A tool for commanders and teammates in mobile base-war strategy games such as Whiteout Survival (unofficial)

No more losing by seconds.

One call, and every teammate's phone shows the moment to press.

Everyone showed up, and we fought the full five hours. We still lost by six seconds of occupation time. No one could speak. When words finally came, the first ones were “Sorry, everyone.” This tool was born from that frustration.

With one call, each teammate is told their own moment to press. Press at that moment, and the landings line up. It handles chain attacks, reinforcing, swaps, and withdrawals, and corrects device clock drift automatically.

It's for people who play mobile strategy games where teams fight over bases and the winner is decided by how long they occupy them.

Who it's for

  • Players who keep falling just short in those battles
  • Players looking for a new edge that other teams aren't using yet
  • Leaders who coordinate large groups of teammates

Open the tool, no sign-up

OPERATION BOARDARRIVAL 21:03:15
21:00:1521:01:00 21:01:4521:02:30 Farther players press earlier, so arrivals line up.
YOUR START--:--
ARRIVAL--:--

Example: a player whose march takes 45 seconds. Press 45 seconds before the arrival time, and you arrive right on time.

THE PROBLEM

Does this sound familiar?

You can't win unless many players arrive at the same moment

Be a few seconds off, and the enemy targets that gap and takes the base from you.

Leaving together on “3, 2, 1” doesn't mean arriving together

Everyone starts from a different spot, so the distance and time to the target are different for each person. Even if you all leave on “3, 2, 1,” you won't arrive together, which makes it hard to line up.

The only ways to sync are chat and everyone's own math

Each person watches a phone clock or an analog clock and works out when to leave, one by one.

The leader carries it all alone

The leader does all the math and all the relaying, and sometimes, by the time the call goes out, the target arrival time has already passed!

WHY TIMING MATTERS

Why line up landing times?

  1. 1

    One attack rarely takes a base.

    To take a base, you have to defeat every troop defending inside. A single attack (rally) rarely breaks through, and when the enemy's flag holder in the garrison is strong, you add more rallies to break it. This is called a “chain attack.”

    *Flag holder: the strongest player in the garrison. The player at the very front is sometimes also called the flag holder, so here we use it to mean the strongest player.

  2. 2

    Gaps between attacks let the defense rebuild.

    If even one of three chained rallies is a few seconds late, the enemy slips troops in during those seconds and shores up the defense. This is “reinforcing.” You can't wear down the garrison, and you can't break through. That's why attackers want to line up landing times and leave no gaps.

  3. 3

    Defenders aim for that gap.

    Send troops timed to land between the enemy's chained landings, and you can refill the defense. Attackers and defenders are fighting over the same few seconds.

  4. 4

    Handing a base to an ally is a race against the clock, too.

    When you hand a captured base to an allied alliance, everyone inside has to leave at the same moment, a few seconds before the ally arrives.

  5. 5

    Those seconds add up to the result.

    The winner is decided by how long each side occupied the base. Every second lost taking it, and every second lost when it's taken back, becomes the difference in occupation time.

HOW IT WORKS

It supports strategies 1–4 by telling everyone the moment to press.

Every one of 1–4 succeeds or fails on whether everyone presses at the agreed time. CommandClock is a support tool to raise that success rate, even a little.

The moment to press is different for each person. Teammates' cities are scattered across the map, so each one's march time to the base is different. To land at the same time, farther players have to press earlier, and closer players later.

When the caller presses the call button, the tool sets the landing time: the current time, plus a buffer before pressing, the rally time, and the longest march time. It picks a time even the farthest player can make, so no one gets left behind.

Then it subtracts each player's march time to work out their moment to press, and shows it on their phone as a countdown. If everyone presses at 0, the landings line up.

