Ironman mode vs undo in turn-based tactics games

Every tactics player eventually faces the same question: do you let yourself take a move back, or do you live with every order? Turn-based games have answered it in different ways, from hard permadeath to generous undo buttons. This guide explains Ironman mode, permadeath, undo and rewind, what each changes about how a game feels and how to pick the right one for you, with examples from Banners for Hire, our fantasy hex wargame.
The terms, in plain language
- Undo: take back a move you just made, usually before anything random or hidden has been revealed.
- Rewind: go back to the start of the turn and play it again.
- Permadeath: units or characters who die stay dead for the rest of the campaign.
- Ironman: a mode where every decision stands. No reloading earlier saves, no undo.
- Save scumming: reloading again and again until you get the result you want.
Why tactics games have Ironman at all
In a campaign game, the army you carry from battle to battle is the real score. Ironman makes that army precious. A veteran unit you nursed through ten fights matters because you could have lost it at any moment. Players who love the classic fantasy wargames often talk about that feeling more than any single battle.
Ironman also changes how you play. You scout more, keep a reserve, avoid coin-flip attacks and pull back damaged units earlier. In other words, it pushes you toward exactly the habits that make you better at the genre. For those habits, see the hex tactics guide.
Why undo is good design, not cheating
Undo has a reputation problem it does not deserve. On a touchscreen, a misplaced tap can send a unit into the wrong hex. Losing a veteran to a fat finger is not a meaningful challenge; it is just frustrating. Undo also makes a game far easier to learn: you can try a flank, see how the forecast changes and take it back.
The key is what undo is allowed to reveal. If you could undo after seeing a hidden dice roll, undo would turn into save scumming. Banners for Hire avoids that problem differently: it shows an honest forecast before every attack, with no hidden dice, so you know what an attack will do before you make it. Undo and rewind are then tools for fixing mistakes and exploring options, not for fishing for luck.
How Banners for Hire handles it
Banners for Hire gives you both styles:
- Undo moves while you plan a turn.
- Rewind a turn if the whole plan went wrong.
- Ironman, where every order stands.
Losses matter either way. Every banner in your company has a name, gains ranks up to Legend, earns traits and carries scars, and fallen soldiers go on the memorial wall. You pay wages and reinforce the wounded, so losing a unit costs gold and experience, not just a counter on the map. More on that side of the game in how to run a mercenary company.
There is also a middle ground for players who want stakes without risking a whole campaign: company runs, which are ten contracts with one life. They are a compact way to try Ironman-style pressure. See skirmish, editor and contracts for the other modes.
Which should you choose?
| If you… | Try |
|---|---|
| Are new to hex wargames | Undo and rewind on, normal difficulty |
| Play mostly on a phone in short sessions | Undo on; misclicks happen |
| Know the genre and want tension | Ironman |
| Want stakes without a long commitment | A company run |
| Have finished the campaign | Ironman on a second campaign, or New Game+ |
Playing Ironman well
- Use the forecast every time. Check two or three possible attacks before committing to one.
- Never leave a unit alone. Support and zones of control keep units alive.
- Scout before you commit. Under fog of war, assume the woods are full.
- Respect the weather. Rain, snow and mist change battles; tighten up rather than stretch out.
- Retreat battered veterans. A Legend pulled back today fights again tomorrow.
- Accept losses. In Ironman, a lost unit is part of your company's story. Its name goes on the memorial wall.
Using undo without losing the tension
If you play with undo on, a simple rule keeps battles meaningful: use undo for mistakes, not for outcomes. Fix misclicks and try out positions, but once you have committed an attack you are happy with, let the turn play out. Many players find this gives them most of the Ironman feeling without the frustration.
The bottom line
Neither mode is the "right" way to play. Undo makes a tactics game friendlier and easier to learn; Ironman makes every decision heavier. The best games, in our view, let you choose, and are honest enough about the odds that both modes feel fair. If you are new to the genre, start with what a fantasy hex wargame is.
FAQ
What is Ironman mode in a strategy game?
A mode where every decision is final. You cannot reload an earlier save or undo a move, so losses stand. It makes each battle more tense and each survivor more valuable.
Is undo cheating in a tactics game?
No. Undo is a design choice. It removes misclicks and lets you experiment while you learn. Many players use undo for a first campaign and switch to Ironman later for a harder challenge.
Does Banners for Hire have Ironman mode?
Yes. You can undo moves or rewind a turn, or play Ironman with every order standing.
What is save scumming?
Reloading a save repeatedly to get a better result, such as a lucky roll. Games with honest forecasts and undo reduce the urge, and Ironman removes the option entirely.