
Pursuit: When an enemy unit retreats, routs, or withdraws from the battlefield, your unit can try to chase them down, even if they are in the Camp zone.

When you use this tactic, a unit engaged with you takes a –2 penalty to Morale checks made to disengage, flee, retreat, or withdraw for the remainder of the battle phase. You gain +2 OM against a unit that is already engaged by an allied army however, because you are spread out you take a –2 penalty to your DV for the rest of the battle phase against attacks from armies that are not already engaged with you. Pincer Maneuver: Your unit is trained to envelop a unit that is already engaged by your allies. In addition, your unit deals +1 damage against any unit using the Aggressive Attack strategy, +2 against armies using All-Out Attack strategy. Your unit gains –2 OM but gains +2 DV against mounted armies and deals +2 damage on a successful attack against a mounted unit. Pike Square: Your unit grounds its polearms and sets them to fend off enemies, especially mounted foes, while setting a shield wall to protect against infantry. If you successfully attack an enemy unit, it takes a –2 penalty to Morale checks made to try disengaging with you until the end of battle phase. If the Morale check fails by 5 or more, that unit cannot use any of those tactics again for the remainder of the battle.
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If your attack succeeds against a target using Full Defense, Pike Square, or Screening Defense tactics, the defending unit must succeed on a Morale check (DC 10 + Attacker’s ACR) or those tactics are negated for the remainder of the battle phase. Your unit gains +4 OM and -4 DV, and after resolving your attack you take you take 1d6-3 Casualties if the attack succeeds, 1d6 if the attack fails (these Casualties are modified by your Strategy, as per Table 1). Overwhelming Onslaught: Your unit makes a wild and reckless attack meant to overwhelm and overrun the defending unit. If your attack fails, your attack does no damage and your unit becomes engaged with the defender. If you win this opposed check, the defending unit is drawn out of position and takes a –2 penalty to DV for the rest of the battle phase. In addition, your unit and the unit you attack must make opposed Morale checks with a bonus equal to the unit’s ACR. On a successful attack, you deal half damage but do not become engaged. Source: LG:UBįeint: Your unit feigns an attack to draw enemies out of position and distract them from greater threats elsewhere on the battlefield.

If you successfully attack an enemy unit, it takes a –1 penalty to Morale checks made to try disengaging with you until the end of battle phase. You gain +2 OM and –2 DV for the remainder of the battle phase. Source: LG:UBįurious Charge: Your unit makes a furious rush to attack a defending unit. Hits, you inflict 1d4–1 Casualties and your allied unit gains a +1 bonus to DV and to opposed Morale checks made to disengage. Once per battle phase, when your unit or an allied unit disengages from an enemy unit, including the Retreat or Withdraw Tactic, or a unit that routs or is destroyed, you can make a ranged attack against the enemy unit from which it is trying to disengage. Source: LG:UBĬovering Fire: Your unit keeps some of its soldiers back from the front lines in order to provide covering fire for you and allies and to strafe targets of opportunity trying to move around you. Your unit gains –4 OM and –2 DV for the remainder of the battle phase and your attacks deal only half damage, but you are not considered engaged after attacking a non-mounted unit. Your unit can attack two non-mounted armies in a single battle phase. All armies know the Full Defense, Furious Charge, Retreat, Standard, and Withdraw tactics (and an army with ranged weapons automatically has the Volley tactic) these tactics do not count against this maximum.Ĭavalry Sweep: Your unit is trained in making swift rideby attacks against infantry, dashing across the battlefield and harrying the enemy.

In order to use a tactic, a unit must be trained in it, either when it is created, through training, or through victory in battle, up to a maximum number of tactics equal to its ACR. Some maneuvers require one or more kinds of specialized equipment for the unit performing it. A unit can select one tactic each battle phase, and maneuvers marked with an asterisk (*) are usable only once during a battle by each side as they represent either maneuvers based on limited resources or on battlefield deception. Strategy dictates each side’s overall approach to what all of their armies will do, but each individual unit can adopt its own unique tactics. Tactics differ from strategy in that they represent specific maneuvers that an army can perform on the battlefield focused on attack, defense, movement, or a combination of the three.
