Frontier Accord

Strategy Guide

Army Movement and Border Defence

Use reinforcement, neighbouring army moves, Route March, army caps, and border planning to move Frontier Accord armies efficiently.

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Use the right movement tool

Reinforce deploys armies from your reserve. A neighbouring move transfers armies between adjacent territories you already own. Route March carries armies across a continuous chain of your own territories to a more distant destination.

Every movement must leave at least one army in the source and obey the army cap at the destination. Route March also removes ten seconds from the turn clock for every country crossed.

  • Use a neighbouring move for a quick local correction.
  • Use Route March when several separate local moves would consume multiple turns.
  • Check the destination cap before paying the Route March time cost.

Build a mobile reserve

A large army at the centre of a connected empire can reinforce several fronts. A similarly large army trapped at an edge can protect only one route and may spend most of a future turn marching back into relevance.

After a successful attack, move enough armies into the captured territory to survive a counterattack, but retain enough in the source to protect the route behind the advance.

  • Keep interior routes connected so one lost country does not split your movement network.
  • Avoid filling safe rear territories to the cap while active borders remain thin.
  • Move armies before the clock becomes too short for the intended route.

Defend the approaches that matter

Equal defence everywhere is rarely efficient. Concentrate on territories that connect continents, protect a completed region, or sit between an opponent and several weak countries.

On desktop, select a source then right-click an owned neighbour to move armies, or right-click a farther connected territory for Route March. On touch devices, hold the owned source and then tap the destination.

  • Identify cross-continent gateways before the enemy reaches them.
  • Leave a route for retreat and reinforcement behind each offensive stack.
  • End the turn only after checking which border the next player can reach.