战术(Army Tactics)战术是一种选项,军队可以用它在某些方面对战斗造成影响。除非DM指定,否则新征召的军队不会了解任何战术。军队会在战斗胜利之后习得新的战术(见胜利、溃逃或战败)。一支军队能够得知的战术数量等同于ACR的一半,最低为0。
在战斗开始后,指挥官要选择一种战术用于之后的战斗(如果军队并不了解任何战术,那么军队会使用标准战术)。在每个远程或近战阶段的起始,指挥官可以尝试DC为15的士气检定来改变战术。成功意味着军队在该阶段使用新的战术(并且停止从原有战术获得修正);失败则意味着军队持续使用现有的战术。战斗结束后,战术的效果也会终止。
与战场环境相同,由DM判断谁能够获得战术的优势(比如当你没法真正夹击敌人的时候,就无法从夹击能手中获得优势)。
标有星号(*)的战术属于默认战术,任何军队都了解它们;这些也不会被计为军队的已知战术数量中。
谨慎作战(Cautious Combat):你的军队为了保持士气而谨慎作战。OM降低2点,所有士气检定获得+2加值。
骑兵突袭(Cavalry Experts):你的军队在对抗没有配备坐骑的军队时,OM增加2点。只有配备坐骑的军队才能使用这种战术。
稳固阵型(Defensive Wall):你的军队使用更加偏向防守的战斗方式,并且会根据需要进行保护友军单位的行动。OM降低2点,DV增加2点。
诡术战法(Dirty Fighters):你的军队会用诡计以及不正当手段来使自身在战斗开始时获得优势。在该次战斗的某个近战阶段中,OM增加6点。(在该次近战阶段之后,敌对军队便会了解如何应对这些把戏)。
围歼(expert flankers):你的军队擅长通过包夹分散敌人的注意力,这么做的代价就是阵线过长,并且会遭受更大的伤害。OM增加2点,DV降低2点。
诈败(False Retreat):每场战斗1次,你的军队能够进行诈败,从而引诱目标军队深入你的领域。在你的军队使用诈败的阶段时,无法进行进攻检定。而在使用该战术后下一个阶段中,对抗目标军队的OM与DV增加6点。
铜墙铁壁(Full Defense):你的军队在战场上专注于进行守备。DV增加4点,OM降低4点。
残虐攻袭(Relentless Brutality):你的军队将顾虑抛在脑后,发起狂暴而又血腥的进攻。OM增加4点,DV降低4点。
破坏攻城设施(Siegebreaker):你的军队将另一只军队的攻城武器作为目标,并企图摧毁它们。如果你的军队对目标军队造成伤害,那么你可以进行第二次进攻检定;如果成功,摧毁一个目标的攻城武器。该战术对没有装配攻城武器的敌对军队没有效果。
射手支援(Sniper Support):你的军队拥有一些远程单位,它们可以在近战阶段对目标军队进行攻击。若你的军队在近战阶段对目标军队造成伤害,则会通过这些远程攻击额外造成2点伤害。你的军队必须能够进行远程攻击才能使用该战术。
干扰施法(Spellbreaker):你的军队擅长干扰敌军施法。在对抗具有施法能力的军队时,DV增加4点。
标准*(Standard):你的军队的攻击不会受到OM、DV或伤害的额外调整。
嘲讽(Taunt):你的军队擅长嘲弄对手,使敌人战斗中过于自负,从而犯下愚蠢的错误。目标军队必须在每个近战或远程阶段进行士气检定(DC = 10 + 你的军队的ACR);失败则意味着在该阶段内,对抗你的军队时的OM与DV降低2点。如果目标军队在该检定中成功2次,则会在这场战斗剩下的时间内免疫该战术的效果。
撤退*(Withdraw):你的军队尝试从所有敌人的攻击中逃脱。军队要尝试对每个对其攻击的军队进行对抗士气检定,用以维持纪律(任何军队均可在该检定中自愿失败),但是在切换至撤退战术时,则无需进行常规的士气检定来进行切换战术。如果上述所有检定均成功,你的军队就可以从战场中撤退,或者将该阶段视为远程阶段。如果只有部分检定成功,你可以撤退或者将该阶段视为远程阶段,但是战斗中的敌对军队可以对你进行攻击,就如同你还处于近战之中。无论检定是否成功,你的军队在该阶段的剩余部分中OM与DV下降2点。
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Army Tactics
Tactics are options an army can use to influence aspects of a battle. A newly recruited army doesn't know any of these tactics unless specified by the GM. An army learns new tactics by being victorious in battle (see Victory, Rout, or Defeat). An army can know a number of tactics equal to half its ACR, minimum 0.
When a battle begins, the commander selects one tactic to use for that battle (if the army doesn't know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.
As with battlefield conditions, gaining benefits from a tactic is subject to GM discretion. (For example, you may not get the expert flankers benefit if you cannot actually flank your enemy).
Tactics marked with an asterisk (*) are default tactics all armies know; these do not count toward the number of tactics an army knows.
Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.
Cavalry Experts: Your army's OM increases by 2 against armies that aren't mounted. The army must have the mount resource to use this tactic.
Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.
Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn't attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.
Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.
Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.
Siegebreaker: Your army targets another army's siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target's siege engines. This tactic has no effect on enemy armies without siege engines.
Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.
Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.
Standard*: Your army's attacks have no additional modifiers to its OM, DV, or damage.
Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army's ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it's immune to this tactic for the remainder of the battle.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.