Line & Column

Tactical field

The fight you already paid for.

The match cuts to a field lasting up to the clash clock — four minutes in Vs AI by default. Ten unit kinds across three roles. Cards show morale as a bar, not a headcount, because it recovers out of contact, faster near the general. Missile cards carry ammunition beside it. A dry missile parked on its baseline is no longer effective force.

iPhone · Landscape● Live field
Battle field
Approach, then lock. Flank and rear can still peel.

Balance of power

Locked when the field opens.

Five factors, multiplied, clamped 0.50 to 1.40. A meeting engagement strips the defender's terrain. Rain costs twelve percent on roads and in camp. Arriving at the Gates from high ground is worth fifteen. If one side is formed and the other is not, it is an ambush.

Supply

0.60–1.00

Fatigue

0.70–1.00

Terrain

Holder / arriver

Weather

Rain or clear

Approach

High ground +15%

Orders

Advance

Power 1.12

Close and grind.

Hold

Power 1.00

Keep the dressed line.

Skirmish

Power 0.92

Missile only. Standoff at 80% reach.

Retreat

Power 0.55

Give ground. Locked front costs morale.

Arm of service

Heavy grinds. Missile keeps range. Horse decides.

Heavy

Hoplites · Hypaspists · Camp guard

Slow. They win by grinding. A dressed clash is a couple of minutes, not an eight-second melt. One block of hoplites holds back an army of cavalry.

Missile

Peltasts · Archers · Javelins · Agrianians

Limited ammunition. They skirmish: retreat while shooting to keep range open. A visible sheaf, then reload. Archers outrange javelin troops by half.

Horse

Companions · Light horse · Thessalians

Fast. Hits hardest. A charge into new melee dumps shock. Peel one troop and they become your scout. No horse means no eyes.

iPhone · Landscape● Live field
Victory results
Decisive result: winner holds the field five seconds. Loser breaks and runs.