To set a timer in Epic Age, select your target on the world map, tap the attack or march button, and open the tool menu adjacent to the confirmation button on the squad preparation screen. From this menu, input either a delayed departure countdown or a specific target arrival time based on the server clock. Setting a timed march holds your squad in place at its current settlement, fortress, or camp until the system automatically triggers departure.

Setting Up Timed Marches Step-by-Step

Scheduling an attack removes the need to manually track departure seconds across varying map distances. To configure a scheduled march:

  1. Select the target: Tap the target tile, neutral city gate, enemy structure, or alliance rally objective on the world map.
  2. Open the squad window: Tap the standard march or attack prompt to open the troop dispatch interface.
  3. Open the timing tools: Tap the tool icon located next to the march confirmation button to switch from instant dispatch to the timing overlay.
  4. Choose your scheduling method:
  • Arrival Time: Enter the designated server timestamp announced by your alliance leader. The tool automatically calculates tile distance, applies unit movement speed, and sets the required departure countdown.
  • Departure Delay: Enter a set countdown if you need the squad to wait a specific number of minutes or seconds before marching.
  1. Confirm the march: Finalize the order. Your squad will stay stationed until the countdown hits zero, then begin moving automatically.

Always coordinate using the internal server clock displayed at the top of the map interface rather than your mobile device's local time to avoid timezone or daylight savings discrepancies.

Synchronizing Different Squad Types

Different unit classes move at distinct base speeds. The timing tool accounts for these variations by delaying faster units so that multi-squad strikes hit in the correct tactical order.

Squad ClassificationMovement SpeedOperational RoleTarget Timing Window
Cavalry SquadFastGarrison clearing, frontline breachHits target at T-00:00 (primary impact)
Mixed Infantry SquadModerateSecondary combat, reinforcementLands between T-00:01 and T-00:03
Siege & Demolition SquadSlowWall reduction, durability damageDispatches first, lands at T-00:05

In major fortress or city sieges, neutral garrisons begin a recovery countdown as soon as they are defeated. If attacks arrive piecemeal, regenerating garrisons will defeat incoming squads one by one. Synchronizing all main combat squads to land within the exact same second overwhelms the defenders in a single combat resolution.

Once the defenders are cleared, demolition units must arrive three to five seconds later. Because dedicated siege squads have high demolition values but weak combat defense, landing them slightly behind combat squads prevents them from engaging live garrisons while still damaging wall durability before defenders reset.

Operational Rules and Limitations

Before confirming a timed attack, account for these structural restrictions:

  • Stamina consumption and squad locks: Confirming a timed march consumes squad stamina immediately. The squad is locked in an active dispatch state and cannot change formations, defend your settlement against surprise attacks, or take new orders unless the scheduled march is canceled. Canceling an order before departure returns the squad to idle status, but consumed stamina may not be refunded.
  • Dynamic pathing changes: The scheduling tool calculates travel duration based on open routes at the moment of confirmation. If an allied pass closes, or if enemy territory interrupts your march corridor before the squad moves, the path will dynamically route around the obstacle. This detour increases travel time and breaks synchronization.
  • Morale loss over long distances: Marching across long distances lowers squad morale, which directly reduces damage output in battle. To preserve morale and minimize pathing risks, stage your squads in forward camps or alliance fortresses near the target before setting final attack timers.
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Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.