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Voice Relay for Where Winds Meet

Guild war comms for Where Winds Meet on Discord

A Where Winds Meet guild war puts up to 30 of your guild on the field, and leadership can appoint up to four guild war commanders. Give each commander their own squads with voice teams, keep the guild leader heard by everyone, and every squad hears the right call.

Recommended for Where Winds Meet: Raid Commander · 8 party channels · $8/month

Where one channel stops working

The fights that need it

Guild wars

Up to 30 a side

Objectives spread across the map, with squads fighting in different places at the same time. Each needs its own calls, and all of them need the leader's.

Guild war commanders

Up to four

The game lets leadership appoint up to four commanders. On Discord, each one can be a caller heard only by their own squads.

Guild events and practice

A few squads

Scrims and guild content where the same layout, with fewer channels, keeps everyone on one call.

Copy this into Discord

A channel layout for Where Winds Meet

GUILD WAR
  🔊 Command        guild leader, commanders
  🔊 Squad 1        commander A
  🔊 Squad 2        commander A
  🔊 Squad 3        commander B
  🔊 Squad 4        commander B
  🔊 Squad 5        commander C
  🔊 Squad 6        commander D

Thirty players in squads of five is six channels. Put each commander's squads on their own voice team; the guild leader has the main caller role and no team, so every squad hears them.

Building the whole server? Start from the gaming guild server template.

Recommended plan

$8/month
Raid Commander
8 speaker channels

Six squad channels fit Raid Commander's eight, with room for a scout or reserve channel. A guild fielding four squads or fewer fits Squad Leader.

Try Raid Commander freeEvery plan, side by side

One team per commander#

Make one Discord role per commander, then one voice team per role with that commander's squad channels. A commander is heard only in their own squads, so four commanders can call at once without talking over each other. All of them sit in Command, so they hear each other.

Squads 1 and 2, take the left tower. Now.
Commander A
Everyone, fall back to the tree and defend.
Guild leader, heard by all

Set it up before war night#

  1. Make the channels

    A Command channel and one voice channel per squad of five, as in the layout above.

  2. Make the roles

    One role per commander, plus a main caller role for the guild leader. The getting started guide covers the rest.

  3. Add the teams

    Switch on Voice teams on the configuration page and add one per commander, then run /stop and /start so they load.

Live in three steps

  1. Pick a plan, invite the bot

    Log in with Discord, choose how many channels you need, and authorise the bot. Seven days free on every plan. Read the guide

  2. Set roles and channels

    A starter role, your shot caller channel, the caller roles, and a speaker bot per party. It saves by itself. Read the guide

  3. /start

    Type /start in any text channel. The speaker bots jump in, your caller talks, every party hears. Read the guide

Where Winds Meet questions

How many channels does a Where Winds Meet guild war need?

Thirty players in squads of five is six squad channels, which fits Raid Commander. See pricing.

Can four commanders call at the same time?

Yes. Each commander's squads are a voice team, so each commander is heard only by their own squads, and the guild leader on no team is heard by everyone.

Do squads lose their own comms?

No. Squads stay in their own channel and talk normally; the commander comes through on top. Squad leads can reach their commander with talk back.

Put it into practice

Call your next Where Winds Meet fight once

Invite the bot, pick your caller roles and party channels, and every party hears you. Seven days free.

Start free for 7 days