COSMOS Fantasy
Advanced tactics system
Optional add-on for the basic game rules
September, 2003
COSMOS, its rules, documentation and game text are (C) 1992-2003
by Morten Larsen. All rights reserved by the author. No part of these
rules may be reproduced, stored in a retrieval system, or transmitted,
in any form or by any means, electronic, mechanical, photocopying,
recording, or otherwise, without the prior written permission of the
author.
This document details how the advanced tactics system
from the COSMOS Fantasy advanced game may be used in the basic game.
In games using the advanced tactics system but otherwise using the
basic game rules, the rules detailed here replace the tactics rules
(section 15.6) of the basic game rule book.
Apart from the tactics rules as such, a few other sections of the
basic game rule book have to be modified to properly document the
changes. These are section 15.7.2 on how a battle
segment is executed and sections 2.3.2 and
11.7.1 on the effective presence and blocking size
of units.
After the modified rules sections follows a few notes for players
used to the basic game tactics rules.
Cross references within this document are printed in the same style
as the main text, e.g. section 15.6, while cross references
to the original basic game rule book are printed in italics style,
e.g. section 15.6.
2.3.2 Effective presence *
In some aspects of the game the effective presence
of a unit is used. This is a number that expresses how much the unit
can influence its surroundings.
The basic effective presence of a mass unit is computed as follows:
The number of individuals currently in the unit is divided by the
number of individuals in a standard unit of its size. The basic effective
presence an individual unit is one (although most individuals have
no effective presence after the modifications below).
The basic effective presence is multiplied by the unit's current combat
efficiency factor
(see section 15.3) which is a number between
0 and 1, usually expressed as a percentage. The resulting number is
then modified by the following cumulative special modifiers:
- Units which do not "influence control" have no effective presence.
This means most individual units have no effective presence.
- The effective presence is halved for a unit which has any of the movement
tactics "flee", "stay", "trail", "cover" or
"follow" (see section 15.6)
or which has no attacks its tactics allow it to use (a missile attack
is only deemed usable if the missile tactics of the unit are "use
missiles").
- The effective presence is halved for a unit which is either "stupid"
or "mindless".
Example:
A Light Infantry unit (standard size: 50 individuals) of 60 individuals
with a combat efficiency factor of 75% and the tactics "attack"
has an effective presence of 0.9 (60/50 times 0.75).
|
11.6.1 Blocking size *
The success of a blocking attempt depends on the blocking size
of the units involved. The blocking size of a unit is equal to the
number of individuals in it (see section 2.3.1)
multiplied by the unit's combat efficiency factor (see section 15.3)
and adjusted as follows:
- Hasted units count double.
- Stupid or disabled units, units with movement tactics "flee"
or units without any usable melee or missile attack do not count.
A melee attack is not usable if the melee tactics of the unit are
"never melee" and a missile attack is only deemed usable for
blocking if the missile tactics of the unit are "use missiles"
(see section 15.6.2).
- Mindless or dominated units count only half.
- Units with movement tactics "stay", "trail", "cover"
or "follow" or with only missile attack capability count only
half (see section 15.6.1).
- Units which cost more than one population per individual to recruit
have their blocking size multiplied by the number of population per
individual (all such units are special mounted units which have more
than one rider per mount, e.g. Elephant Riders).
15.6 Tactics
In battles the behaviour of each unit is determined
by its placement,
its movement tactics,
its melee tactics,
its missile tactics
and its sortie tactics.
Together all these make up the unit's battle tactics.
The combination of the placement and the movement, melee and missile
tactics is known as the base tactics
of the unit.
To fully understand the interplay between the different tactics it
is necessary to be familiar with how battles are resolved (see section 15.7)
but this should not be necessary to get the basic understanding needed
to choose the right tactics for your units under most circumstances.
In fact you can probably also skip sections 15.6.1,
15.6.2, 15.6.3 and 15.6.4
on a first reading and go straight to section 15.6.5
where the base tactics are described in sufficient detail to allow
you to choose between them.
