Guide ยท alliance events
Kingshot Vikings: reinforce right, score more
Vikings rewards the alliance that fills the most cities with the right troops, not the most troops. This is who to send, how many, and the scoring that makes reinforcing a sleeping teammate worth more than piling onto a full city. Written for early Vikings, with the scope stated up front.
This was written and tested during early Vikings, roughly up to level 11 to 12. It fits the mid-Gen 2 to late-Gen 3 window well. At higher levels (Gen 4+ Vikings) the mechanics scale: individual camps need more troops to clear reliably, and archers may become necessary depending on Viking HP pools. Treat the ratios below as a baseline, not gospel. Higher levels need your own testing to find the optimal split. If you have data from higher-level Vikings, bring it to the Discord.
- Keep your best-geared heroes at home. Their gear does nothing for a teammate's garrison (a joiner's gear and account stats are ignored).
- Keep archers at home, or send them to banners and encampments, never to allied cities.
- Reinforce every city with ~200k troops at 70% infantry / 30% cavalry / 0% archers, online or offline, empty or full.
- Send bigger reinforcements to offline players who already have full troops: up to 1M if they are a whale (yes, really). The scoring below explains why.
- Bring offensive joiner heroes: Yeonwoo, Amane, Chenko, Amadeus, Hilde, Marlin.
The reasoning for each is below, for whoever wants it.
Why archers contribute zero kills (and why that is fine)
Understanding how a battle is processed explains almost everything else on this page. Three steps decide it.
- Targeting. When the fight begins, every unit spawns and immediately picks a target, always the closest enemy, which is almost always infantry.
- Attack order. Combat resolves in a fixed sequence each round: infantry attack, then cavalry, then archers.
- Low HP. Vikings have very little health. Most get one-shot by infantry and cavalry before archers ever fire.
So if you bring enough infantry and cavalry, the Vikings are dead before archers get a turn. The archers you sent literally never shoot, and steal zero kills. That is the whole reason the optimal composition is 70% infantry / 30% cavalry / 0% archers, and the reason you want offensive joiner heroes: you want infantry and cavalry hitting hard enough to finish each camp before the archer step is even reached.
Why you should not send archers to allies
"They are useless anyway, so why not send them to fill out a march?" Because reinforcements are judged by troop count, not composition, and that creates a quiet trap.
A player sees a city already holding 200k reinforcements, assumes it is covered, and sends their own troops elsewhere. But if those 200k are mostly archers, the city has almost no real defense. It burns, and neither the owner nor the alliance scores from it.
- No spare marches? Keep archers at home.
- Have spare marches? Send archers to banners or encampments, not to allied cities.
Why ~200k troops is the sweet spot
There is a hard cap on the total points a single city can generate. Once you can kill everything in it, more troops add nothing.
| Scenario | Defenders | Kill rate | Points |
|---|---|---|---|
| A | 200k | 100% | 500k |
| B | 600k | 100% | 500k |
Example numbers, to show the shape. The extra 400k in scenario B does nothing here. Those troops could instead defend a second city and open an entirely separate pool of points.
Why reinforce offline players who already have full troops
This one feels wrong at first. "If I reinforce someone already capped with their own troops, I just hand them my points." Compared with reinforcing an empty online city, yes, you earn fewer personal kills. But if every online city is already at the troop cap, your extra troops would otherwise generate zero value (see the cap above). Idle troops score nothing; troops in a full city still trigger the ownership bonus.
Here is why it still pays. Vikings scoring rewards city ownership:
- You kill a Viking anywhere: you gain 1 point, so 1 point to the alliance total.
- Someone kills a Viking inside your city: you gain 2, they gain 1, so 3 points to the alliance total.
Worked example, using labelled example inputs: 500k Vikings in a city, kills split 50/50 between you and the city owner.
| Solo owner kills all | Full + your reinforcements | Empty you kill all | |
|---|---|---|---|
| Your points | 0 | 250k | 500k |
| Their points | 500k | 750k | 1000k |
| Alliance total | 500k | 1000k | 1500k |
Which joiner heroes to bring
The garrison leader does the heavy lifting, and joiners add up to four first-skills on top (the rally and garrison rules apply here too). Since you want everything dead in the infantry and cavalry steps, bring offensive joiners, the ones that push damage up rather than defense:
Yeonwoo, Amane, Chenko, Amadeus, Hilde, Marlin. A joiner contributes only its first hero's first skill plus its troops, so pick for the skill, not the gear.





What the simulator does and does not do here: it does not compute Vikings scoring or the reinforcement meta above. What it does model is the combat underneath, the same engine, so you can verify the load-bearing claim yourself: drop infantry and cavalry against a low-HP target in Quick Fight and watch the archers never get a turn.
Check a composition before you send it
Quick Fight runs your garrison round by round; Best Counter ranks the trio and troop split that trades best.