DEPARTURE SCHEDULELANDING 21:03:15
Moment to press: different for each player (farther = earlier) Landing: everyone aims for the same time 21:03:15 Player A 21:00:15 March 3:00 Player B 21:01:00 March 2:15 Player C 21:01:45 March 1:30 Player D 21:02:30 March 0:45 Press times differ (farther = earlier) Landing 21:03:15 Everyone aims for the same time Player A presses at 21:00:15 (march 3:00) Player B presses at 21:01:00 (march 2:15) Player C presses at 21:01:45 (march 1:30) Player D presses at 21:02:30 (march 0:45)
Player A, whose march takes 3 minutes, presses at 21:00:15. Player D, whose march takes 45 seconds, presses at 21:02:30. They press at different times, but everyone is calculated to land at 21:03:15.
Press together on “3, 2, 1”: landings scatter
Press on your countdown: landings line up

Because march times differ, pressing together makes the closest players land first. Press in order from farthest to closest, and everyone lands at the same time.

Supports 1 & 2

Land chain attacks with no gaps

Everyone starting a rally gets the same landing time and their own moment to press. If everyone presses at that moment, the landings line up, shrinking the gap the enemy can reinforce through.

Supports 3

Hit the gaps in the enemy's chain

There are only a few seconds between the enemy's landings. You get a landing time aimed at that gap and the moment to press, so you can send reinforcements timed to the second.

Supports 4

Make handoffs in time, when every second counts

Everyone inside the base gets a countdown to the moment to leave. If the leader pulls people out one by one, it's too late. Each player leaves on their own at the same moment, so the handoff makes it in time (swap and withdraw).

THE DIFFERENCE

Other tools can do simultaneous landings, too.

If all you need is to arrive together, you can sync by hand. The difference is what comes after.

What we compare Manual math & typing Timer tools for rally leaders CommandClock
One button sets the landing time△
Do the math yourself
◯◯
Each rally leader gets a countdown to the moment to press×◯◯
Players doing the swap (solo) get the moment to press××◯
Everyone in the garrison gets the moment to withdraw××◯
Players reinforcing (solo) get the moment to press××◯

Swap = the attacking alliance hands a captured base to the occupying alliance, timed to the second.
Withdraw = during a swap, everyone inside the base leaves at the same moment.
Reinforce = sending troops in between the enemy's chained landings to strengthen the defense.

Not just rally leaders. It reaches the players who swap, withdraw, and reinforce.

Other tools deliver landing times to rally leaders. But as far as we looked, we couldn't find one that sends the moment to press to everyone, solo players included, for swaps, withdrawals, and reinforcing.

Base battles don't work with rally leaders alone. The solo players of the occupying alliance, everyone pulling out of the garrison at once, the players slipping into the gaps in the enemy's chain: it only works when all of them match the same landing time. CommandClock was built by a player who has commanded those battles.

ON THE DAY

Every second lost before the call becomes the enemy's occupation time.

Before the tool

For the five hours of the Castle Battle, I had three accounts open at the same time.

It was the account I kept on standby in the occupying alliance that told me the enemy had started a rally. When they did, I gave the landing time to the attacking alliance's rally leaders over a voice-chat app.

The delay came from calculating the landing time and rounding the seconds to a clean number. That delay before the call is, in the end, occupation time we let the enemy gain. If I had been able to give those rally calls quickly, I think we could easily have gained six seconds.

Everyone who got the call also worked out “landing time − my march time” one by one before pressing. There were mishearings, seconds off, and confusion over who was doing what.

After the tool

What removed that delay was CommandClock's Call now. When the enemy rallies, press the Call now button. That alone gets the call to everyone with no delay. No wasted math and no rounding to clean numbers: I can now give rally calls at the best possible moment. Landing-time calls became concrete, swaps and reinforcing included. The situation became far easier to read, everyone moved precisely, and the precision of our strategy went up enormously.

Since we started using the tool, our opponents have been telling us, “Your coordination is solid. High-quality landings and swaps!” We hear it from many players in the same opposing state, and from players in other states too, almost every time.

I wrote down, step by step, what the overall commander does from the moment the enemy state is decided until the five-hour Castle Battle. → What a commander does before SvS (article)

WHO GETS WHAT

Everyone gets the moment to press for their role.

In base battles, the result is decided by each alliance's occupation time, so occupation time is gathered into one alliance. The attacking alliance takes the base and hands it to the occupying alliance. Every move only works when everyone matches the landing time you set.