15.6.1 Movement tactics *
The movement tactics are the most important
part of the battle tactics and can be one of charge, penetrate,
advance, follow, cover, trail, stay
or flee. The meanings of these are explained below.
- charge:
- Advance towards the enemy
to engage them in melee or missile combat. If the unit has the special
combat ability "charge" and the terrain of the battlefield permits,
the unit will charge. When enemies are closer than the maximum missile
attack range of the unit it has the option of falling back.
- penetrate:
- As "charge",
but if there are both enemies who advance and enemies who try to stay
behind the lines then attempt to reach the hindmost enemies. There
is a penalty on combat performance if the penetration attempt does
not succeed. Penetration will succeed if the unit is faster than all
enemies it encounters, if all enemies are engaged by other units,
or if the unit can fly over or bury under all enemies. Fall back as
for "charge" above.
- advance:
- Advance towards the enemy
to engage them in melee or missile combat. Never charge. Fall back
as for "charge" above.
- follow:
- Try to keep up with the
front-most units which advance, charge or attempt to penetrate. Units
with the special combat ability "charge" will use it if required
(i.e. if the front-most units charge). Units with movement tactics
"follow" never advance on their own. If a unit with movement
tactics "follow" should find itself in front of all units with
more aggressive movement tactics, it may fall back.
- cover:
- Advance or charge as far as
the front-most units with less aggressive placement than the
unit itself. Fall back if in front of all units with less aggressive
placement.
- trail:
- Follow the rear. Advance only
as far as all other units advance. Fall back if in front of any friendly
units.
- stay:
- Stay in place.
- flee:
- Stay in place and flee if attacked
(or even when it looks like the unit could be attacked).
Movement tactics can only be selected through one of the base tactics
"packages" described in section 15.6.5.
15.6.2 Melee and missile tactics *
The melee and missile tactics of a unit determine which attack mode(s)
it will prefer to use. The melee tactics are
one of:
- prefer melee:
- Prefer to use melee attacks to missile attacks. The
unit will advance or charge if it has aggressive movement tactics
and the option to advance on an enemy it can attack in melee.
- defer melee:
- Prefer to use missile attacks to melee attacks. If
the unit can use a missile attack it will do so. If not, but if it
can attack in melee, it will do so instead. Otherwise, if it has aggressive
movement tactics and the option to advance on an enemy which it can
attack with missile or melee attacks, it will advance or charge.
- never melee:
- Never voluntarily attack in melee and never advance
in order to attack in melee.
The missile tactics are one of:
- use missiles:
- The unit will use missile attacks (if it has any)
and if movement tactics allow will advance to be able to attack the
enemy.
- use missiles if safe:
- The unit will only use missile attacks
if it can do so without being attacked (i.e. if the enemy cannot shoot
back) and will only advance on enemies in order to use missile attacks
if the enemy cannot retaliate.
- never use missiles:
- The unit will never use missile attacks or
advance to use them.
15.6.3 Placement *
The placement of a unit determines where
in the ranks it is placed. The further up front the unit is placed,
the more aggressive placement is it said to have. Units with more
aggressive placement get to advance and attack in melee before units
with less aggressive placement (for missile attacks the placement
does not matter). Furthermore, enemy units must attack your ranks
"from the front", i.e. they must attack all more aggressively
placed units before less aggressively placed units at the same position
on the battlefield.
The placement options are, from front to back:
in the extreme front
in the far front
in front
in the middle
in back
in the far back
in the extreme back
If units have the same placement, their melee tactics
determine who enemy units must attack first: Units with melee tactics
"prefer melee" must be attacked before units with melee tactics
"defer melee", which must be attacked before units with melee
tactics "never melee".
