Army Limits

Take these from the army screen. Each limit is spent by its own section: leadership buys guardsmen, specialists and siege; dominance buys monsters; authority buys mercenaries.

Bonuses

Percentages exactly as the game reports them: type 420 for +420%. Leave a field blank when you have no bonus of that kind.

By class
Health % Strength %
Guardsmen
Specialists
Monsters
Engineer corps
Epic Monster Hunters
By category
Health % Strength %
Melee
Mounted
Ranged
Flying
Monsters Boost research
Health % Strength %
Beasts
Giants
Dragons
Elementals
The single figure the battle report shows for every unit in the march.
This is how the army screen reports it. Untick only if you typed the monster bonuses with no type research folded in, otherwise the boost is counted twice.

Kill Order

The stacks are lost in this order, weakest first, so the strongest units survive the most rounds and land the most hits.

Click a level to select it. Leave all unselected to use everything in the catalogue.
First box dies first. Siege engines always lead their own level.

Advanced

4 for a standard Epic Monster. The first stack lost in each round is a sacrifice that will not strike. Use 0 to treat every stack as a striker.
Only one band is for hire at a time, and it follows your best guardsmen. Set it here if the game offers you a different one.
How far below the army the monsters start, and the mercenaries below them. 0.95 leaves a 5% gap.
Stacks strike in order of strength but die in order of health. Leave this on so every stack strikes before it is lost.
Hold Ctrl to pick several. Use this for units you have not researched yet.
Clear saved inputs