RoleWhat they get
The caller
(strategist / officer)
The best landing time with one button, plus a line you can paste straight into in-game chat
Rally leaders
(players who start rallies)
Which landing time to start their rally for, sent to everyone at once
Players in the occupying allianceWhen taking over the base: the landing time for marching solo to it, and the moment to press
Players in the attacking allianceWhen the occupying alliance's teammates will arrive, and the moment to leave the base a few seconds before
Players defendingA landing time matched to the gap in the enemy's chain, and the moment to press

The call button works even if not everyone is in the tool. The more people join, the more people you can tell the moment to press, and the easier it is to line up landings.

SEE IT WORKING

This is the real screen.

On the left is the caller's console; on the right, a member's screen. It's the 30 seconds from the caller pressing a call once until everyone's countdown hits 0 at the same landing time. Only the waiting is fast-forwarded. The screens in the video are the Japanese version.

LIVE SCREEN CAPTURE / 30 SEC
  • 00:00 CallerAt the moment you want, just press the call once.
  • 00:08 Everyone's screenBecause march times differ, each person's countdown to press shows a different number.
  • 00:27 Landing timeEveryone pressed at different times, but their plans reach 0 at the same landing time.
No audio. The screens are from a test room; names and numbers are placeholders.
WHY IT EXISTS

A tool built with real effort by a strategist new to strategy games, to raise the server's win rate.

The biggest reason I built this tool:
we fought for five hours and lost by six seconds.

We fought the full five hours and lost by six seconds. The Castle Battle, where servers fight over a base, lasts five hours. An alliance that occupies it for 2 hours 30 minutes straight wins on the spot. If no alliance occupies it for 2 hours 30 minutes straight, the alliance with the longest total occupation time at the end of the five hours wins.

The difference in that total was six seconds.
When it was over, no one could say a word.
I never want to lose like that again,
and I never want the people who showed up to go through it either.
So the day after that loss,
I started building the tool.

For those five hours, I had three game accounts open at once, watching for enemy rallies. When one appeared, I judged within 5–10 seconds whether it was a single attack or a chain, and posted the landing time in chat as four digits.

Everyone who got it did the subtraction on their own.

Landing time−Your march time=Your departure time

March times differ for each person, so everyone had to come up with a different answer. Players heading to the base solo had to press at that exact moment, on a screen that doesn't show the time. After giving the call, all I could do was pray.

I built that math into the tool. Press the call once, and the landing time appears. Rally leaders and solo players alike get a countdown to the moment to press.

I thought: if I share what I'm thinking while I command, won't our win rate go up?

I don't want commanding to be a special ability that only one person has. Where to look, what to judge by, how to communicate: if everyone shares that, there are always parts others can take on. I wanted to end the state where all of it lives only inside one person's head.

I built it because I wanted to line up every landing time I could think of, but also so that the commander doesn't have to carry it all alone.

I share what I look at and what I base my decisions on while commanding in an article. → What a commander does before SvS (article)

THE PROOF

Not a prototype. Built in real battles.

It was built while being used in real server-vs-server base battles (Castle Battles) on the developer's server. Up to 219 players use it at the same time.

0 players
Peak concurrent users on the developer's server
0+ players
Scale of use in server-vs-server battles
0.00 s
Drift in the calculated landing time
Browser
Join without installing anything
“Your coordination is solid. High-quality landings and swaps!”
— What players from opposing servers have told us almost every time since we started using the tool
“We can't do SvS without this tool anymore.”
— Teammates on the developer's server. About 100 of them say the same thing.
GETTING STARTED

Use it the moment you sign up.

No installation, and no server to set up.

01

Sign up

When payment is complete, a Room ID and join code are issued on the spot. You also get them by email.

02

Start on your own

The caller opens the player screen and presses the call button. That's all. The landing time appears, and a line you can paste into chat is copied.

03

Share with members

Share three things: the URL, the Room ID, and the join code. Each member enters their march time once, and it's saved for next time.

04

Give the call

Just press the call when you want. Each player gets a countdown matched to their own march time. If everyone presses at 0, the landings line up.

How to use each screen, and what the terms mean →

PRICING

One person buys. Everyone uses it.

There are two plans. Neither limits the number of people or devices. When one organizer signs up, everyone in the alliance or server can join at no extra cost.