Note that as placement determines "melee initiative", the most
aggressively placed units will get to attack first in melee (except
that units already engaged in melee or which are making a charge attack
gets to attack before other units). Attacking first will usually be
an advantage as it allows your units to select their targets among
the enemy units (thus first attacking the weakest units among them,
subject to their placement) rather than having the enemy pick their
targets among your front-most units. However, holding some units back
a little may mean that they get to attack after the enemy units have
spent all their attacks on your front-most units and thus are unable
to strike back. So if you have a mix of units good on defence and
some which are more vulnerable or a mix of cheap and expensive units
you may want to put the less vulnerable or cheap units in the extreme
front and the others further back. Of course, the more expensive units
are usually also those which are less vulnerable...
15.6.4 Sortie tactics *
Units inside a walled location (see section 15.6.6)
can make a sortie from the location in order
to engage enemy units outside. The sortie tactics
determine when and if a unit will sortie. The sortie tactics are either
"do not sortie", "sortie" or "immediately sortie":
- do not sortie:
- The unit should never give up the protection offered
by a walled location.
- sortie:
- The unit should leave its walled location to engage enemy
units outside only after attacks on the location do not seem likely.
- immediately sortie:
- The unit should exit its walled location at
the very beginning of the battle.
For some units, e.g. mounted units, it may be an advantage to leave
fortifications to fight outside, but for most units it is best to
stay behind walls. Units with defensive movement tactics ("stay",
"flee", "trail", "cover" or "follow") will
never sortie regardless of their sortie tactics.
During battles a unit may engage other units that are at most one
location removed from their
position: Units may attack units inside locations located at their
position but may not attack units further in. Units in a location
may sortie into the hex or location immediately outside but may not
venture further out. And units which sortie from a location may not
engage units inside other locations at the position they sortie to,
nor may they attack or be attacked by units outside the location they
sortie into. Assume for example a hex containing a city which contains
a castle. Units in the hex may attack other units in the hex and units
in the city. Units in the city may attack other units in the city,
may storm the castle or may sortie into the hex. Units in the castle
may attack other units in the castle or may sortie into the city.
All units are created with the sortie tactics "do not sortie".
An exception is mounted units and other units with severely reduced
combat efficiency when fighting over walls: these units are created
with sortie tactics "immediately sortie".
15.6.5 Setting tactics
The tactics of units are changed with the
"tactics" order or the "mytactics" order:
tactics tactics
tactics tactics list-of-unit-numbers
This order changes the tactics of one or more units. In the first
form, which is a unit order, all mass units in the force have their
tactics set as specified while the tactics of any individuals in the
force will be unchanged (exception: if the force is in questing
mode (see section 20) all its units, including
individuals, will have their tactics changed). In the second form,
which can be used as either a unit order or a nation order, tactics
are changed only for the specified units (which may be either mass
units or individuals). If the second form is used by a unit, all the
units specified must be in its force. If the order is used as a nation
order, the units need not be in the same force but they must of course
belong to the nation.
The distinction between mass units and individuals in the tactics
order is made to prevent the tactics of leaders being accidentally
changed (and thus leaders unintentionally being put at risk in battles).
However, it also prevents the tactics of a scout or other individual
being set immediately when it is recruited by putting a tactics
order in the recruit order. For this special purpose, there is a mytactics
order:
mytactics tactics
This order changes the tactics of just the unit executing it.
The tactics specified in a "tactics" or "mytactics" order
can be composed of two parts: The base tactics
and some tactics modifiers. Either
part may be omitted.
The base tactics are a "package"
which selects movement tactics, melee tactics, missile tactics and
placement all at once. Selecting an appropriate base tactics "package"
is the only way to change the movement tactics of a unit while the
other tactics settings can be changed by specifying tactics modifiers.
The base tactics "packages" are:
- charge:
- Package: charge, in the extreme front, prefer melee, never
use missiles.
This is appropriate for cavalry or other
units you want to charge ahead and engage the enemy in melee combat,
or if you want your units to totally ignore their own missile capability
(such as when you are up against foes with a much stronger missile
attack than your units).
- penetrate:
- Package: penetrate, in back, prefer melee, never use
missiles.
