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Voice Relay for Guild Wars 2

WvW commander comms for Guild Wars 2 squads

A commander's WvW squad holds up to 50 players, and most guilds build it in subgroups of five because shared boons reach five allies. Give each subgroup its own channel for boon and stability calls, and relay the commander into all of them.

Recommended for Guild Wars 2: Guild Master · 12 party channels · $15/month

Where one channel stops working

The fights that need it

WvW squads

Up to 50 players

A commander's squad holds up to 50, usually in subgroups of five. Subgroups coordinate their own boons; everyone follows the commander's tag and voice.

Two squads on one map

Two commanders

When two commanders run separate squads, each squad should hear its own commander — and both should hear the map lead.

Guild raids and GvG

A guild squad

Guild-only nights where the guild's own commander calls, with the same layout and fewer channels.

Copy this into Discord

A channel layout for Guild Wars 2

WVW
  🔊 Command        commander, lieutenants
  🔊 Subgroup 1
  🔊 Subgroup 2
  🔊 Subgroup 3
  🔊 Subgroup 4
  🔊 Subgroup 5
  🔊 Subgroup 6
  🔊 Subgroup 7
  🔊 Subgroup 8
  🔊 Subgroup 9
  🔊 Subgroup 10

Ten subgroups of five fills a 50-player squad. Match channel names to the squad's subgroup numbers so players know where to go when the commander moves them.

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

Recommended plan

$15/month
Guild Master
12 speaker channels

A full squad in ten subgroups is ten speaker channels, which fits Guild Master's twelve with room for a scout channel. A guild running half-squads of 20 to 40 fits Raid Commander.

Try Guild Master freeEvery plan, side by side

The commander is heard everywhere#

The tag shows where to go; the voice says when. Put the commander and lieutenants in Command and give them the caller roles: the commander as primary, a lieutenant as backup, relayed only while the commander is quiet. See configuration.

Stack on tag. Stab on three… two… one.
Before the push
Push now. Bomb the left side, then reset to tag.
The engage

Subgroups keep their own comms#

Inside a subgroup, the firebrand and the scrapper talk about boons and cleanses without talking over the commander. If a subgroup is wiped or a flank is breaking, its lead holds their priority key to tell the commander — talk back explains the setup.

Two commanders on one map#

Put each squad's subgroup channels on its own voice team with its own commander role. Each squad hears only its commander, while a map lead with the main caller role and no team is heard by both.

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

Guild Wars 2 questions

Why not keep the whole squad in one channel?

You can, and many squads do. It stops working when subgroups need to talk among themselves — boons, cleanses, who's down — without drowning out the commander. Separate channels keep both.

Can lieutenants talk to the commander?

Yes. Give them Priority Speaker in their subgroup channel; their priority key reaches Command. See talk back.

How many speaker channels does a full squad need?

Ten for ten subgroups of five, which fits Guild Master. See speaker bots and pricing.

Put it into practice

Call your next Guild Wars 2 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