Field training
Generations Tutorial
Everything you need to command: the rules, every nation, real sample exchanges and the strategies that win.
1 · The goal
Reduce the enemy HQ to 0 Health. You build a 30-card deck from one nation in one generation, led by a historical commander. Each deck can hold at most 3 Elites, 2 Special cards, 8 copies of a standard card and 6 copies of a Limited card.
Power is your resource. It grows each turn and pays for units, orders, moving and commander reinforcements.
2 · The battlefield layers
- Support — up to 6 cards per side. Units deploy here; artillery and snipers fire from here safely.
- Frontline — up to 6 cards in the contested ground. Only one side can hold it; units here can strike enemy Support and the HQ.
- Surveillance (Gen 4–5) — up to 3 cards per side. Drones and recon draw cards, generate Power or strike each turn, and let air units reach deeper.
3 · Anatomy of a turn
- Gain Power and draw a card.
- Deploy units to Support. New units show a Deployed tag and can't act until next turn — unless they have Blitz.
- Move a unit to the Frontline (tanks may move and attack in the same turn).
- Attack. Each unit that acted shows an Operated tag.
- Play orders at any point — they hit instantly and are revealed to both players.
4 · Combat simulator
Real card match-ups: attack, return fire and final health, including national traits and armor.
Infantry exchange
When infantry attacks, both units deal damage: the defender fires back.
1 · Attack

Attacker
Infanterie de Ligne
France · infantry
Attack 3 · Health 2/2

Defender
Redcoat Line Battalion
United Kingdom · infantry
Attack 2 · Health 4/4
Infanterie de Ligne attacks for 3 damage.
2 · Return fire

Attacker
Infanterie de Ligne
France · infantry
Attack 3 · Health 2/2

Defender
Redcoat Line Battalion
United Kingdom · infantry
Attack 2 · Health 1/4
Redcoat Line Battalion returns fire for 2 damage.
3 · Outcome

Attacker
Infanterie de Ligne
France · infantry
Attack 3 · Health 0/2 · Destroyed

Defender
Redcoat Line Battalion
United Kingdom · infantry
Attack 2 · Health 1/4
Result: Redcoat Line Battalion survives with 1 Health; Infanterie de Ligne is destroyed.
Tip: Trade cheap units for expensive ones, not the other way around.
Artillery bombardment
Artillery fires from Support and never takes return fire.
1 · Attack

Attacker
155mm Schneider Howitzer
France · artillery
Attack 4 · Health 3/3

Defender
Doughboys
United States · infantry
Attack 2 · Health 3/3
155mm Schneider Howitzer attacks for 4 damage.
2 · Return fire

Attacker
155mm Schneider Howitzer
France · artillery
Attack 4 · Health 3/3

Defender
Doughboys
United States · infantry
Attack 2 · Health 0/3 · Destroyed
No return fire — the attacker is untouched.
3 · Outcome

Attacker
155mm Schneider Howitzer
France · artillery
Attack 4 · Health 3/3

Defender
Doughboys
United States · infantry
Attack 2 · Health 0/3 · Destroyed
Result: Doughboys is destroyed; 155mm Schneider Howitzer has 3 Health left.
Tip: Keep artillery behind a Guard to whittle enemies down safely.
Armor duel
Armor reduces every hit by its value, down to zero. Both tanks fire, but plating absorbs part of each shot.
1 · Attack

Attacker
Panzer IV
Germany · tank · Armor 2
Attack 4 · Health 6/6

Defender
T-34/76
Soviet Union · tank · Armor 2
Attack 3 · Health 6/6
Panzer IV attacks for 4, minus Armor 2 = 2 damage.
2 · Return fire

Attacker
Panzer IV
Germany · tank · Armor 2
Attack 4 · Health 6/6

Defender
T-34/76
Soviet Union · tank · Armor 2
Attack 3 · Health 4/6
T-34/76 returns fire for 3, minus Armor 2 = 1 damage.
3 · Outcome

Attacker
Panzer IV
Germany · tank · Armor 2
Attack 4 · Health 5/6

Defender
T-34/76
Soviet Union · tank · Armor 2
Attack 3 · Health 4/6
Result: T-34/76 survives with 4 Health; Panzer IV has 5 Health left.
Tip: Answer heavy armor with orders or destroy effects — they bypass or overwhelm plating.
Bomber sortie
Bombers strike any layer and take no return fire, but never defend.
1 · Attack