As charge, but for light and fast units
(or special flying units) you want to try to circle around the enemy
in order to reach enemy missile troops or enemy leaders not advancing
with the bulk of the enemy force. Remember that there is a penalty
on combat performance if the penetration attempt does not succeed.
- assault:
- Package: advance, in the far front, prefer melee, use missiles
if safe.
This is appropriate for units which you
want to engage the enemy in melee if possible, using missiles only
if there is no other option and there is no risk of being involved
in a missile duel.
- attack:
- Package: advance, in the middle, defer melee, use missiles.
Advance towards the enemy and shoot at
them if possible, otherwise engage them in melee. This is the default
for most units when they are created and appropriate except for units
with very weak melee attacks and strong missile attacks.
CAVEAT: As units with "attack" tactics will prefer missiles
to melee, they may tend to become involved in pure missile battles
(i.e. shootouts) if they have missile capability. Even when ordered
to storm (see section 15.6.6) units with
"attack" will prefer to shoot it out with any missile units
defending the walls rather than actually trying to scale the walls
and engage the enemy in melee.
- shoot:
- Package: advance, in the far back, never melee, use missiles.
These are the tactics for dedicated missile
units. Advance towards the enemy and shoot at them, if possible. Fall
back whenever there are no enemies to shoot at but targets could become
available later even from a position further behind. Never voluntarily
advance into melee.
- follow:
- Package: follow, in the middle, defer melee, use missiles.
Appropriate for any units you do not want
to advance by themselves.
- cover:
- Package: cover, in back, defer melee, use missiles if safe.
This is really designed to try to cover
units with "shoot" base tactics as the units with "cover"
tactics will advance as far as the front-most unit placed "in
the far back" and this usually means the front-most shooting unit.
- guard:
- Package: trail, in front, prefer melee, use missiles if safe.
Guard the rear. Advance only as far as
all other units advance (which may mean not advancing at all). Attack
in melee or with missiles as targets become available.
- trail:
- Package: trail, in the far back, never melee, use missiles
if safe.
This may be appropriate for leaders who
would otherwise stay by themselves at the back of the battlefield
and be vulnerable to enemy units with "penetrate" tactics.
- receive:
- Package: stay, in front, prefer melee, use missiles if
safe.
Appropriate for those units you want
to hold the position and stay in cover if there is a chance of enemy
missile attacks.
- defend:
- Package: stay, in the middle, defer melee, use missiles.
Do not move on the battlefield but attack
enemy units which come within range. "Defend" is not a viable
choice for leaders who should only be involved in the battle if there
is absolutely no way around it, leaders should have tactics "flee",
or possibly "trail" to avoid being caught by enemy units penetrating
your lines.
- avoid:
- Package: stay, in the far back, never melee, use missiles
if safe.
Stay in the back and try to avoid all combat,
attacking only with missile attacks and only when there is no chance
of anyone shooting back.
- flee:
- Package: flee, in the extreme back, never melee, use missiles
if safe.
As "avoid", except flee if attacked.
This is the default for leaders.
You can modify the base tactics "packages" above by adding tactics
modifiers. Valid modifiers are any of the placement tactics of section 15.6.3,
any of the melee and missile tactics of section 15.6.2
and any of the sortie tactics of section 15.6.4. If
you do not specify any base tactics "package" but just specify
modifiers, the order will just modify the tactics of the affected
units accordingly. If you e.g. just specify "sortie" it will
just change the sortie tactics of the units and leave the rest unchanged.
Note that a change of base tactics of a unit does not affect its sortie
tactics or vice versa.
