How to play

A turn-based fantasy wargame in regiments

Strategy, dice, lore. Your decisions matter — and your armies remember.

Screenshot: tactical battlefield with regiments and terrain
Three promises
What we deliver

Complete and faithful rules

Authentic rank-and-file wargame system, errata applied, strict rules-as-written.

The game teaches you

Tutorial mode on by default, tooltips on every rule, AI rules assistant in the Rules tab.

Your armies live

XP, traits, persistent wounds, legendary items that grow in story, rivalries against named AI commanders.

The arc of a turn
A game in 6 phases

A turn is six phases in this order. You play yours, your opponent plays theirs. A standard battle lasts 6 turns.

I
Phase I

Strategy

Your captains rally the troops, your wizards prepare their spells.

Go deeper →

Command effects (inspiring presence, hold your ground, rallying cry), preparatory conjurations, stupidity tests, frenzy tests, automatic rally of fleeing units within general's range.

Strategy phase · overview
II
Phase II

Movement

You move your regiments and declare charges.

Go deeper →

Wheels, forced marches (×2 with no enemy within 8″), free redresses, in-move reformations, swiftstride charges (+D6″), give ground, dangerous terrain tests, flee/pursuit movement.

Movement phase · charge declared
III
Phase III

Shooting

Archers, ballistas, cannons: who shoots whom.

Go deeper →

Shooting modifiers (long range −1, moving −1, light cover −1, heavy cover −2), line of sight per base, spherical templates and D6 + dispersion scatter, war machines (9 types), misfire tables with consequences for the machine.

Shooting phase · trajectory and scatter
IV
Phase IV

Combat

Close combat: order of initiative, rolls, flee or hold.

Go deeper →

Initiative orders attacks, 2D6 to-hit table by WS vs WS, impact hits on charge, stomp for monsters and large creatures, character challenges, look out sir for heroes within a unit, pursuit or overrun after winning combat, multiple combats with support distribution.

Combat phase · order of attacks
V
Phase V

Magic

Your wizards cast their spells, the opponent dispels.

Go deeper →

Dice pools generated at start of turn (2D6 split between power and dispel), wizard levels 1 to 4, persistent spells maintained each turn, miscast on double 1, dispel via opposed dice, dwarf magic resistance, single-use dispel scrolls.

Magic phase · dice pool
VI
Phase VI

End of turn

Count the casualties, rally the fleeing, pass the turn.

Go deeper →

Morale tests if losses ≥25%, insane courage for heroes, cleanup of temporary markers, victory points (objectives held, units destroyed, table held), pass the turn to the opponent.

End of turn · casualty tally
For newcomers
The basics, in 4 lessons

1. Regiment vs character

Regiment

15 figurines in a 5×3 formation. All share one profile. Shoot and fight as a block.

Character

One figurine, one name, a unique profile. May join a unit or operate alone. Priority target.

2. The 9 characteristics

Every profile fits on a row of 9 values. Learn them once — you'll read them for the rest of your gaming life.

Code Name Low end High end
M Movement 4 = a human footman 8 = a galloping rider
CC Weapon Skill 3 = a man-at-arms 6 = a duke of Albion
CT Ballistic Skill 3 = a peasant archer 5 = a veteran arquebusier
F Strength 3 = average human 7 = a trebuchet
E Toughness 3 = unarmoured human 6 = a dragon
PV Wounds 1 = base trooper 5 = a monstrous lord
I Initiative 3 = human 10 = an elf assassin
A Attacks 1 = basic spear 4 = a hero
Cd Leadership 7 = average unit 10 = inspiring

3. The dice roll in 3 steps

Every attack follows this flow. Always. It's the rhythm of the game.

1
To Hit

Roll 1D6 per attack. WS vs WS → find the needed score on the table.

2
To Wound

For each hit: 1D6. S vs T → find the wound score.

3
Save

The opponent rolls their save (armour, ward, magic). Failed = wound taken.

4. Charge, flee, panic — why morale matters

Physical losses kill; morale loses battles. A unit that fails its Ld test flees, abandons the field, and may panic neighbouring regiments. A general who dies removes their Command aura from the entire army — one fallen character can collapse a whole line. Learn to target enemy commanders. Learn to protect yours.

Beyond the rules
What makes Hammerpint unique

Persistent army

Every battle leaves a mark: definitive losses, fresh recruits, gear gained or destroyed.

Legendary items

Unique objects that grow in power and history with each deed. A sword has a name, scars, a record.

Grudges

Per-faction grudge systems: dwarven (Book of Grudges), Albion (honour vengeance), vampire (blood spilt).

Persistent AI

Named AI opponents with their own army, history, defeats to avenge.

⚜ for veterans of rank-and-file wargaming
For veterans
Faithfulness, plain and simple

A deep simulation

Distinct phases, to-hit / to-wound / save rolls, charges and pursuits, morale and psychology tests, magic in several traditions, war machines, character challenges, charge impact, pursuit and overrun. Every mechanism is treated seriously, with no cuts or shortcuts.

“If you know the genre, you will be on familiar ground.”

What digital adds

  • Optional timer (per turn or per phase, can be disabled)
  • Auto-calculated modifiers (cover, long range, multiple charges)
  • Built-in measurer and mouse-placed templates
  • Visual aids for the battlefield: lines of sight, front arcs
  • Game notes and persistent on-screen markers

Tactical ambition

No digital mechanic that sacrifices depth for speed. When a detail matters on the table of a regiment battle, it matters here too. When a decision rests on calculated risk, you are still the one taking it.

The dice ritual

Dice remain at the heart of the experience. We do not try to abstract chance behind invisible calculation: a roll is a roll, and its result is seen, lived, commented. The narration of a battle passes through it.

Game modes
Two ways to lead your armies
Available

Skirmish

A free, off-campaign battle. Any list, no persistent consequences. Ideal for testing a composition, playing a quick duel, or facing a friend with no commitment.

Coming · V2

Campaign

This is where your armies live. XP, traits, scars, legends: every battle leaves a mark. Territory conquest on the map of Aldémoros, narrative events, alliances and betrayals.

Pedagogy
Learn while playing
Early access

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Sign up for early access. Invitations go out in waves as the servers open up.