Commander Plan $18.99 — this whole box
Alliance Plan $6.29 — one of these
Alliance ①
Squad 1
Squad 2
Alliance ②
Squad 1
Squad 2
Alliance ③
Squad 1
Squad 2

Each ■ is a slot for one rally leader (a player who starts rallies). Up to 6 per squad, and up to 2 squads per alliance.
A squad is a group of rally leaders lined up to the same landing time. You can split chains across two landing times, such as a chain of 4 and a chain of 3.
Players joining rallies or marching solo don't use slots. Any number of them can join.

The first 14 days are free.

Castle Battles come every two weeks, so you can always try it in at least one real battle during the free period.

Cancel within 14 days, and you pay nothing at all.

Start here

Alliance Plan

$6.29 / month
  • 1 alliance, 2 squads (12 rally leaders)
  • Landing-time calls, Call now, reinforcing
  • Copy the landing time as you call
  • No limit on people or devices
  • For base battles fought as one alliance (Facility, Fortress, and Stronghold battles, Foundry Battle, smaller Castle Battles, and more)

Commander Plan

$18.99 / month
  • Everything in the Alliance Plan
  • Includes the commander console (the occupying alliance and two attacking alliances on one screen)
  • A PC is recommended for the console (it also works on phones)
  • Base handoffs (swap and withdraw: everyone inside leaves at once)
  • Paired calls across alliances
  • 3 alliances, 6 squads (36 rally leaders)
  • For server-vs-server base battles fought with a occupying alliance and attacking alliances (Castle Battles, SvS, and more)

Monthly billing starts the day after your 14-day free trial ends. We'll email you the end date right after you sign up.
You can cancel anytime yourself. → Cancel here
Cancel during the free trial, and you pay nothing. If you cancel during a paid period, you won't be billed again, and you can keep using it until the end of that period.
The sign-up button takes you to Stripe's checkout page. Before signing up, please review the Legal notice and Terms of Service. All prices are in US dollars, and we charge no additional fees.
Prices on the English site are set in US dollars. If exchange rates move significantly, we may revise the price for new sign-ups. Prices for current subscribers will not change.

FAQ

Questions before you sign up.

Can I use it on my own?

Yes. When the caller presses the call button on the player screen, the landing time appears and “[Alliance] Rally 1234” is copied. Even if members aren't in the tool, pasting that line into in-game chat works as the call.

Is this cheating, or against the game's rules?

CommandClock never touches the game. It doesn't read the game screen, and it doesn't press anything automatically. It only shows a countdown on a separate screen. You press the button yourself.

Does every member need to install an app?

No. Just open the URL in a browser and enter the Room ID and join code. No installation needed.

Do I have to pay for members, too?

No. When one organizer signs up, everyone in the alliance or server can join at no extra cost. We don't count people or devices.

Can I set the landing time myself?

Yes. Besides calls for right now, there are calls with a landing time you set.

What if device clocks are off?

No problem. Countdowns are based on the server's time, not each device's clock. Network delay is corrected automatically too, so even on a device whose clock is a few seconds off, everyone's countdown hits 0 at the same moment.

Do I have to enter my march time every time?

No. Enter it once, and it's saved on your device. Re-enter it only when your distance changes.

Can I cancel anytime?

Yes. You can cancel yourself anytime from the cancellation page. Cancel during the free trial, and you pay nothing. If you cancel during a paid period, you won't be billed again, and you can keep using it until the end of that period. There's no minimum contract.

Is my card information safe?

Payments are processed by Stripe. We never receive or store your card information.

Can I use the console on a phone?

Yes. But it's a screen that puts three alliances side by side so you can compare them while giving calls. For readability, speed, and ease of tapping, we recommend a PC. If you're commanding, a PC is best. As a guide: Windows 10/11 or macOS, an Intel Core i3 or AMD Ryzen 3 or better, 8 GB of memory or more, and a screen at least 1366 pixels wide. A PC bought within the last five years or so should be fine. The player screen that members use is designed for phones.

Is it only for one specific game?

No. It works in any game where several people need to act at the same time by the clock.

What if it doesn't work properly?

If the service can't be provided properly, we'll handle it case by case. Contact details are in the Legal notice.

Try free for 14 days Card payment · Cancel anytime