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Glossary

A plain-English glossary of every Last War: Survival and Last Command term that the rest of the docs and the marketing site assume you know. Skim it before reading other guides if any of the abbreviations are new.

Alliance hierarchy

The five-tier rank system Last War: Survival uses for alliance organisation. Last Command mirrors it directly.

R5
The alliance leader. One per alliance. Owns alliance settings, billing, and the ability to transfer leadership. Also the only rank that can disband the alliance. See Ranks and permissions.
R4
Co-leader or senior officer. Multiple per alliance. R4 runs Desert Storm matches, the train rota, member management, announcements, and event input — everything operational. R4 cannot change R5, demote other R4s, or modify alliance settings.
R3 / R2 / R1
Member ranks. R3 is typically a senior member, R1 a new joiner. In Last Command they share the same permissions: view their own profile, request to play in matches, and participate in alliance events. Officers (R5/R4) can promote or demote anyone in this band.

Desert Storm

The flagship weekly alliance event in Last War: Survival, where most coordination effort goes.

Desert Storm (DS)
The weekly alliance-vs-alliance event run on Friday or Saturday. Two teams (Team A and Team B) play simultaneously in matched buildings on a battlefield grid. Last Command handles the full lifecycle from auto-creation to result recording. See Desert Storm overview.
Match
One Desert Storm fixture for one team (A or B). Each match cycles through planning → active → completed states, plus the side-states cancelled (deliberately called off) and not played / skipped (alliance never entered teams that week).
Building / slot
A position on the Desert Storm map a player is assigned to. Each building has a fixed slot count. Officers drag rostered players into buildings via the planner; the assignment posts to the player's match page with optional officer notes.
Substitute (sub)
A player on the roster but not assigned a starting slot. Subs who never get activated don't count for or against attendance. Subs who step in mid-match are scored exactly like a starter from that moment onwards.
Mark as not played
The status used when an alliance never entered teams for a week. The match stays in history with a muted “Not played” badge but is excluded from attendance stats and Officer Pulse's DS signal — members aren't penalised for an officer-side miss. Different from cancelled, which is for deliberate call-offs.

In-game events

Recurring Last War: Survival events Last Command tracks alongside Desert Storm.

Marshal's Guard
Alliance event where members deal damage to a shared boss. Runs on a recurring cadence. Last Command tracks per-member scores and damage, and feeds the data into Officer Pulse's engagement scoring. See Marshal's Guard.
Alliance Duel (VS)
The six-day competitive event where alliances rack up different kinds of points each day, with overall standings. Tracked daily or weekly. The donation-based VS Day 6 is the scoreboard most alliances pay attention to. Alliance Duel.
Zombie Siege
Multi-day alliance event where members defend against waves of zombies. Last Command tracks the highest wave each member cleared and total damage dealt. Wave 20 is the “good event” benchmark for an active alliance. See Zombie Siege.
Tech Donations
Alliance research donations made daily by members. Drives Pulse's donation signal and is one of the most reliable signs of an active vs drifting member. See Donations.
Shield Board
The view of which members are currently shielded vs exposed during PvP windows. On Free, every member toggles their own shield state. On Pro, officers get bulk-toggle, ranked attendance, and contribution analytics. See Shield Board.
General's Trial
Recurring solo event where members clear difficulty tiers (1–15). Last Command tracks each member's highest cleared level, so officers can spot members whose hero builds need work for the alliance challenge unlock at 10+ members. See General's Trial.
Arms Race
Daily-phase scoring event with rotating activity types (radar, drone, hero deployment, etc). Last Command surfaces the day's active phases and scoring tips so members spend their resources at the right moment. See Arms Race.

Coordination tools

The connective tissue between events.

Train
The daily alliance training schedule. Two slots per day (Conductor + VIP) where the named members get extra-fast training on shared bonuses. On Pro, the schedule auto-generates each Monday from the latest VS and donation rankings. Train scheduling.
Conductor / VIP
The two daily train roles. Conductor gets the higher training-speed bonus; VIP gets the secondary bonus. Officers can pick rules per role (top of VS ranking, top of donations, custom, manual, or random) and apply no back-to-back to prevent the same member taking a slot two days running.
Hive Map
A drag-and-drop hive layout planner for alliance moves and resource gathering coordination. Pro feature. See Hive Map.
Officer Pulse
Weekly composite scorecard combining donations, Alliance Duel, Marshal's Guard, Desert Storm attendance, and Zombie Siege participation. Surfaces who's carrying the alliance and who's drifting. Pro feature. See Officer Pulse.
Power Tracker
Historical power-level snapshots per member, charted over time. Officers spot climbers, flag stalled progress, and back up promotion calls with growth data. Pro feature. See Power Tracker.
Placeholder member
A first-class member record for an in-game player who hasn't signed up to Last Command yet. Officers create them manually or by AI-scanning the in-game alliance roster. When the player eventually signs up, an officer merges the placeholder into the new account so all the history follows. See Placeholders.

Inter-alliance

How alliances interact with the rest of the server.

NAP (Non-Aggression Pact)
A one-sided record of an agreement not to attack another alliance. Useful when the other alliance isn't on Last Command yet — your officers track the pact internally with a note and an expiry date. Reminders fire three days before expiry. Free feature.
Treaty
A mutual handshake between two alliances both running Last Command. Send a treaty request, the other side accepts, and both alliances see matching records that update together when either side cancels. Same-server or cross-server. Diplomacy.
Server number
The Last War: Survival game-server number your alliance lives on (e.g. 423). Last Command groups alliances by server in the public Server Directory, and lets cross-server treaties reach into other servers without exposing private alliance data.
Server Directory
The public per-server alliance listing. Other alliances can find yours for recruitment or NAP outreach without knowing your Discord. Officers can opt the alliance out from Settings if they'd rather stay invisible. Server directory.

Last Command platform

Terms specific to how Last Command itself works.

Free plan
The forever-free tier. Covers manual Desert Storm match creation, the building planner, member profiles, the Shield Board, all six event trackers, NAPs and treaties, train schedule view, season checklist, and safe-time voting. No credit card, no time limit.
Pro plan
£7.99 per month per alliance. Adds AI screenshot scanning (500 extractions/month), Desert Storm auto-scheduling, train rota auto-generation, real-time officer collaboration over WebSockets, full leaderboard sort axes, Officer Pulse, Power Tracker, Hive Map, Announcements with Discord webhook, and the full event-tracking history.
AI screenshot scanning
Pro feature that pulls structured data (player names, scores, waves, damage, MVP) out of in-game event screenshots. Seven event types supported, up to 50 screenshots per scan, 500 extractions per alliance per month. AI scanning.
Officer-only
A docs page or feature that R5 and R4 can use; lower ranks can read about it but won't see it in their UI. Indicated by an “Officer” badge in the docs sidebar.
My Hub
A member's personal home page in Last Command. Shows their profile, history, notification preferences, and any alliances they belong to (members can be in more than one).