Advance
Power 1.12
Close and grind.
Tactical field
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.

Balance of power
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
Power 1.12
Close and grind.
Power 1.00
Keep the dressed line.
Power 0.92
Missile only. Standoff at 80% reach.
Power 0.55
Give ground. Locked front costs morale.
Arm of service

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.

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.

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.
