Fog

You command an army you cannot fully see. The map shows what your people have reported, not what is true. Orders travel by rider. Reports come back late.

Practice against the sparring bot

The whole battle runs in your browser. Nothing is sent anywhere. The bot fields the army you do — with fewer men at Recruit and more at Veteran.

966 of 1000 spent · 34 left · 1,040 men in 8 formations · — fast couriers
  • Infantry100 pts · 200 men · 800 bought

    Infantry. Steady in a fight, tougher in woods and on hills, slow.

    4
  • Cavalry140 pts · 120 men · 120 bought

    Cavalry. Fast and visible. Terrifying on the first charge, ordinary after.

    1
  • Artillery180 pts · 60 men · 60 bought

    Artillery. Long reach, helpless up close, slow to move.

    1
  • Scouts70 pts · 30 men · 60 bought

    Scouts. See far, stay hidden, avoid fights. Your eyes.

    2
  • Logistics80 pts · 40 men

    Logistics. Wagons of food and ammunition. Park them near your line and they refill whoever is close, with no order needed. Slow, vulnerable, precious.

    0
Name and design your 8 formations — call them what you like, choose how many men are in each, and what they are trained at. Optional: a default army is ready to fight as it is.

How many men are in each one, and what they are trained at. A bigger regiment costs more than the men in it, and a smaller one costs less: every formation needs its own rider and sends its own reports, so an army of fewer, bigger things is more responsive and you pay for that. Measured over bot games rather than guessed at — at strict proportion, two double regiments beat four standard ones 12 to 4. Training is priced by the man: a level on a standard infantry regiment is 45 pts, and half that on one half the size.

  • 160 pts
    Accuracymore of their shots find someone, at every range
    95 68–100
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    65 38–92
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 140 pts
    Accuracymore of their shots find someone, at every range
    95 68–100
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    65 38–92
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 100 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 100 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 140 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 186 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Defensive · no works · exactly where sent · goes if sent for
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 70 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Elusive · no works · exactly where sent · own front only
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
  • 70 pts
    Accuracymore of their shots find someone, at every range
    50 23–77
    Damageeach hit does more: heavier shot, better weapons (dearer than drill)
    50
    Nervethey stand longer under losses before they break
    50 23–77
    Awarenessthey spot more, and report it more reliably
    50 25–76
    Speedthey march faster over any ground
    50 25–75
    Consistencyless at the mercy of luck — closer to its own average every time
    50
    Adaptabilitylearns faster from being in action
    50
    Standing orders — Elusive · no works · exactly where sent · own front only
    Stance: if it sees an enemy
    Defenses
    Whether it helps anyone else
    Where: on arrival
Upgrades (0 bought)
  • Fast couriers100 pts · whole army

    Every rider in the army is 30% quicker, both ways.

    0

Your opponent spends the same budget on the same menu. Points you do not spend are simply lost: an army of terrifying troops and no wagons may smash something at once and then stand about hungry.

Play a friend

Not in this build. Playing someone else from one link is the very next version: the room is built and tested, and it is waiting on a host that can keep it running. Until then, practice works entirely in your browser.

How to play · Privacy · v0.98