Last Z 1.250.731: who guards the base when the main squad leaves?
The October 19 update introduces Main and Reserve garrison presets and changes departure timing for certain rallies; availability varies by state.

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Two layers to the garrisonA new decision when a rally is fullMarkers and location swaps make coordination visibleWhen a squad leaves in Last Z, the question of who stays to defend the base matters in alliance battles. The official October 19 notice for version 1.250.731 offers a useful change: players can set Main and Reserve garrison presets at the City Wall, with the Reserve taking over HQ defense when the Main squad is away.

Two layers to the garrison
That does not make a base automatically invulnerable. The announcement describes a switch between presets; it does not promise that a Reserve squad will hold against every attack. The interesting part is how it brings two decisions together: who goes out, and who stays behind. For players involved in alliance events, that is a more practical question than a single power number.
The distinction also opens up a conversation about formations. Whether the second squad can do the job still depends on a player’s own heroes, troops and the situation at the time. The accompanying image is a reference view of a normal marching formation; it is not the new garrison preset screen.
A new decision when a rally is full
The same notice changes rallies against designated targets such as the Capital or an HQ. Once the rally is full and all members have arrived at the leader’s HQ, the leader can press Depart, or the troops leave when the countdown reaches zero. Those conditions matter: not every rally is described as manual, and a leader does not have to press the button for the march to leave.
To me, the change is interesting because it alters the rhythm of alliance communication. A full rally means the group is ready, with a window to coordinate departure; the countdown still provides an automatic endpoint. Actual combat depends on the formations, timing and rules of the state, so the announcement is not evidence of a guaranteed winning tactic.
Markers and location swaps make coordination visible
The update also describes Commander’s Order during State Ruler’s Capital Clash: the President or War Commander on either side can initiate up to ten HQ location swaps in the defending state. State Markers let a President or War Commander mark important locations on the world map. One concerns positioning and the other shared information; both make team coordination more visible.
Availability matters. A player-maintained patch record says the Main and Reserve garrison feature initially applies to S1–S64 and was not yet available to its authors’ S657–S672 group. That range comes from the community record; the relevant paragraph of the official web notice does not list it. Check the in-game notice and interface for your own state.
These changes bring small but meaningful details of alliance play into focus: a squad can take over base defense, a rally has a clearer departure point, and important map locations can be marked. None guarantees a different result in every battle, but together they offer a fresh reason to look at how a team coordinates.
Read the official Last Z 1.250.731 notice
See the player-maintained state availability notes

