The game treats humans and language models as interchangeable players. In LLM vs LLM mode you act only as the courier between two independent chats and this HTML. LLM setup is two-stage: choose any faction/list pack, then build an army from that catalogue.
Seat A
Human / faction not locked
Seat B
LLM / faction not locked
Faction library available: all catalogue packs. Factions load on demand from the public 6e catalogue repository.
Remote rooms · Human / LLM playtests
Create or reconnect to an active match. Firebase stores the shared game checkpoint. The same original browser identity retains its Seat A or Seat B ownership.
Not connected
Reconnect to active room
Restore the latest live checkpoint after a dropped connection. A room link does not override another player's seat ownership.
Recent rooms are stored on this browser. Changing browsers or clearing site storage loses the anonymous identity needed to reclaim an occupied seat.
Not connected. Remote rooms are intended for trusted playtest opponents in this first version.
Agent strategy benchmark · rules-stabilized
Use identical armies for mirrored tactical tests; fixed matchups compare play in a known pairing; open-list tests include faction choice and army construction. Scored results are available only after a rules-audited match finishes.
Tabletop mode hides exact enemy positions and pre-measure charge distances from LLM relay packets.
All authoritative dice, scatter and random allocations use this persisted seed.
Matchup calibration
Calibration is oriented from Seat A's faction to Seat B's. Record independent completed matches, preferably self-play or a broad mixed-model pool. The prior for a match is frozen when it starts; army-swap pairs can be evaluated without a prior.
Match prior (frozen at start)
Uncalibrated
Build your army
Choose any faction, add units and equipment, then confirm your army. Points and army composition are checked automatically.
Detailed Dark Elf human builder — 2,000 points
0 / 2000
Current-game chat handoff
After the lobby is complete and a game exists, this exports a self-contained player handoff. For a brand-new model seat, use the Seat A/B setup prompts above.
No bootstrap generated yet.
Detailed Dwarf human builder — 2,000 points
These two offline builders remain available alongside the graphical catalogue builder for every faction. LLM setup prompts and JSON replies are also available.
Army legality & benchmark coverage
A legal army may deploy even when some selected mechanics are not yet benchmark-certified. Coverage gaps make the match unranked/development-only; they do not make a legal roster illegal.
AUDIT REQUIRED
Legal armies can always start a playable match. A clean coverage audit is required only for benchmark scoring, calibration, and certificate export.
Pitched Battle pregame
Deployment
The pregame state machine enforces one alternating deployment drop at a time; war machines and characters deploy as batches, Scouts deploy after both main armies.
Tap the battlefield to choose a position.
Deployment text interface
Use PLACE / JOINDEPLOY / DONE as a human or LLM; the graphical placement controls stay available.
Tap empty ground to preview; tap a unit to select.
Round 1 · Dark Elves · Movement
Choose human controls or text commands.
Ready.
Choice required
Waiting for the indicated LLM seat through the relay panel.
Generated movement / relocation
Waiting for the indicated LLM seat through the relay panel.
Movement
Character / unit
Primary control: tap the battlefield to set the exact destination. Fine controls below update the same preview.
No destination preview.
Return from pursuit off-table
Beastmen UNRULY
Titillating Delusions
War-machine crew
Waaagh! compulsory bounce
Magic
Magic placement
Waiting for the indicated LLM seat through the relay panel.
Dispel a spell already in play
Shooting
Close Combat
Engagement, ranks, standards, outnumber, flank/rear, Break tests, flee and pursuit are resolved by the engine. Edge cases are logged instead of silently guessed.
Opponent dispel decision required
The defending human can respond here regardless of whose Magic phase is active.
Dispel packet and text response
Charge reaction required
War-machine crew fled — charger decision
Waiting for the indicated LLM seat through the relay panel.
Redirect charge?
Waiting for the indicated LLM seat through the relay panel.
Second Sign of Amul — re-roll?
Waiting for the indicated LLM seat through the relay panel.
Challenge decision required
Waiting for the indicated LLM seat through the relay panel.
Allocate close-combat attacks
Pursue or restrain?
Waiting for the indicated LLM seat through the relay panel.
Choose pursuit target
Overrun?
Waiting for the indicated LLM seat through the relay panel.
LLM relay
Copy packet to the indicated model chat and paste its response back here.
Human text commands · all battle phases
Optional alternative to the graphical controls. Read the current phase or reaction packet and send commands through the same parser used for LLM play.
Legacy relay console
Copy the state packet into chat and say “your turn”. Paste my order block below.
Battle log
Army rules — operational reference
No lore or flavor text. This is generated from the army data the engine is actually using: profiles, equipment, special rules, chariot components, magic and implemented effects.
Core rules reference
Condensed engine-facing rules only.
Checks command ordering, 7+ shooting table, wound table, flee dice, and version wiring.
A legal army may be played even when a selected mechanic is marked development/unranked. The matchup audit controls benchmark certification separately.
Fresh-chat handoff
This regenerates the same self-contained opponent prompt from the current game, so you can move an ongoing game to a new chat at any time.
Persistence
Every confirmed action saves to this browser. JSON export is the portable backup.