Whiteout Survival Foundry guide: how can a small alliance divide its forces?
Plan registration, building defense and workshops using official rules and player discussions of low attendance.

When only around 15 players make it to Foundry Battle, the hard part is not finding buildings: it is holding what you take. Agree on a main defensive position first, then keep a mobile group for workshops and reinforcement. That is easier to coordinate than scattering a few marches everywhere; adjust to the opponent and actual turnout.

Confirm your roster and time before the match. The official help center says players who join the alliance after registration ends cannot take part in that round; if a registered player cannot enter, check for marching, gathering, garrisoned or hospitalized troops. The official tutorial also says alliance ranking depends on Legion 1’s result, so factor actual attendance into how you allocate two legions.
Alliance Arsenal Points decide the result. According to the official tutorial, a building awards first-control points once its control timer finishes, then accumulates points while held. Winning a fight for a building is not the same as completing control. With a small team, decide who stays and who reinforces before spreading too far apart.
In a discussion about fielding roughly 15 players, FTFunk suggests holding your side’s Prototype Site plus two or three other buildings rather than trying to cover the whole map. Another participant shared an alliance approach that gives greater priority to both Prototypes and Repair Facilities. Start by assigning defenders to reachable objectives on your side, then expand if the opposition allows it; reinforce your core first if it is under pressure.
The Boiler Room reduces building control time and the Transit Station reduces the free teleport cooldown; the official tutorial highlights both as useful support objectives. Creator Hinata wos instead emphasizes disrupting key buildings and gathering workshops later, rather than treating every early Repair Facility as mandatory. Both approaches involve a tradeoff: support buildings can make later moves faster, but splitting too widely can cost your existing positions.
As the match develops, the central Imperial Foundry and Weapon Workshops become available. Hinata recommends watching the map and sending marches to gather workshops; FTFunk also recounts a personal comeback using workshops and late supplies. Reserve a march to check nearby workshops while others defend the core. Against a strong opponent, decide whether it needs support rather than assuming the plan guarantees a comeback.
Near the end, the team can choose an enemy building it has a realistic chance of breaking and assign collectors to the scattered Arsenal Supplies. The official video explains that points may scatter when a building is broken and either side can collect them; be ready to recover supplies if your own building falls too. Allow time to march and complete control, and remember that abandoning every defender can erase the gain elsewhere.
These are adjustable jobs, not a fixed lineup. Check the event screen for your state and round, then adapt to members’ availability, march capacity and the opponent’s response. When the strength gap is large, holding a few positions you can reinforce may be more practical than pursuing several at once.