Examples:
Set the base tactics of all mass units in the force to "shoot":
tactics shoot
Set the base tactics of 3211 and 3112 to "assault":
tactics assault 3211 3212
Set the base tactics of all mass units in the force to "assault"
and the sortie tactics to "sortie":
tactics assault and sortie
Set the base tactics of all mass units in the force to "shoot",
with modified placement "in front" and the sortie tactics "do
not sortie":
tactics shoot in front and do not sortie
Set the sortie tactics of 3211 and 3212 to "sortie":
tactics sortie 3211 3212
Set the base tactics of all mass units in the force to "follow"
and modify with the missile tactics "never use missiles":
tactics follow and never use missiles
Change the melee tactics of all mass units in the force to "prefer
melee" and the missile tactics to "never use missiles":
tactics prefer melee and never use missiles
|
15.6.6 Walled locations and storms
A walled location
is any kind of location offering units inside it some form of protection
against attacks from units outside, whether the location actually
has walls or not. If a location offers protection to units even without
the fortifications described in section 16
it will be stated in the blurb describing it.
Units will not automatically attack enemies inside a walled location
as this could be pure suicide. You must specifically order your units
to storm in order to get
them to attack units in walled locations at their position.
You use the storm order for this:
storm
The force spends a phase preparing to storm enemy locations at its
position. At the end of the phase, units in the force will attack
even enemy units in walled locations, subject to their tactics. Units
with melee tactics "never melee" will not storm but may use
missile attacks against enemy missile units inside walled locations
if their missile tactics allow (and they have a missile attack). Units
neither going to storm nor use missiles may advance with other
enemy units if their movement tactics require this (covering or trailing
units going forward). Units which are going to either storm and melee
or shoot and which have movement tactics "charge", "advance"
or "penetrate" will advance on and attack enemy units in walled
locations at their position, while those with movement tactics "follow",
"cover" or "trail" may advance along with other friendly
units and storm or shoot as their tactics allow. Units that do not
need to advance in order to storm (e.g. units in a city in which
there is also an enemy held castle) may storm regardless of their
movement tactics; in this case storming or not depends solely on melee
tactics and shooting or not on missile tactics. After a storm, the
force will not move into the location(s) stormed even if all
enemy units are successfully eliminated, the effect of the order is
just to attack the enemy units.
Example:
Usually you intend to move into and even gain control of a location
after storming it and thus a typical order sequence for attacking
and attempting to control the walled location 1933 in hex 123 would
be:
3101:
move 123
storm
move 1933
control -1
|
Units which storm a location are subject to an extra missile attack
at point blank range from the defenders (if these have missile attack
capability).
Note: Because units with melee tactics "defer melee"
and a usable missile attack will shoot before storming the walls,
you may want to select "prefer melee" for units with weak missile
attacks before giving the storm order if you really want all
your units to storm at once.
15.6.7 Charging *
Some units have the special combat ability "charge".
Units of these types can charge if they have the movement tactics
"charge" or "penetrate" (and sometimes also if it is "follow"
or "cover") and if they are in a terrain for which their
move cost is no greater than 6 and
where their terrain combat modifier is no less than 75%. A charge
has three effects:
- A charging unit gets to move twice as fast as a non-charging unit
during battles and may either move two times or both move and attack
in melee in the same segment (see section 15.7.2).
- A charging unit gets a 20% bonus (does 20% more damage) on its first
melee attack after a charge. The bonus is cancelled against units
in "defensive positions" (see section 15.7.2)
as well as units who "cancel charge attacks" (see section 15.5.1).
- A non-charging unit attacking a charging unit in melee (or defending
against a charging unit) attacks at only about 90% efficiency.
New units which can charge will usually by default have the "charge"
base tactics while most other unit have "attack".
15.7 Resolution of battles *
15.7.2 The battle segment *
A battle is divided into battle segments,
each segment representing a short amount of time. A battle will last
for as many segments as are required before the battle is resolved,
i.e. until no more units wish to or can attack other units.
In each battle segment the following events occur, in the following
order:
- Morale is adjusted downwards for special effects such as fear auras.
- Units with movement tactics "flee" will flee if there are enemy
units closer to them than any friendly units with movement tactics
different from "flee".
- Units within melee range may attack each other in melee. Only units
which are capable of melee attacks and which do not have the melee
tactics "never melee" will attack in melee. If a unit with melee
tactics "never melee" is attacked it will fight back
however. Units with melee tactics "defer melee", a usable missile
attack and targets in range will only engage in melee if attacked.
