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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteChronicles: Medieval is still in development, so there is no verified, guaranteed winning formula. The announced battle system combines deployment, troop orders, morale, and third-person combat: plan your lines and opening moves, use flexible formations while maneuvering, switch to specialist formations when their job is imminent, and watch morale and flanks. Treat the tactics below as practical guidance inferred from Raw Power Games’ described systems, not as a tested walkthrough.
Raw Power Games’ detailed battle diary describes mechanics that remain in active development and subject to rebalancing. Its September 10, 2026 Steam announcement calls the Gamescom battle footage work in progress, says cavalry charges and melee combat are still being refined, and gives early 2027 as the planned Early Access timing. Check the official Steam announcement for the current status.
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The developers have shown a 500-versus-500 battle in a Gamescom presentation. A 1,000-versus-1,000 battle is an ambition, not a committed final scale. Avoid treating either figure as a guarantee of what the finished game will support.
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How to plan a battle before it starts
Most battles begin with a deployment stage in which you place troops inside a zone opposite the enemy and set battle lines, standing orders, and initial orders. Small fights with only a few followers may skip deployment. The official battle diary describes these controls as connected parts of a plan: where units begin, what they do first, and what behavior they adopt afterward.
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Adjust the battle lines to the situation
The broad lines are Vanguard, Middle Guard, Rearguard, and Flanks. Unit type and culture influence initial placement, but you can adjust it during deployment. The developers’ examples include French heavy cavalry tending toward the Vanguard, English longbowmen toward the Flanks, and Holy Roman Empire forces toward a dense Vanguard and Middle Guard. These are described deployment tendencies, not a universal best arrangement.
Before battle, consider where the enemy and terrain create risk: an exposed side, a useful ridge, or a route around the opponent. Then place units to support the task you want them to perform. This is a reading of the announced controls, not a proven winning setup.
Give units an opening order and a standing behavior
An initial order tells a unit what to do first—for example, send cavalry around a flank, move longbowmen to a ridge, or position spearmen on a hilltop to hold it. A standing order controls what happens after that task is complete:
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- Aggressive: seeks visible enemies.
- Defensive: holds when an enemy appears.
- Versatile: uses its judgment and may choose a specialized formation when appropriate.
Make the opening task specific, then choose a standing behavior that makes sense once it ends. A unit sent to a ridge, for instance, may need to hold its position rather than pursue an enemy away from it.
Which formation should you use?
Formations are tools for different jobs, not a simple ladder from weak to strong. The base formations described by the developers are suited to movement and maneuver; specialist formations have particular battlefield purposes and can impose costs in speed or flexibility.
| Formation | Described job | Trade-off or timing consideration |
|---|---|---|
| Line | Broad, mobile formation for maneuver. | Not intended to win a direct clash against a committed specialist formation. |
| Block | Tighter, deeper formation with more staying power. | Likewise a flexible base option rather than a universal answer to specialists. |
| Loose | Spreads ranged troops, reducing exposure to arrows and the impact of charging cavalry. | Useful for spacing ranged units; the diary does not establish a universally best matchup. |
| Shield Wall | Holds ground. | Use when holding is the priority; detailed final balance values are not stated. |
| Spear Wall | Counters cavalry. | Moves very slowly. |
| Square | Provides defense in all directions. | Maneuvers poorly. |
| Skein | Organizes shock cavalry for a charge. | Needs time to reform after the charge. |
| Wedge | Attempts to punch through a line. | Final balance values and universal matchups are not stated. |
Forming up takes time. The battle diary’s practical implication is to move in a flexible base formation and switch to a specialist formation as contact approaches, rather than repeatedly changing formation without a reason. Match the choice to the immediate job: anti-cavalry defense, all-around protection, a charge, or a breakthrough. The published descriptions are not enough to rank formations universally.
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When to use Command Mode
You can fight directly on foot or horseback in third person, then switch to Command Mode to direct the army. The official battle diary says this mode slows time but does not stop it. Global orders are Advance, Hold, Fallback, Engage, Charge, and Retreat. Local orders let you select a unit and give more precise instructions about movement, target, facing, and standing behavior.
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A useful way to apply the announced controls is to fight directly when personal intervention is useful, then switch to Command Mode when the wider battle needs attention: a flank is bending, a gap has opened, or a unit’s current order no longer fits the situation. Because time continues to pass, use the pause in pace to reassess without assuming the field is frozen.
How to keep morale from collapsing
Morale is a battle system with five described states: Inspired, Confident, Concerned, Wavering, and Broken. Casualties, being charged—especially in the flank—and seeing a friendly unit break can lower morale. A Broken unit routs and, under the current design description, cannot be reformed during that battle.
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That makes flank protection and the condition of nearby units important to monitor. The commander’s fall causes a large one-time morale penalty across the army, so a reckless solo charge is not a safe default even if direct fighting is part of the appeal.
A rout is not the same as an ordered retreat
A rout means a unit has broken and fled; that unit is lost. Retreat is an ordered withdrawal, and may also be triggered automatically if the army falls below a strength threshold. Retreating units remain with the army and can fight again. The battle can continue after a victory or defeat notice, giving you the option to cover a withdrawal, pursue defeated enemies, or end the fight.
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The official FAQ describes combat as part of a broader system that also includes strategic planning, third-person command, and auto-resolve. It says optional lock-on and motion-warping are intended to help close a small gap or correct a slightly off-target position. It also describes character and NPC progression from novice toward more advanced techniques, and identifies polearms as important to medieval warfare; specific weapon details were deferred.
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In a Gamescom preview published October 4, 2026, TechRadar reporter Tom Regan observed posture meters and timed parries. Senior Game Designer Gareth Bourn told Regan: “When you start out, you have low proficiency, so your attacks are slower, and you don’t have combos.” Regan also reported that skills, including leadership skills, unlock over time. That is preview reporting, not a complete or final specification.
Raw Power’s combat-design announcement describes Energy as governing endurance for attacking, blocking, or moving, and Posture as balance and stability under pressure; losing too much posture can lead to a stagger or broken guard. The developers say the names may change and the system is still work in progress. They describe a move away from directional fighting toward readable swings, clear feedback, timing, and consequence. For now, treat those terms and implementation details as provisional.
Can you win without fighting manually?
Yes. The official FAQ says battles can be auto-resolved, with outcomes intended to be plausible, though potentially less efficient than those of an experienced commander. The developers have not disclosed a specific auto-resolve formula, and the available information does not establish that manual play always wins. Auto-resolve is an option for players who would rather focus on diplomacy, trade, or other parts of the game.
A practical decision sequence
The following is an interpretation of the announced mechanics, not a tested strategy or guaranteed route to victory:
- Inspect the enemy’s position and the terrain for exposed flanks, useful high ground, and likely approaches.
- Adjust the battle lines to put units where their intended jobs make sense.
- Give each unit an opening destination and a standing behavior for what follows.
- Use a flexible base formation while moving, then choose a specialist formation when its defensive or offensive job is imminent.
- Watch for flank exposure, casualties, and morale warnings; a nearby friendly unit breaking can affect others.
- Use Command Mode to redirect units when the field changes, and avoid needlessly risking the commander.
The diary does not publish enough final balance data to identify a universally best formation or composition. Its mechanics and values remain subject to change, so these choices should be read as a framework for using the announced systems, not a guarantee of success.
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