Elderhold

A tactics game of the Westmarch and the Ashen Host

How to play
  • Click one of your units to see where it can move, then click a blue tile. Choose Attack, Heal, Seize or Wait.
  • Hover an enemy while attacking to see the forecast: damage dealt and damage taken back.
  • Terrain matters: forests, hills, forts and castles add armour. Riders can't climb mountains; flyers cross anything.
  • Pikemen hit riders hard, archers bring down flyers, riders run down archers and mages, and magic cuts armour in half.
  • Campaign: heroes level up and are gone for good if they fall. If Aren falls, the chapter is lost.
  • Skirmish: capturing takes several turns. Villages, towns and cities pay more gold the bigger they are and take longer to capture; forts, castles and citadels recruit stronger troops the bigger they are. Moving off a site resets its capture, and wounded units capture slower. Take the enemy citadel to win.
  • Skirmish factions: Men earn more from settlements, Elves have deadly long-range archers but pay more, Dwarves are slow and heavily armoured, and Orcs are cheap, fragile and can muster beside their citadel.
  • Positioning: foot troops must stop when they step next to an enemy (riders and flyers slip past), so pikemen and Ironguard can hold a line. Each ally beside your target adds +1 damage, and striking a unit from behind (opposite the way it last moved) adds +2.
  • Skirmish armies cost upkeep every turn, and the number of troops you can field grows with the strongholds you hold. Regular troops that win a fight earn veteran ranks (+1 attack and armour each, up to three), so keep them alive.
  • Every class has a special rule, shown when you hover it: Swordsmen capture faster, braced Pikemen strike charging riders first, Archers aim better standing still, Knights charge, Ironguard shield their neighbours, Mages blast, Clerics bless, and flyers can hit and run.
  • Each people also has three units of its own, recruited where its tier allows. Elites (Paladin, Thornwalker, Bombard, Berserker) come only from a citadel, two at a time. Purple tiles are in range of an enemy Moonwatcher's overwatch.
  • Each skirmish army has a commander (crowned). Troops within 2 tiles get its people's aura, and every 3 turns it can use its power: Rally (Men), Volley (Elves), Hold Fast (Dwarves) or Bloodlust (Orcs). If it falls, its army is shaken for 3 turns.
  • Fog of war: you see a few tiles around your troops and holdings (further from hills and on horseback or wing). Units in forest are only seen from next door, and walking into a hidden enemy stops you in your tracks.
  • Right-click or Esc cancels. End Turn when you are done. Click a battle scene to speed it up, or turn scenes off with the Battles button.

Skirmish: Twin Fords

Your people

Your opponent