- Units which may charge and have not
already attacked in melee in this segment may now charge one step
towards the enemy. Units which plan to use missiles rather than enter
melee and which only need to move one step ahead to come within range
of enemy units may forego this step to advance normally instead.
- Units capable of missile attacks and which have enemies within range,
did not already melee or charge and do not have missile tactics "never
use missiles" may now use their missile attacks. Units which have
melee tactics "prefer melee" and which can advance to engage
enemy units in melee will not use missile attacks. Enemy units involved
in melee may not be attacked, nor may enemies in "defensive positions".
- Units which charged in this segment or which
charged at the end of the previous segment and have done nothing yet
this segment may now make a melee attack, if there are enemy units
at melee range.
- Units may now advance one step towards the
enemy if they have not done anything earlier in the segment. First
units with movement tactics "advance", "penetrate" or
"charge" will advance. Units which are capable of missile attacks
and which do not have tactics "prefer melee" or "never use
missiles" will hesitate until other units have advanced to see if
further advance is unnecessary (i.e. if enemies should come within
range). Then units with movement tactics "follow", "cover"
and "trail" may advance, in that order.
- Units may now fall back one step if they
have not done anything earlier in this segment and if their tactics
allow it.
- Units which may charge and have not
attacked in the current segment may now charge one step towards the
enemy (again).
- Units which have done nothing during the segment and that can see
enemy units that may attack them either with missile attacks or a
charge may now enter defensive positions
(take cover). Units in defensive positions may not be the target of
missile attacks and they cancel the 20% bonus that charging units
normally get on their first melee attack.
- Morale is adjusted upwards for any heroes present or other morale-boosting
effects.
- Each unit's morale is averaged with its pre-battle morale.
There are two related aspects of the advanced tactics system which
might cause unpleasant surprises for players used to the basic game
tactics system. The first of these is that the basic system tactics
"charge", "attack" and "defend" are not identical
in behaviour to the advanced system tactics of the same names. In
fact, basic system tactics may be translated into advanced system
tactics as follows:
The basic system tactics charge translate into the advanced
system tactics package "charge, in front, prefer melee, never
use missiles, immediately sortie". The main difference here is that
in the basic system, "charge" automatically activates "immediately
sortie" while in the advanced system, sortie tactics have to be
specified separately.
The basic system tactics attack translate into the package
"advance, in the middle, prefer melee, never use missiles".
This is a most important difference, for in the advanced system "attack"
implies "defer melee" and "use missiles". This means that
units with missile capability given "attack" tactics will prefer
to use missiles with the advanced system while they would not use
missiles with the basic system. In some ways "assault" is closer
to the basic system "attack" than the advanced system "attack"
is, except that even "assault" allows for the use of missiles
sometimes.
The basic defend translates into "stay, in the middle,
prefer melee, use missiles". The difference here is that in the
advanced system, "defend" implies melee tactics "defer melee"
rather than "prefer melee". The effect of this is that opposing
units with missile capability and within the same location would under
the basic system get their initial point blank missile attack and
then proceed to melee, while under the advanced system they will "shoot
it out" using only their missile attacks.
The main potential for unexpected behaviour of units in battles compared
to the basic system will be the advanced missile tactics. In the basic
system there can never be a shootout between missile units: In order
for two units to engage each other if they start out at the opposite
ends of the battlefield, at least one of them must have "attack"
or "charge" tactics and this means it cannot use its missiles.
For zero distance battlefields (at sea or within locations) there
is an initial round of missile fire if the two units have tactics
"defend" and/or "attack". If on the other hand one unit
has tactics "avoid" or "flee" it may not use its missile
attack because it will be pinned by the other unit's missiles (with
"avoid" or "flee" it has missile tactics "use missiles
if safe"), but since it may not attack it will start the battle
in "defensive position" which means the other unit cannot shoot
at it, and hence neither unit can shoot.
