Our alliance guide covers how to handle that.
For spenders and R4/R5 leaders
- Strong squads unlock the MVP bonus. The x10 multiplier needs one player past a minimum score. A strong spender joining every rally is often that player, so be online and near the platform.
- Heal with a plan. Troop losses are real here. Heal only enough to keep healing time near 25 to 30 minutes, then use alliance help instead of Diamonds.
- Squad matters more than packs on the day. Check your squad lineup before the next launch.
- Leaders: give officers the roles that carry the +5% bonus, and rotate launch times so different time zones get a fair slot. See our page for alliance leaders.
Sources: lastwartutorial Alliance Exercise.
Spotted a mistake? Tell us in the Play Smarter Discord and we will fix it.
Where Packsify fits
Marshall's Guard rewards squads that are built before the launch, not during it. With Packsify you pay about 19 to 22% less than the in-game price (about 35 to 38% if you pay in EUR). Packsify buys the exact pack through the official Apple App Store or Google Play. Read how we keep accounts safe before your first order.
More Last War guides: Zombie Siege guide, best squad lineup, Last War alliance guide.
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FAQ
Is Marshall's Guard the same as Alliance Exercise in Last War?⌄
Can you attack Marshall's Guard directly?⌄
What happens if R4 or R5 does not start Marshall's Guard?⌄
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