Player Guides
Learn to fight. Then learn to conquer.
Everything you need to command a squad and win a war. Start with the basics, then dig into the systems that make ASHFALL play the way it does. These guides track the design — expect them to grow as the prototype does.
Getting Started
Run the prototype, learn the core loop, and give your first orders. Selection, cover-move, capture, and the roster strip.
Battle Primer
Cover types, suppression, morale break and rally, melee lock, and reinforcement — the grammar of the front line, with diagrams.
The Four Factions
Legion, Kindled, Hollow Court, Free Companies — each hook, playstyle, and campaign flavor, and who to pick first.
The Campaign
Provinces, traits, turns, and persistence — the Dark Crusade layer explained: commander, wargear, and honor guard.
Prototype notice
ASHFALL is in early development (pre-M2). Some systems described here are designed but not yet playable. Each guide flags what's live versus what's coming, so you always know what you can actually try today.
The short version
If you read nothing else: your army is small and every squad matters. Fights are won by position — cover, firing arcs, and morale — not by out-clicking. And the battle is only one move. The real game is the map above it, where your conquests, your hero, and your veteran honor guard carry forward from war to war.