Battle Configuration
Resource names are display metadata. Numeric IDs and JSON schema 2 remain stable; the C++ runtime validates supported mechanics.
Saved configurations
Profiles hold one independent army. Presets hold the full battle. Saved locally in this browser; loading always creates a copy.
Army Profiles
Manage selected profile
Battle Presets
Manage selected preset
Reset deletes this browser's stored library. Export stored data first if you need to recover it.
Copy/swap includes all army fields. Global parameters and the Right-side wall stay with the battle.
🔵 Left Army
Choose by the displayed in-game English preset name or its JSON index; the name does not guarantee a battle outcome.
Troop counts per Tier (0 = excluded)
100 = 1%; values are bounded by the core contract.
Separate from stat bonuses. Blank uses the core default (0); enter 0 to store an explicit zero. Raw integers 0–100000; 100 = 1%.
Sparse overrides: blank inherits the side bonus; a value (including 0) replaces only that channel. Values do not add to the side bonus.
Infantry overrides
Ranged overrides
Cavalry overrides
Siege overrides
Names come from verified English game resources; ID, rank and star remain the input contract. These choices have registered battle evidence. The list is not a complete game roster or a guarantee for every combination.
Choices are individually parity-tested IDs. Mapping a name does not establish combat support. Up to five slots are accepted; combinations remain subject to core validation.
🔴 Right Army
Choose by the displayed in-game English preset name or its JSON index; the name does not guarantee a battle outcome.
Troop counts per Tier (0 = excluded)
100 = 1%; values are bounded by the core contract.
Separate from stat bonuses. Blank uses the core default (0); enter 0 to store an explicit zero. Raw integers 0–100000; 100 = 1%.
Sparse overrides: blank inherits the side bonus; a value (including 0) replaces only that channel. Values do not add to the side bonus.
Infantry overrides
Ranged overrides
Cavalry overrides
Siege overrides
Names come from verified English game resources; ID, rank and star remain the input contract. These choices have registered battle evidence. The list is not a complete game roster or a guarantee for every combination.
Choices are individually parity-tested IDs. Mapping a name does not establish combat support. Up to five slots are accepted; combinations remain subject to core validation.
Wall and Right-side defence
Effective wall mode is derived by the core from Left troop composition. Wall scalar is not a troop count.
Sparse raw values apply to all six children. No magic or per-category override is supported.