AETHERFRONT — Fantasy Tactical Hex Wargame

A single-file hex wargame that runs entirely in your browser. 

Two magical orders meet on a field of plains, forests, hills, water and rubble: the Pyre Legion, who wage war through flame, and the Rime Covenant, who win through frost. Build your army, enchant it before the battle, and break the enemy's morale until their entire army flees the field. Play against a tactical AI or hot-seat.

Getting started

Everything is set up from the main menu, top to bottom:

  • Match Mode — choose Single Player (vs AI) or Hot-Seat (two players on one device), and pick whether you or your opponent moves first.
  • Faction Matchup — pick your faction and your opponent's. Either side can field either order, even the same one (mirror armies are shaded light vs. dark on the board).
  • Forces & Magic — set each side's point budget (40–1000) and magic pool. Hit 🎲 Randomise to roll fresh values for both sides.
  • Your Roster — buy units by hand, use Balanced Fill, or roll a Random Army that spends your whole budget. Each army must include a warlord.
  • Battlefield — set the map's width and height. Terrain is generated fresh every battle.

Press Deploy to Battle when you're ready.

Assigning magic (before the fight)

Magic is spent before battle begins, never during. After deploying, you enter a pre-battle phase: open Assign Magic to enchant your own units (burning or freezing shots, searing charges, wards, army-wide surges, and more), or hit 🎲 Random Assign to spread your points automatically. Each unit can carry one enchantment. When you're done, press Confirm & Begin Battle. The AI assigns all of its magic up front too.

Commanding your army

On your turn, tap a unit to select it, then tap a highlighted hex to move or a highlighted enemy to attack. Units spend movement points to cross terrain (hills and rubble cost more; water blocks ground troops but not flyers).

Key rules of engagement:

  • Moving directly adjacent to an enemy ends that unit's movement for the turn.
  • A unit that starts its turn adjacent to an enemy may move only one hex (flyers are exempt).
  • Wyvern Riders fly over any terrain, and can attack an enemy they share a hex with.
  • Archers deal heavy bonus damage to flyers. Cannons hit hard at long range but can't fire with an enemy adjacent. Healers mend adjacent allies but can't fight — protect them.
  • Warlords project command auras (buffing your troops or weakening the enemy within 2 hexes) and rally shaken allies nearby.

Combat wears down morale: steady → disordered → routed. Pile repeated hits on one unit in a single turn to break it. Rout an enemy's entire army to win.

Batch commands & tools

  • ▲ Mass Advance — every eligible unit steps one hex toward the nearest enemy at once. Repeat while units still have movement; blocked units simply wait.
  • ⚔ Mass Attack — every unit with a target strikes it (ranged included); healers mend.
  • Undo, Recenter, Spectate (let the AI run both sides), Save/Load, and a Field Manual (Units button) with full unit and terrain stats.

Drag to pan, pinch or scroll to zoom. The battle log on the right tracks every event.

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