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Choose Army 3 core · specials or rare
HUMANS
AI: HUMANS
CommanderUnit type: Commander 1
Commander Mummy Guard0-1 · protects the necromancer 0
Men-at-Arms20 · tar pit 2
Swordsmen10 · anti-infantry 1
Spearmen10 · anti-cavalry 1
Knights5 · shock 1
Light Cavalry5 · nimble flankers 1
Archers10 · hold to shoot 1
Longbowmen10 · longer reach 0
Crossbowmen8 · armor punch 0
Mummies8 · relentless heavy foot 0
Trebuchet1 model · 3 wounds · inaccurate siege stone 0
Undead ConstructSlow rare horror 0
Undead OozeSlow rare horror 0
Baby Dragon1 grounded young dragon 0
Mage1 archmage, meteor spell 0
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Advanced Options
Orders Choose a formation
Last Turn
    Rules
    Basic Rules
    Move
    Move the unit along its planned route. Long routes can leave the unit exposed and may be harder to redirect later.
    Hold / Braced
    Give up movement to brace. A braced unit is tougher against front attacks and reduces charge impact.
    Reform
    Turn or reorganize the unit in place. This spends the unit's movement but does not require wheeling the tray through open space.
    Charge
    Contacting an enemy after a committed move adds impact. Impact adds attack pressure and morale pressure; rain weakens it.
    Ranged Fire
    Archers usually need to hold or barely move to shoot. A shot needs range, fire arc, and line of sight; cover makes hits harder. They can shoot into combat only at monstrous targets.
    Morale
    Living units use Morale. Steady, Shaken, Wavering, and Broken show how close they are to fleeing.
    Commander
    Steadies nearby living units and can help fleeing units rally. Destroying a Commander damages allied morale across that army.
    Road
    Faster travel. Foot units move a little faster; mounted units gain a larger boost.
    Bridge
    Built crossings over water. Major bridges are wider, more ornate, and move like roads, but units cannot leave the side of a bridge into water.
    Grove
    Gives ranged cover. Infantry stop inside when entering; deep forest slows foot troops. Heavy cavalry is slowed hard, light cavalry less so. Elves ignore woods.
    Hill
    Slows movement, especially mounted marches. Downhill attacks hit harder; uphill defenders are tougher.
    Farm
    Gives ranged cover. Movement through farms is unaffected.
    Lake
    Impassable water. Routes must go around it unless a bridge route exists.
    River
    Infantry and cavalry must use bridges or shallows to cross. Monsters and Baby Dragons can wade at half speed, use bridges, and fight bridge units from the water. Rapids block infantry and cavalry. Fleeing units swept into a river are lost.
    Smoke
    Gives ranged cover and blocks clear shooting lanes. It does not block movement.
    Rain
    Mud softens charge impact.
    Snow
    Reduces ranged shooting and leaves movement tracks.
    Controls
    Select a unit
    Click a unit to select it. Press Tab / Shift+Tab to cycle through your units, and Esc to deselect.
    Give orders
    Drag from a selected unit to plot its move; shift-click to add waypoints. The order buttons (Hold, Reform, Reshape, Cast, Clear) each show a description on hover.
    Camera
    Hold Space and drag to pan, scroll or double-click to zoom, and Ctrl/Cmd+0 to reset the view.
    Advanced Rules
    Flank
    A side attack gives a combat edge and adds morale pressure.
    Rear
    A rear attack is stronger than a flank and adds heavier morale pressure.
    Rally
    A Commander or Standard can spend the turn rallying nearby living units. It restores morale and can bring fleeing units back.
    Fleeing
    Broken living units run toward their table edge. They cannot fight normally and can be cut down.
    Standard
    The army Standard steadies nearby living units and helps morale recovery. Losing the Standard damages allied morale and removes its steadying aura.
    Pursuit
    After winning a fight, a unit may hold, reform, or pursue depending on its current follow-up setting.
    Army-Specific Rules

    Humans

    Adapted Shot
    Trebuchets choose a target point and lob a stone with scatter. Repeated shots into the same area become more accurate as the crew adapts; turning to a new target resets some of that accuracy.

    Elves

    Forest Rangers
    Elf Forest Rangers can shoot on the move.
    Dragon Breath
    Baby Dragons breathe fire at several enemies in front of them.
    Stomp
    Baby Dragons can damage nearby normal-sized enemies in melee.
    Hop Movement
    Baby Dragons move by hopping and cannot march.

    Undead

    Binding
    Undead do not use normal Morale and do not flee. Binding recovers near the Necromancer and fades smoothly with distance.
    Fading
    Undead beyond Necromancer command lose Binding more quickly as they drift farther away. If Binding reaches zero, the unit withers and takes flat damage instead of fleeing.
    Bound
    Undead close to the Necromancer recover more Binding than units at the edge of command.
    Rise
    Damaged undead near the Necromancer can regain lost models.
    Fed
    Most undead regain Binding when they harm or kill enemies, with tougher victims feeding them more. Constructs do not feed this way.
    Mummy Guard
    The Necromancer can be protected by embedded Mummy Guard wounds. Ranged hits and trebuchet hits are absorbed by the guard before the Necromancer is hurt.
    Every Side Front
    Oozes treat every side as their front, so flank and rear rules do not punish them normally.
    Terror
    Undead Constructs cause extra morale damage to living enemies.
    Engulf
    Undead Oozes regain up to 2 wounds per combat when they kill enemies in melee.
    Spectating

    Leaderboard

    Human-vs-AI battles · fastest victories and longest last stands.

    ⚔ Fastest Victories

      🛡 Longest Last Stands

        Pass the device

        Your opponent's orders are hidden. Take the device and press Ready to plan your turn.

        The Blight — Act I

        A soldier's chronicle of the Westmark. Win a battle to march on.

          Victorious

          Battle report

          Game complete.

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