Attack planner
An operation lands together and therefore leaves apart. Set when it lands, say which of your villages sends what, and this works backwards to the second each wave has to go — distance the short way round a map that wraps, the slowest unit in the wave, your Tournament Square and your artefact.
What it assumes
Travel time uses the slowest unit in each wave, the gameworld speed, the sending village's Tournament Square beyond the first twenty fields, and a speed artefact over the whole march. Troop movement is capped at twice normal on every world from 2x to 5x, which is the part hand-built spreadsheets usually miss and why their release times run early on a fast world.
Targets come from last night's map, so a village conquered this morning still shows its old owner. The coordinates are what the release times are built on, and those do not change.