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.
- Infantry100 pts · 200 men · 800 bought
Infantry. Steady in a fight, tougher in woods and on hills, slow.
- Cavalry140 pts · 120 men · 120 bought
Cavalry. Fast and visible. Terrifying on the first charge, ordinary after.
- Artillery180 pts · 60 men · 60 bought
Artillery. Long reach, helpless up close, slow to move.
- Scouts70 pts · 30 men · 60 bought
Scouts. See far, stay hidden, avoid fights. Your eyes.
- 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.
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 ptsAccuracymore of their shots find someone, at every range95 68–100Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break65 38–92Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 140 ptsAccuracymore of their shots find someone, at every range95 68–100Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break65 38–92Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 100 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 100 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 140 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 186 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Defensive · no works · exactly where sent · goes if sent for
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 70 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Elusive · no works · exactly where sent · own front only
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival - 70 ptsAccuracymore of their shots find someone, at every range50 23–77Damageeach hit does more: heavier shot, better weapons (dearer than drill)50Nervethey stand longer under losses before they break50 23–77Awarenessthey spot more, and report it more reliably50 25–76Speedthey march faster over any ground50 25–75Consistencyless at the mercy of luck — closer to its own average every time50Adaptabilitylearns faster from being in action50
Standing orders — Elusive · no works · exactly where sent · own front only
Stance: if it sees an enemyDefensesWhether it helps anyone elseWhere: on arrival
Upgrades (0 bought)
- Fast couriers100 pts · whole army
Every rider in the army is 30% quicker, both ways.
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