On this page
- Step 1. Understand what a SAB (joint attack) is
- Step 2. Reconnaissance the target before striking
- Step 3. Figure out how war is declared
- Step 4. War Points (WP): What They Are Awarded For
- Step 5. Bashing: How Many Times Can You Hit a Single Planet?
- Step 6. Who's in Charge (Alliance Ranks)
- Step 7. Alliance Skills for War
- Step 8. Select an alliance faction
- How to Fight Smart (Tips from the Community)
- Frequently Asked Questions
- What to Read Next
Alliance warfare is the pinnacle of Xterium. Here, it’s not just a large fleet that makes the difference, but coordination: joint attacks, reconnaissance, the right skills, and your faction. Let’s break down how alliance warfare works and how to fight smart. The numbers come from the game’s code; the tactics come from the community’s experience.
Where did this guide come from? The SAB rules, war points, and war timers are taken directly from the game code. Tactical advice (how to coordinate, when to declare war) comes from the community’s experience (wiki, forum thread, authors: Storm22073, Shatayev, Kara). Combat mechanics are covered in the article “How Combat Works”].
Step 1. Understand what a SAB (joint attack) is
SAB — Alliance Battle System: Fleets from multiple players join forces to launch a single attack on a target. From the game code:
- Up to 5 fleets participate in a single SAB;
- A fleet that joins the group later is given a slight delay (about 180 seconds) so that everyone attacks at the same time.
SAB is the primary instrument of war: five coordinated fleets can achieve what a single fleet cannot, and they share the risk.
Step 2. Reconnaissance the target before striking
Before any attack—reconnaissance. It is cheap and provides an accurate report showing the target’s actual defenses and fleet. Attacking blindly in war is a surefire way for the entire alliance to lose its fleet. To learn how reconnaissance works and how accurate the data is, read the article “Espionage and Reconnaissance”].
Step 3. Figure out how war is declared
War is a diplomatic status between alliances. From the code:
- The announcement is followed by a 24-hour preparation period—the rules of war do not take effect immediately;
- The war has lasted 21 days;
- After that, there was a 7-day truce.
A player with diplomatic rights (see Step 6) may declare and manage a war. While the war is active, the military rules regarding points and attacks (below) apply.
Step 4. War Points (WP): What They Are Awarded For
War Points — a tally of damage dealt. From the game code:
| What Has Been Destroyed | A Regular Fight | During the war |
|---|---|---|
| A Foreign Fleet | ×1 per unit | ×2 per unit |
| The Enemy's Defense | ×0.25 | ×0.5 |
| The target is inactive | ×0.2 (penalty) | ×0.2 |
In other words, during wartime, damage points are doubled—that’s the whole point of declaring war. There are two metrics: “gross” OP (how many you’ve destroyed) and net OP = destroyed minus your own losses. Fighting “in the red” (losing more than you destroy) means ruining your net score.
When OV is NOT awarded at all (based on the code): both players are inactive; the attacker is inactive; the target is from your own alliance; the battle takes place in a second galaxy; zero damage.
Step 5. Bashing: How Many Times Can You Hit a Single Planet?
To prevent players from endlessly attacking a single player, there is a limit on the number of attacks per planet. During wartime, this limit is increased—as specified in the code—to 6 attacks per planet in a 24-hour period. You cannot exceed this limit. Plan your strikes: 6 attacks per day on a single target is the maximum; after that, switch to other planets.
Step 6. Who's in Charge (Alliance Ranks)
The leader assigns roles within the alliance. The following are important for war:
- Leader / Deputy — full access, including diplomacy.
- Diplomat — manages diplomatic affairs: declares war and peace.
- Admiral / Officer — sees fleet events (enemy fleets arriving at alliance members' locations) — the eyes of the alliance.
- Treasury — the alliance's bank (supplying the war with resources).
Before the war, make sure that the right people have the permissions to view the fleet and manage diplomacy—otherwise, the alliance is “blind.”
Step 7. Alliance Skills for War
An alliance unlocks skills as it grows (the more players and points it has, the higher its level). The following factors directly affect battle performance:
- Offensive Power — +Fleet Attack;
- Aegis Shields — +fleet shields;
- Titanium Barrier — +Fleet Armor;
- The Breckch Strategy—it increases your chances of completely destroying the enemy's defenses.
Plus the passive abilities: “Space Conservatory” (preserve more resources when defeated) and “Looting Module” (take more loot when victorious). It’s a good idea to level up your combat skills before the war.
Step 8. Select an alliance faction
The alliance has three factions, each with its own specialization (bonuses increase as the faction level rises):
- Grabbers — Attack and Raids: bonuses to attack, armor, and shields during attacks; fleet speed; more loot from raids; and they remove the SAB delay. The best military faction for an attacking alliance.
- Senteri — All-Rounders and Bosses: consistent bonuses to combat, expeditions, and contracts; automatic fleet restoration after combat.
- Talcores — Defense and Economy: bonuses to defense, resource gathering, storage, and defense regeneration. For alliances that prioritize defense and their rear lines.
For a military alliance, Grabtors (for offense) or Talcors (if you're on the defensive) are usually a good choice.
How to Fight Smart (Tips from the Community)
- Coordinate the SAB in the chat—the five fleets must strike a single target; otherwise, disorganization will lead to losses.
- Always conduct reconnaissance before an attack—an accurate report saves the fleet.
- Save your fleet between attacks—you’ll take hits in war, too (see “How Not to Lose Your Fleet”).
- Target unprotected targets—don't get involved in exchanges where you lose more than you destroy.
- Supply the front—the treasurer and the alliance bank must keep the combatants stocked with resources and fuel.
Frequently Asked Questions
How many fleets can be combined into a SAB in Xterium? Up to 5 fleets in a single joint attack. Those who join late will experience an arrival delay of about 180 seconds.
How many war points does a destroyed fleet yield? In a normal battle — ×1 per unit; during wartime — ×2. For defense — ×0.25 (normally) and ×0.5 (during wartime). For an inactive target — ×0.2.
How long does the war between the alliances last? 21 days, plus 24 hours of preparation after the announcement and 7 days of a ceasefire after the end.
How many times can you attack a single planet during a war? Up to 6 attacks on a single planet in 24 hours.
What to Read Next
- How the "" fight works
- Espionage and Intelligence
- How Not to Lose the Fleet
- [](/knowledge/encyclopedia/alliances)'s Alliances in the Encyclopedia]

