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

NEWS FROM THE FIELD

All updates

New features, battlefield improvements and release notes, newest first.

  1. Mounted missile pursuit fix

    Mounted missile troops advance when they cannot obtain a clear shot.

    Mounted missile troops now use the pursuit fallback when terrain or distance prevents shooting, instead of indefinitely holding their preferred range. Troops with a clear shot retain their ranged spacing.

  2. Restart with the same army

    Return to muster after a battle with your original troop selections ready.

    Restart with same army restores all purchased companies, individual upgrades, period, army tradition, battlefield, mode, warchest and round limit. Destroyed companies are included. Deploy again to begin a fresh battle at full strength, or adjust the selections first.

  3. Equip each company separately

    Choose different upgrades for companies of the same troop type.

    Each purchased fighting company now has its own equipment choice and upgrade cost. Choices are retained when company counts change during muster. Selected missile troops now explain whether shooting is blocked by terrain, range, engagement or an action already spent.

  4. Explore the historic battlefields

    Seven battlefield guides bring together history, contemporary voices and practical terrain advice.

    Follow the history link in map selection to Hastings, Stirling Bridge, Bannockburn, Grunwald, Agincourt, Towton or Bosworth. Each guide includes historical references, a short attributed period quotation, advantages and difficulties, and a link to muster on that field. The guides distinguish historical evidence from the game map and have permanent, indexable pages.

  5. Follow the latest updates

    Game news now has a home, with dated updates and a full release history.

    The home page shows the five latest updates. Follow any entry to its release notes, or browse the complete history on this page.

  6. 28 October game update

    The latest game package includes Berserkers, physicians and directional miniatures.

    This release brings together Early Scandinavian Berserkers with erratic fury and exhaustion, physician healing, cultural portraits and front and rear miniature views. Existing saved scores are preserved when applying the update.

  7. Berserkers join the Early Scandinavian roster

    Muster Berserkers with their own portraits, figures, fury and exhaustion rules.

    The 27 October release includes Early Scandinavian Berserkers, a dedicated portrait and front and rear figures. Erratic fury and exhaustion give these warriors their own character on the battlefield.

  8. 26 October game update

    A consolidated release of battle controls, commander fixes and miniature artwork.

    The 26 October package includes physician healing, cultural portraits, sixteen period-specific physician miniatures and directional front and rear artwork. It also includes the Stirling Bridge Defender restriction.

  9. 25 October game update

    Battlefield improvements and culture-specific artwork in one game update.

    This package includes the updated battle controls and commander fixes alongside physician healing, High Medieval portrait crops and facing-based miniature views.

  10. Front and rear miniature views

    Directional artwork follows the facing of your troops on the battlefield.

    The 24 October release includes distinct front and rear miniature views with facing-based switching, together with the Stirling Bridge Defender restriction. Physician miniatures and cultural portraits are also included.

  11. Physicians and battlefield controls

    Physician healing, cultural portraits and improved battle controls.

    The 23 October release includes physician healing and sixteen period-specific physician miniatures, cultural portraits and High Medieval portrait crops, alongside battle controls and commander fixes.

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.