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Warband Gate

Hold the pass. Together.

  • Four-player co-op over peer-to-peer — one host simulates, everyone builds.
  • One war chest and one gate: every purchase is a decision you make together.
  • Four towers that answer different problems — armour, packs, speed, and everything else.
  • Twenty waves, two Warchiefs, and orcs that heal each other if you let them.
  • If the host drops, someone else takes command and the match carries on.

The pass is the only way through

Orcs come down it in waves — grunts by the dozen, wolf riders that cross the

map before you have finished arguing, shamans that mend everything around

them, and ironhide brutes that shrug off arrows. Twice, a Warchief.

You build along the road and you do not let them reach the gate.

Four defenders, one war chest

Everyone spends from the same gold and everyone loses the same gate, so a

Ballista one player raises is an Alchemist another player now cannot. Towers

carry the banner of whoever built them, and valor counts the damage yours

dealt — the only number that is yours alone.

What answers what

  • Archer Post — cheap, quick, never misses. Good at everything, best at nothing.
  • Ballista — a slow bolt that punches through up to three orcs in a column.
  • Alchemist Hut — splash, then fire that keeps burning. The fire ignores armour.
  • Frost Totem — barely scratches them, halves their pace. Wolf riders hate it.

Peer-to-peer, and it survives you

The host runs the simulation and everyone else sends what they want built. If

the host closes their tab, the platform elects someone else, they pick the

match up from the last state they were holding, and the wave keeps coming.