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Warband Field

Warband Field

Build your army, merge matching units into stronger ones and defeat three commanders in battles that fight themselves.

Strategy · 1 player

How to play

As dusk falls over the field, you set out on a fifteen-round campaign. Each round you buy units from the shop, arrange them on the field and then watch the battle play out on its own. Units sharing an origin or a class grow stronger together, three identical units merge and gain a star, and on rounds 5, 10 and 15 the enemy commander takes the field.

  1. 1You earn silver at the start of every round. Tap a card in the shop to buy that unit; it arrives on the bench below.
  2. 2Drag a unit from the bench onto the lower half of the field. You can field as many units as your level; use the Level button to buy experience and level up.
  3. 3Collect three of the same unit: they merge into a 2-star unit. Three 2-star copies become a single 3-star unit.
  4. 4Units sharing an origin (Steppe, Iron, Shadow, Forest) or a class (Shieldbearer, Archer, Mystic, Assassin) unlock the bonuses in the left panel.
  5. 5Put shieldbearers in front, archers and mystics in the back; assassins leap behind the enemy lines when the battle starts. A unit with full mana uses its special ability.
  6. 6Every 10 silver you keep earns 1 silver of interest per round (up to 5). Winning or losing streaks also pay extra.
  7. 7Losing a battle costs you health. Survive until the end of round 15 and the campaign is yours; beat the commanders too to earn stars.

Keyboard

Move between the shop, bench and field with the arrow keys or W A S D. Space: buy, pick up, drop. F: sell. Q: reroll the shop. E: buy experience. Enter: start the battle. Backspace: let go.

Touch screen

Tap a card to buy it. Drag a unit with your finger onto the field or the bench; drop it on the shop to sell it. You can also tap a unit and then tap the square it should go to.

Controller

The D-pad or left stick moves between shop, bench and field; A buys and picks up or drops a unit, X sells, LT rerolls the shop, RT buys experience, and B cancels a hold.

Your high scores and progress are stored only in this browser; clearing browser data resets them.

About Warband Field

Warband Field is an auto-battler strategy game where preparation matters far more than the fight itself. Once swords start clashing you can no longer step in; the real decisions happen beforehand, in the shop and in your formation. Which unit to buy, which to sell, and whether to spend your coin now or let it earn interest all shape the outcome of each round. Arranging your army on your half of the field, seven columns wide and three rows deep, is just as decisive as assembling it.

The depth comes from origin and class bonuses. Steppe units attack faster, Iron units gain armour, Shadow units get a chance to land critical hits, and Forest units regenerate health every second. Origins grow stronger at two, four and six units; classes at two and four. Choosing between keeping several bonuses active and pushing a single one to its limit makes every campaign feel different. The commander you pick at the start also brings a perk of its own, such as extra coin or a level head start.

A fifteen-round campaign offers unhurried, thoughtful play. If you stop midway, the campaign is kept in this browser and you can pick up where you left off. It is ideal for players who enjoy building synergies, managing an economy and planning several turns ahead.

Strategy and tips

  • Do not lock into one bonus blindly in the early rounds; look at what the shop offers and build around the units that keep showing up.
  • Try to end rounds holding coin in multiples of ten; since interest caps at 5 coin, saving beyond 50 brings no extra return.
  • If two copies of a unit already sit on your bench, rerolling the shop is worthwhile; the moment you find the third, it becomes a two-star unit with a clear jump in strength.
  • Put Shieldbearers in the front row and archers and mages in the middle of the back row; enemy assassins leap behind your lines when a battle opens, so leaving the back corners empty exposes your carries.
  • Before the commander rounds at 5, 10 and 15, spend your coin and strengthen the army; losing those fights makes the campaign much harder.
  • Forest regeneration adds up over longer fights, and paired with sturdy Iron units it produces a front line that is very hard to break.
  • Do not hoard useless units; once the eight-slot bench is full you cannot buy anything, so sell them for coin.

Frequently asked questions

How many rounds is a campaign?
Fifteen. Rival commanders appear in rounds 5, 10 and 15, and if your health has not run out by the end of round 15, the campaign is yours.
Can I control my units during a battle?
No. Battles play out on their own; your influence comes from shop, bench and formation decisions.
What does level change?
The number of units you can place on the field equals your level. You start at level two and can climb to level nine by buying experience.
Do I lose my campaign if I close the game?
No. An ongoing campaign is saved in this browser and resumes where you stopped when you return.