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3 core · specials or rare
HUMANS
AI: HUMANS
CommanderUnit type: Commander
Commander Mummy Guard0-1 · protects the necromancer
Men-at-Arms20 · tar pit
Swordsmen10 · anti-infantry
Spearmen10 · anti-cavalry
Knights5 · shock
Light Cavalry5 · nimble flankers
Archers10 · hold to shoot
Longbowmen10 · longer reach
Crossbowmen8 · armor punch
Mummies8 · relentless heavy foot
Trebuchet1 model · 3 wounds · inaccurate siege stone
Undead ConstructSlow rare horror
Undead OozeSlow rare horror
Baby Dragon1 grounded young dragon
Mage1 archmage, meteor spell
Discord
Opponent not ready
Orders
Choose a formation
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
The Blight — Act I
A soldier's chronicle of the Westmark. Win a battle to march on.
Victorious
Battle report
Game complete.