Attacker
P-47 Thunderbolt
United States · air
Attack 4 · Health 2/2

Defender
Type 88 AA Gun
Japan · artillery
Attack 3 · Health 2/2
P-47 Thunderbolt attacks for 4 damage.
2 · Return fire

Attacker
P-47 Thunderbolt
United States · air
Attack 4 · Health 2/2

Defender
Type 88 AA Gun
Japan · artillery
Attack 3 · Health 0/2 · Destroyed
No return fire — the attacker is untouched.
3 · Outcome

Attacker
P-47 Thunderbolt
United States · air
Attack 4 · Health 2/2

Defender
Type 88 AA Gun
Japan · artillery
Attack 3 · Health 0/2 · Destroyed
Result: Type 88 AA Gun is destroyed; P-47 Thunderbolt has 2 Health left.
Tip: In Gen 4–5 keep a Surveillance unit in play or each sortie costs the bomber 1 health.
Hunting the evasive
Only Special Forces, Snipers or Helicopters can attack Evasive units.
1 · Attack

Attacker
UH-60 Black Hawk
United States · air
Attack 4 · Health 3/3

Defender
Donkey Forces
Afghanistan · infantry
Attack 3 · Health 4/4
UH-60 Black Hawk attacks for 4 damage.
2 · Return fire

Attacker
UH-60 Black Hawk
United States · air
Attack 4 · Health 3/3

Defender
Donkey Forces
Afghanistan · infantry
Attack 3 · Health 0/4 · Destroyed
Donkey Forces returns fire for 3 damage.
3 · Outcome

Attacker
UH-60 Black Hawk
United States · air
Attack 4 · Health 0/3 · Destroyed

Defender
Donkey Forces
Afghanistan · infantry
Attack 3 · Health 0/4 · Destroyed
Result: Donkey Forces is destroyed; UH-60 Black Hawk is destroyed.
Tip: Bring at least one evasive-hunter if you expect to face Afghanistan.
5 · Nations by generation
1st Generation — Line & Column · 1648–1860. Massed manpower in ordered ranks. Muskets, cannon, cavalry charges.
France
Grande Armée: infantry gain +1 Attack but have 1 less Health.
Commanders: Napoleon Bonaparte



United Kingdom
Thin red line: Guard units gain +1 Health.
Commanders: Arthur Wellesley



United States
Frontier resilience: units costing 2 Power or less gain +1 Health.
Commanders: George Washington



6 · Key tactics and keywords
- Armor — every hit is reduced by the armor value.
- Blitz — acts the turn it deploys. Great for finishing a weakened HQ.
- Cloaked — hidden from enemy ground troops, snipers and helicopters until it attacks, which reveals it. Orders and artillery can still strike a cloaked unit.
- Deception — the next unit attack against this unit hits a decoy and misses entirely. Granted by Commander Rommel's tanks and orders like Operation Bertram.
- Evasive — only Special Forces, Snipers and Helicopters can attack it; orders still hit.
- Guard — enemy ground troops must attack it first. Use it to shield artillery.
- Precision orders — you pick the target; only explicit order immunity protects it.
- Snipers — fire from Support with no return damage, but cannot hold the Frontline alone.
- Special Forces — can attack Evasive units; normal line, Guard and cloak restrictions still apply.
- Specials — game-altering orders, max 2 per deck. Time them for a decisive swing.
- Surveillance (Gen 3–5) — a unit with Surveillance in your Support line lets your artillery and aircraft strike enemy Support and the HQ, and spares your bombers the 1 damage they take attacking without Surveillance. It only works while the unit stays in Support.
7 · Strategy
- Curve your Power. Mix cheap, mid and expensive cards so you deploy every turn.
- Win the Frontline. Holding it lets your units hit the HQ while denying the enemy.
- Trade efficiently. Use the simulator above: attack where return fire won't kill you.
- Play to your doctrine. Cheap mass nations should swarm; expensive overmatch nations should protect their big units.
- Save answers. Keep an order for the enemy elite instead of spending it on a cheap unit.