








                                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 The game world


2.3 Units



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:

  1. Units which do not "influence control" have no effective presence. This
     means most individual units have no effective presence.
  2. 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").
  3. 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 Movement


11.6 Blocking *



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 Battles



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:

  1. 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).
  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).
  3. 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:

  1. Morale is adjusted downwards for special effects such as fear auras.
  2. 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".
  3. 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.
  4. 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.
  5. 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".
  6. 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.
  7. 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.
  8. Units may now fall back one step if they have not done anything earlier in
     this segment and if their tactics allow it.
  9. Units which may charge and have not attacked in the current segment may
     now charge one step towards the enemy (again).
 10. 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.
 11. Morale is adjusted upwards for any heroes present or other morale-boosting
     effects.
 12. Each unit's morale is averaged with its pre-battle morale.



Notes for players used to the basic game tactics rules

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.

-------------------------------------------------------------------------
[NOTE: This index is generated from the HTML version of the rules.
 It refers to section numbers (ideally it would have referred to line numbers
 in this text version instead).]

Index



  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


