Attacker picks one tactic in a row. Defender picks a tactic in a column. The crossing of row and
column indicates what modifier the attacker gets to their strategy roll: none, +10 per plus or -10 per
minus.
Commanders make a contested d% roll. Attacker's roll is modified by tactic interaction.
To win, you have to win 5 rolls total or 3 in a row.
(Defenders pick from here)
Adv. Cha. Env. Fla. Hol. Reg. Sco. Set.
Tri.
Wit.
Advance (Adv)
0
0
--
-
+
+
0
-
0
++
Charge (Cha)
0
0
---
--
-
+++ ++
---
+
+++
Envelop (Env)
++
+++
0
-
--
++
-
+
---
-
Flank (Fla)
+
++
+
0
0
-
++
0
---
--
Hold Ground (Hol) -
+
++
0
0
---
0
0
+
0
Regroup (Reg)
-
---
--
+
+++ 0
+
++
-
0
Scout (Sco)
0
--
+
--
0
-
0
+
+++ 0
Set vs. Charge (Set) +
+++ -
0
0
--
-
0
0
0
Trim Line (Tri)
0
-
+++ +++ -
+
---
0
0
--
Withdraw (Wit)
--
---
+
++
0
0
0
0
++
0
Tactics explanation:
Advance: The army moves forward in an orderly, fashion, capturing ground as it goes. Advancing
allows a good mixture of defence and offence, making it a reliable, low-risk tactic unless the army
is caught in the crossfire of several enveloping artillery units.
Charge: The army rushes forward an masse, attempting to use its size and momentum to sweep the
other army aside. This is best used when the enemy is hesitating or re-evaluating their position, but
an enveloping or flanking manoeuvre can mean disaster.
Envelop: The army splits into two flanks and entices the other into moving between the flanks,
neatly surrounding it. This is one of the best responses to a charge, but an ordered and cautious
army can easily defeat it.
Flank: The army sends a strong force to attack an army’s side. Armies are big, unwieldy things, so
it’s difficult for them to react in time. The tactic is effective against aggressive opponents, but often
easily repulsed by a cautious general.
Hold ground: The army doggedly attempts to hold onto the ground it has gained. This is a very
defensive tactic, but it can often be surprised by a charge where a slower assault would have failed.
Regroup: The army pulls back a bit, reorganizes its formations and attempts to react to the enemy’s
movements. Very useful against defensive or slow-moving opponents, but futile against more
aggressive tactics.
Scout: The army dispatches small units to probe at the enemy and see what reaction they can
provoke. This is ideal for discovering holes in defensive formations, but an aggressive, tactic can
catch the army unprepared.
Set vs charge: The army plants its pikes in the dirt and braces to meet an oncoming charge. This
tactic is only truly useful against charges and advances, but generally less risky than enveloping.
Trim line: The army straightens out its formation, units to support each other more efficiently. This
is effective against tactics that try to outmanoeuvre the army, such as Envelop and Flank, but careful
probing or the sight of a retreating enemy can goad the men into abandoning their positions to
attack.
Withdraw: The army begins an ordered retreat. This tactic is often used to draw the enemy into a
trap or to pull back to a more defensible position when the enemy has attempted to outflank or
envelop the army. This can easily turn into a rout against an aggressive enemy, however, and should
be used with caution.