♜LEVY & LANCEMEDIEVAL EUROPE · 500–1500SOLO CAMPAIGN / FIELD BATTLE

THE FIELD AWAITS

Raise your banners.
Hold your ground.

Muster a medieval army, protect your commander, and outmanoeuvre a rival host. Choose a field battle, fight to annihilation, or defend against overwhelming odds.

48 × 48 battlefieldTurn-based tacticsSolo vs computer

01 / Muster your army

0d committed
★ Special: Bosworth 1485 battlefield preview

★ Special: Bosworth 1485

Fight across the rolling ground around Ambion Hill and the wet margins of Redemore. Hills give foot troops 3+ saves. Marsh costs +1 movement and prevents charges; woods cost +1, block sight and prevent charges. Harvested stubble removes mounted charge bonuses.

Explore this battlefield: history, sources & tactics ↗

Dry · Harvested stubble

Compatible with Field battle, Annihilation and Defender. Use Terrain overlay in battle to inspect exact terrain boundaries.

Choose 2–20 units. Your opponent musters to your army’s value.

01. Choose your force

Heavy infantry hold the line. Missile troops soften targets. Cavalry exploit open ground.

02. Command the field

Shoot, move, then fight. End a phase to let the enemy respond. Rally happens automatically each round.

03. Secure victory

Break half the enemy’s starting strength or hold more central objectives after round eight.

View the Hall of Commanders →

UNIT HISTORY

Battlefield role

Notable battles

Read more at Seven Swords ↗

Field manual

Berserkers (Early Scandinavian): 1100d buys 30 fighters with Attack 7, Move 3 and no heavy armour. On every melee attack, retaliation or wall attack, roll a d6: 1 gives −2 attack dice; 6 gives +2 dice and immediate disorder. After melee they suffer −2 Attack and −1 Move until a full round without melee. This exhaustion replaces ordinary line fatigue, applies in blocks and is not cleared by a kill. Ordinary accumulated line fatigue can still apply after exhaustion ends.

Physicians (High and Late Medieval): An unarmed physician and attendants occupy one square. Keep them out of missile range and bring wounded friendly companies into touching contact (including diagonals). At round end, each physician automatically restores up to 10 fighters in total, treating the most depleted nearby companies first. Physician and patient must be out of melee; disordered physicians cannot heal. Healing cannot exceed original strength, revive destroyed troops, or expand a formation into occupied or impassable ground. Clear space for returning fighters. Physicians cannot hold objectives or host commanders. Healing is a gameplay abstraction of care and recovery, not a claim about instant medieval cures.

Each round: automatic rally, missile fire, movement, melee. You issue orders first in each phase, then the computer acts. Each phase ends automatically after the last legal action, and impossible phases are skipped. Use Skip remaining only to forgo actions deliberately. Each unit acts once per phase; defending in melee spends its melee action.

All troops and separate commanders can move in eight directions. A diagonal step costs the same as an orthogonal step, including terrain costs. Range and adjacency also include diagonals. Enemy adjacency stops movement. During deployment, units may pivot repeatedly for free. During movement, an unengaged unit may pivot 45 degrees left or right once, using horizontal, vertical or diagonal alignment when every rotated square is clear; it may still move afterwards. A straight run of 3+ squares can charge; heavy rain needs 4. Disorder prevents charges.

Roll 4+ to hit in melee and at up to half missile range; longer shots need 5+. Then roll to save each hit: 4+ normally or 3+ for armoured knights and men-at-arms. Hills and villages improve foot troops by one further step, to a maximum 2+ save. In Field battle and Annihilation, computer troops receive +1 armour (one lower save target, minimum 2+) to compensate for limited tactical awareness. In Defender mode, both sides use the same armour rules. A missile volley can inflict at most 2 strength damage. Each unit has 6 strength. At 3 strength or below: −1 Attack/Move. At 1: −2 Attack and morale after combat. Disorder: −1 Attack.

Morale is 5 + experience + kit (up to 10). Roll a d10 at or below the score. Failed ordinary tests retreat 2 squares and disorder; blocked retreats lose strength. Rally tests remove disorder on a pass. Elite troops automatically reroll their first failed morale check each round.

Commanders attach for +1 morale, or support within 2 squares when separate. Detaching does not spend the commander movement action: the commander may then move independently and join a touching friendly unit, including diagonal contact, in the same movement phase. Unprotected commanders adjacent to enemies are captured. Capture gives army-wide −1 morale; allies seeing the captive within 6 squares test once at a further −1, routing on failure.

Wooden palisades have 4 strength and stone walls have 8. Intact sections block all movement. Missile troops may shoot through walls and target them during Fire, but fire crossing a wooden wall suffers +1 to its hit number and fire crossing stone suffers +2. Breached sections impose no shooting penalty. Adjacent troops may batter walls during Melee. Reduce a section to 0 strength to open a passable breach. Woods and villages block sight. Difficult terrain costs +1 movement. Deep river squares are impassable; units may cross them only where a scenario provides bridge squares. Light rain slows horse by 1 and caps horse charges at +1. Heavy rain slows foot by 1, horse by 2. Snow slows all by 1 and can disorder charges. Wind penalises long-range shooting.

Ploughed earth and crops cost mounted troops +1 movement. Soft ground costs everyone +1; heath costs foot +1. Stubble, ploughed, soft ground and heath cancel horse charge bonuses. Short grass adds +1 with a 4-square run. Crops penalise shooting beyond 2 squares.

Spears/pikes gain a die vs mounted; bills vs mounted or armour; steady longbows gain a die. Keen grants a die, capped with weapon features at one. Piercing and crossbows remove one armour save. Balanced rerolls one miss per round. Elite rerolls the first failed morale check each round. Every upgrade costs 25% of the unit's base price, rounded up to the nearest 10d.

Units begin in a single battle line. After participating in melee during two different rounds, a line becomes fatigued and suffers −1 Attack from its third melee round onward. During deployment or as its movement action, any unengaged unit may reform into a block up to three ranks deep, if the required squares are clear. Depleted units fill as many ranks as their remaining troops allow. A block uses the same number of troop squares and is immune to the fatigue penalty; reforming into a line makes accumulated fatigue apply again. Destroying or routing an enemy company rallies the victorious unit and resets its fatigue counter to zero.

In Field battle, lose half your starting strength and your army breaks. At the selected round limit, the side holding more objectives wins; ties are draws. Annihilation has no objectives: eliminate every enemy unit; a selected round limit produces a draw if both armies remain. Defender is an endless survival battle with no objectives to hold. The enemy begins with an army worth exactly twice yours, and a fresh wave matching your original roster enters from the north after every 10 completed rounds. Destroying the current attackers does not end the battle. You lose when your army is destroyed; the final score is the number of complete rounds survived. Rout counts as removal in all modes. Disorder prevents control; contested objectives count for neither side.

Solo adaptations: one grid square per ten troops plus one for an attached commander, manual deployment in the highlighted area (expanded for large armies), fixed player-first phases, movement-based facing, manual move ordering. Flank attacks gain +1 die and impose −1 morale; rear attacks gain +2 dice and impose −2 morale. Starter rosters and terrain values are supplied for playability.