In the advanced system there is ample scope for shootouts because
the missile tactics "use missiles" is allowed. Indeed, any units
with tactics "attack" or "shoot" (or even "follow")
will happily advance to within missile range of the enemy army and
start shooting. Of course they will only be allowed to shoot at enemy
units not in "defensive positions" and not in melee, which basically
means the enemy missile units which have missile tactics "use
missiles" and are thus shooting back.
- advance
- movement tactics
- 15.6.1
- assault
- base tactics
- 15.6.5
- attack
- base tactics
- 15.6.5
- avoid
- base tactics
- 15.6.5
- base tactics
- 15.6
| 15.6.5 to 15.6.5
- battle segments
- 15.7.2
- battle tactics
- 15.6
- battles
- to 15.7.2
- advancing
- 15.7.2
- falling back
- 15.7.2
- resolution of
- to 15.7.2
- blocking size
- 11.6.1
- charge
- 15.6.7
- base tactics
- 15.6.5
- in battles
- 15.7.2
| 15.7.2
| 15.7.2
- movement tactics
- 15.6.1
- combat efficiency factor
- and blocking
- 11.6.1
- and effective presence
- 2.3.2
- control order
- examples
- 15.6.6
- cover
- base tactics
- 15.6.5
- movement tactics
- 15.6.1
- defend
- base tactics
- 15.6.5
- defensive positions
- 15.7.2
| 15.7.2
- dominated units
- and blocking
- 11.6.1
- effective presence
- 2.3.2
- fear
- in battles
- 15.7.2
- flee
- base tactics
- 15.6.5
- movement tactics
- 15.6.1
| 15.7.2
- fleeing
- from battles
- 15.7.2
- follow
- base tactics
- 15.6.5
- movement tactics
- 15.6.1
- guard
- base tactics
- 15.6.5
- hasted units
- and blocking
- 11.6.1
- locations
- battle between units in
- 15.6.4
- walled
- 15.6.6
- melee tactics
- 15.6.2
- and placement
- 15.6.3
- mindless units
- and blocking
- 11.6.1
- and effective presence
- 2.3.2
- missile attacks
- extra against storming units
- 15.6.6
- missile tactics
- 15.6.2
- morale
- boosted by heroes
- 15.7.2
- in battles
- 15.7.2
| 15.7.2
| 15.7.2
- move cost
- and charging
- 15.6.7
- movement tactics
- 15.6.1
- mytactics order
- 15.6.5
- orders
- descriptions of
- mytactics
- 15.6.5
- storm
- 15.6.6
- tactics
- 15.6.5
- examples of
- control
- 15.6.6
- storm
- 15.6.6
- tactics
- 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
- penetrate
- base tactics
- 15.6.5
- movement tactics
- 15.6.1
- placement
- 15.6.3
- receive
- base tactics
- 15.6.5
- shoot
- base tactics
- 15.6.5
- sortie
- 15.6.4
- sortie tactics
- 15.6.4
- stay
- movement tactics
- 15.6.1
- storm order
- 15.6.6
- examples
- 15.6.6
- stupid units
- and blocking
- 11.6.1
- and effective presence
- 2.3.2
- tactics
- 15.6 to 15.6.7
- and blocking
- 11.6.1
| 11.6.1
- and effective presence
- 2.3.2
- base
- see base tactics
| see base tactics
- battle
- see battle tactics
- changing
- 15.6.5
- melee
- see melee tactics
- missile
- see missile tactics
- modifiers
- 15.6.5
- movement
- see movement tactics
- packages
- see base tactics
- placement
- see placement
- sortie
- see sortie tactics
- tactics order
- 15.6.5
- examples
- 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
| 15.6.5
- trail
- base tactics
- 15.6.5
- movement tactics
- 15.6.1
- units
- mindless
- see mindless units
- stupid
- see stupid units
- walled locations
- 15.6.6
- storming
- 15.6.6