Medieval battle plans have a habit of looking excellent until someone reaches a bridge. Or a wood. Or the enemy.
Levy & Lance is a free, browser-based medieval wargame where you build an army and fight the computer in turn-based battles. It covers medieval Europe from 500 to 1500, with three periods and three battle modes. You can start without creating an account.
This FAQ explains the essentials before your first deployment, with a few practical suggestions for keeping that deployment from becoming a cautionary tale.
What is Levy & Lance?
Levy & Lance is a solo tactical wargame about choosing troops, positioning companies and managing a battle. The current version is in beta.
Its appeal is the decision-making: where to commit, what to protect and when to stop advancing. If you enjoy planning a fight more than personally swinging every sword, this is your sort of battlefield.
Is Levy & Lance free, and do I need an account?
Yes, the current game is free to play and requires no account. Open the game page and select Play now to reach army selection.
For a first attempt, I would keep the army manageable. Learning what a few companies can do is more useful than purchasing a crowded battlefield and hoping leadership happens naturally.
Is Levy & Lance multiplayer?
The current live version is solo against the computer. Choose your army and command it against an automated opponent.
Treat the live game and its update notes as the reference for available features. A multi-player option is scheduled soon
How do I start my first battle?
On the muster screen, choose your map, battle mode, round limit, period, army tradition and warchest. Select between 2 and 20 units, then choose Deploy troops.
My suggested first approach:
- Choose Field battle.
- Build around infantry, with missile support.
- Add cavalry when you have a clear job for it.
- Read the terrain description before deployment.
Spend a moment deciding which company will hold ground and which can support it. “Everyone forwards” is an order, but it leaves quite a lot unanswered.
Which battle mode should I choose?
| Mode | Main objective | Suggested use |
|---|---|---|
| Field battle | Break the opposing army or lead on objectives at the round limit | A first battle with a clear focus |
| Annihilation | Eliminate every opposing unit | Practising decisive engagements |
| Defender | Survive repeated enemy waves | Testing a defensive plan |
In Field battle, an army breaks after losing half its starting strength. At the selected round limit, objective control decides the winner; equal control produces a draw.
Annihilation has no objectives. If both armies remain when a selected round limit expires, the battle is a draw.
Defender continues until your army is destroyed. Your score records complete rounds survived.
How do turns and combat work?
Each round follows four phases: automatic rally, missile fire, movement and melee. You act first in each phase, followed by the computer.
Each unit acts once per phase. Defending in melee uses its melee action, so an engaged company may have already spent its opportunity to fight.
Phases finish automatically when no legal actions remain. Use Skip remaining when you deliberately want to leave available actions unused.
My advice is to think about the next phase before finishing the current one. A movement that offers a tempting attack may also leave another company unsupported.
Why can my archers not shoot?
Check range, terrain, engagement and whether the company has already used its action. The selected missile unit provides an explanation when shooting is unavailable.
Woods and villages block sight. A target that looks nearby can still be inaccessible to a volley.
Before moving an archer company, decide where it will shoot from afterwards. Otherwise you have paid for bowmen and given them a walking tour.
How do morale and commanders work?
Morale tests use a ten-sided die: a roll at or below the unit’s morale passes. Failed ordinary tests cause retreat and disorder.
Commanders provide morale support. An exposed commander can be captured, with consequences across the army.
Keep a retreat route available and avoid leaving the commander isolated. I would rather give up a little ground than turn a recoverable setback into a packed queue of frightened infantry.
Why does terrain matter so much?
Ground affects movement, protection and visibility. Weather can further restrict movement and shooting. Read the selected battlefield’s description rather than assuming every green square behaves alike.
The practical question is simple: does this ground help the troops I intend to send across it?
For cavalry, inspect the approach before committing. For missile troops, think about sightlines. For infantry, consider where support can follow and where a retreat would go.
I find this the most interesting part of a battle plan. The map starts making decisions expensive before either army has landed a hit.
Which historical battlefields can I explore?
The game’s historical battlefield guides cover:
| Battlefield | Terrain question to consider |
|---|---|
| Hastings | How do you approach a defended ridge? |
| Stirling Bridge | How much force can a narrow crossing support? |
| Bannockburn | Where can troops manoeuvre between confined approaches? |
| Grunwald | When does pursuit leave an army exposed? |
| Agincourt | How do mud and a restricted frontage affect an advance? |
| Towton | What does exposed ground mean in snowy conditions? |
| Bosworth | How should wet ground influence a mounted attack? |
These are historically inspired playing fields. The guides distinguish evidence about the real battles from the game’s representations.
Explore the historic battlefield guides.
What is the best army for beginners?
My recommendation is a modest combined force with a straightforward plan: infantry to contest ground, missile troops to support them and a mobile element if the budget allows.
Avoid buying a company simply because it sounds terrifying. Ask what it will do, where it will deploy and which friendly troops can help it.
A useful first-battle goal is to keep your force working together. Winning can follow. Understanding why you lost is also progress, although the surviving soldiers may want that phrased differently.
Can I restart with the same army?
Yes. Restart with same army restores your original troop purchases and individual upgrades, including companies destroyed in the previous battle.
It also retains the period, army tradition, battlefield, mode, warchest and round limit. You can deploy again at full strength or change the selections first.
This is useful for experimenting. Replay the same situation with one deliberate change, such as a tighter deployment or a more cautious flank. You will learn more than you would by replacing everything after every defeat.
Is Levy & Lance historically accurate?
It is historically inspired, with abstractions made for playability. Treat it as a way to explore tactical problems rather than a prediction of exactly how a medieval battle would unfold.
The historical guides provide context for the real fields. The rules provide a playable contest. Both are useful, provided you know which question you are asking.
Where should I start?
Open Levy & Lance, choose a small Field battle and give each company a clear purpose.
For your first game, focus on three things: supporting neighbouring units, checking the ground and protecting your commander. There is time to develop an elaborate reputation for tactical brilliance after you have stopped leaving the flank unattended.
