The best commanders for each speed. Ratings use Glicko-2, like lichess; a rating counts here once it is settled (no question mark).
No public battles are being fought right now.
Register for an upcoming tournament, then play your games round by round. The server pairs the players, picks the battlefield and keeps the standings.
Both players see this.
Armies follow the classic composition rules: under 2000 points no lords, up to 3 characters, at least 2 core units, up to 3 special and 1 rare (more at higher points). Characters can ride mounts, carry magic items up to their allowance (one per type), and one hero may carry the battle standard. Regiments with a standard may carry a magic banner if their entry allows it.
Woods are difficult terrain (double cost) and soft cover. Hills give high ground; units on them see over others and shoot in two ranks. Walls and hedges cost half a Move to cross, give hard or soft cover, and chargers need 6s to hit defenders behind them in the first round. Buildings hold up to 20 infantry: hard cover, shooting all round with 10 models, and assaults count only wounds. Rocks are impassable.
Panic tests for 25% casualties in a phase, a friend destroyed or broken within 12", or fleeing friends running through. Units use the general's Leadership within 12". Fleeing units rally at the start of your turn (not below 25%). Stupidity, frenzy, fear, terror and undead crumbling all apply.
After six turns: full points for destroyed or fleeing enemies, half for units below half strength, 100 for the general and the battle standard, 100 per captured standard and 100 per table quarter you hold with a unit of 5+ unit strength.