Heavy ATK/Def (akin to Enfeeble) penalties for all other teams that land after of the first enemy 5TA over X amount of troops. This ability will effect all other teams until the first enemy team/5TA has been entirely cleared from the castle. At this point, the first team (and their 5TA) to have landed after the first enemy 5TA, escapes the penalty box.
This will have 2 outcomes. The first is when the next team - or teams (as each team that lands is essentially locking in a spot for their entire 5TA) - land immediately after the first attacking 5TA are members of your mega alliance. This is going to lead to a back to back assault from 2 or more 5TA’s. But, at least you only have to deal with them one at a time instead of all at once. This will allow mega alliances to remain intact but it becomes far less of a swarm and more of a survivor series
The 2nd scenario is when the next 5TA in line to have the penalty removed is a member of your own mega alliance. In this case you have 2 5TA’s essentially smacking down armies of enfeebled and worthless primarchs that inflict unsustainable losses even when they have perfect runs. Like losing more troops than they kill type of penalty, and giving the same defensive effect as each primarch being enfeebled type of penalty in one. So waiting your turn is encouraged. You also don’t have to meet the minimum troop threshold to inherit the “Attacking 5TA” position. So you as an individual might blow it for your 5TA’s chances to return to the castle if the intent was to dodge the time limit by fleeing before the previous attacking 5TA was cleared.
An enemy 5TA gets 24 consecutive hours to execute an assault/takeover so long as they have cleared the troop count requirement to activate the penalty box and are not entirely cleared from the castle under siege. If they’re cleared from the castle, they are unable to hit that specific castle again for another 1-7 days. We can debate the timeframe This applies to any 5TA that clears the penalty by remaining on the castle to take the spot of the initial enemy 5TA. If you leave the castle before the first enemy 5TA is cleared, you do not have to wait to return.
To prevent a team from covering your castle on defense for 24hr by meeting the threshold for an assault to begin and activate the penalty, the minimum troop threshold must be met at least once every 3 hours inside the 24 hour period or the penalty is activated.
The delay for landing on a castle is removed for any team designated as the attacking 5TA that has met the minimum troop threshold, and there are no delays for teams that arrive and are penalized.
So, if you get a bunch of teams attacking you and your 5TA relentlessly at a castle back to back because your defense was late or the attack was a surprise and well orchestrated - you might stand a chance to keep your castle, or you might not. If you get a quick response on defense and you end up with an ally that isn’t in your 5TA after you win your first round of defense, you catch a break.