The Mercenary Codex
The Campaign

Game Phases

A company's life runs in stages. Each one has fights you should take, fights you should run from, and gear and perks you should be chasing. Push too fast and you bury veterans. Move at the right pace and the late-game crisis becomes your payday.

Early Early-Mid Mid Mid-Late Late / Crisis

Days 0-20 Early Game — Survive and Snowball

Goal: keep your starting brothers alive, earn crowns, and turn raw recruits into a stable line. You are fragile. One bad fight can end the run.

What to fight

What to avoid

Gear & build priorities

Days 20-45 Early-Mid — Specialize the Line

Goal: push brothers toward level 7 (tier-3 perks), buy your first real armor, and start splitting roles. The Swiss-army spear phase ends here.

What to fight

Gear & build priorities

Pacing

Don't dump every crown into one super-soldier. A wide, level-6-to-8 company of twelve beats four heroes and eight liabilities. The flat damage of a backline polearm is the safest scaling you can buy here.

Days 45-90 Mid Game — The Stable Company

Goal: a full 12-man roster, most at level 9 to 11, with answers to armor, crowds, and giants. You can now choose your fights instead of fearing them.

What to fight

Gear & build priorities

Days 90-130 Mid-Late — Hunting the Hard Targets

Goal: chase legendary loot, clear elite camps, and prepare for the late-game crisis that is about to fire. Your veterans are level 11+ and fully kitted.

What to fight

Gear & build priorities

Day 130+ Late Game — The Crisis

Goal: survive and defeat the late-game crisis (Greenskin Invasion, Undead Scourge, or the Noble War), then keep going or retire as legends. This is the test everything was for.

The three crises

Crisis discipline

The one that ends runs

Geists during the Undead Scourge. They are elusive, they damage Resolve, and they make your own dead rise. Bring 2H swords or whips to delete them fast, keep Fortified Mind on key brothers, and never let your line break in the open.