Set or load the battlefield first, then deploy Groups • Home Group is optional and can be chosen from Groups • Ally and Enemy deployment respects the selected engagement axis • unlocked fields grow automatically when formations approach an edge; locked fields keep their physical size
Battlefield Setup
Start Mode
Farm Wars spacing calibration: Open Order = Fighter · Space · Fighter, with one empty cell between fighters. Double Open uses two empty positions between fighters.
Physical Field
Build the Map Before Deployment
Blocking obstacles take priority over formations. A blocking obstacle placed into a formation pushes the formation to the nearest legal space inside the field.
Battlefield Map Library
Maps save field dimensions, orientation, Combat Line settings, terrain/obstacles, zones, and map markup — not Groups, Fighters, command roles, or phases.
Assets
Set Home Group
Optional: choose your primary Group. Home deploys as an Ally using the current battlefield axis and can be changed later from Groups.
Choose a Home Group to enter the battlefield planner.
Create a new Home Group
Edit Selected Fighter
Select a fighter to load their information.
Quick loadout
Fighter / Unit Color
Tap a fighter, then Edit.
Allies
Choose a friendly Group first, then optionally narrow to one Unit / Section.
Groups
Units / Sections
FRIENDLY COMMAND
Command Role can also be changed directly on each Fighter below.
Enemies
Choose an enemy Group first, then optionally narrow to one Unit / Section.
Groups
Units / Sections
ENEMY COMMAND
Command Role can also be changed directly on each Fighter below.
Tactical Markup
These are one-shot tools: choose one, place it once, then normal pan/move controls return automatically.
PC: double-click anywhere on the battlefield opens the quick markup menu. Double-click an existing markup to edit it. Line/arrow tools are click-drag.
Mobile: press and hold empty grid for the quick menu.
Field Tools
Top toolbar
Show/hide controls here, or turn on direct reorder mode and drag controls into place on the toolbar itself.
More
Command Roles
Field General and Line Captain are independent of team color and weapon loadout. Only one Field General is allowed per side.
Quick Selection & Alignment
These are quick battlefield selections. Group-specific formation editing now lives under Allies, Enemies, or Group Command.
Cohesion / Gap Assistant
Shows spacing labels on shield ranks and flags polearms that drift away from their team's shield line.
Battlefield References
The Line of Combat defaults to two grid-row pitches above the active friendly shield front and is shared by every phase. Drag its label up/down to reposition it.
Enemy mirroring, battlefield resizing, and combat-line centering use this reference. Combat Center marks the true center of the active fighting frontage on the Line of Combat.
Battlefield grid
Selected unit spacing / order
Playbook Library
A playbook saves the full scenario, including all battle phases.
Field Settings
Rare changes to field size, lock state, engagement axis, Combat Line, or saved battlefield maps. Use ASSETS for obstacles, routes, zones, and markup.
Home Group
iPhone note: open the hosted HTTPS link in Safari. The Files/HTML Viewer may show the page without running its JavaScript.
New Groups start Off Field. Place them as Ally or Enemy when ready.
Battlefield Side
Tap a Group to expand it, then choose Ally, Enemy, or Off Field.
Tap the same Group again to collapse it. Use ⌂ to make a Group Home.
Unit/Fighter formation editing lives in Allies and Enemies.
Battlefield Assets
Add / edit assets anytime
Select any existing asset on the battlefield to move, resize/reshape, change direction, copy, edit, or delete it.
Movement Routes
Select one fighter or a group first. A route is attached to that selection.
Zones / Sectors
Choose a type, then drag a rectangle on the battlefield. Zones can be moved and resized.
Terrain / Objectives
Add an object, then tap it on the battlefield or choose Edit below. Terrain can be moved,
resized, reshaped, and rotated.
Selected Terrain
Battle Phases
Add Next Phase creates the next step from the current battlefield state.
Move the formations, then add another phase when you are ready.
PHASES
Phases store Fighter positions, Unit/Group command state, markup, routes, zones, terrain, and battlefield layout.
Switching phases automatically saves the phase you are leaving.