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Combination Orders for Fantasy WarriorsCombination Orders allow a warchief to develop a more sophisticated battleplan, by using combinations of the Basic Order types. These orders allow the troops to react to pre-defined Targets and Objectives on the battlefield and are represented by flag counters displaying the colours of the orders that they combine (a special case is BREAKOUT, which combines two ATTACK orders- this counter shows a Red and Black flag for clarity). The warchief must note clearly on his battle plan the Target or Objective for each command whose orders require them, at the time these orders are issued. A command or unit with a Combination Order is considered for most purposes to be governed by the first of the two order types they are following. Upon reaching the Target or achieving the Objective they will automatically switch to the second set of orders, without requiring a Battle Leader Test to do so. Example 1. A unit with INTERCEPT (OPPOSE/ATTACK) orders is contacted by the enemy before reaching its Objective. When taking the Combat Test it is considered to be under OPPOSE orders and suffers a -1 penalty. Example 2. A unit with STORM (ATTACK/ HOLD) orders engages an enemy that is blocking the path to its Target. During the combat it will add one die for every five dice rolled To Hit, as if it were on ATTACK orders. Targets and ObjectivesUnits with Combination Orders will always seek to reach an Objective (battlefield location) or a Target (other figures). The order type determines whether an Objective or a Target is required.
Defining ObjectivesAn Objective is a predefined key point on the battlefield. This may be a single point on the battlefield such as a building or crossroads, although any single battlefield feature may also be selected as an Objective. Units will treat the nearest visible point of a linear feature and the centre of any other feature as its Objective, unless an explicit and easily identifiable point has been specified. E.g. "the top of the easternmost hill", "the far side of the river" and "the southwest corner of the stockade, on the inside" are all eligible Objectives. It will usually be obvious by the nature of the Objective whether units in the command should attempt to contact it (e.g. standing stone, wall), enter it (building, forest) or stand over it (crossroads, hilltop)- in particular it is fair to assume that a unit will line up behind a wall or fortification Objective before changing orders. If there is likely to be any confusion this should be specified at the time the orders are issued. More than one command may be given the same Objective. Achieving Objectives
Defining TargetsA Target is a predefined unit, troop type, personality or command. Units will attempt to reach the nearest visible Target, ignoring any other troops that meet the Target description. If an enemy Target is engaged in combat, you may choose to attempt the nearest unengaged Target instead. Reaching a Target
TAKE AND HOLD (OPPOSE/HOLD)![]() Use Take and Hold orders if you want your troops to achieve a set position on the battlefield and hold it against all enemy troops. Units with TAKE AND HOLD orders:
Once all units in the command have achieved the Objective, the TAKE AND HOLD orders are immediately exchanged for normal HOLD orders. The command is then considered to have HOLD orders for all purposes. STORM (ATTACK/HOLD)![]() Use Take and Hold orders if you want your troops to achieve a set position on the battlefield in the shortest possible time, with maximum force. Having achieved their Objective they will defend it until further orders are received. Units with STORM orders:
Once all units in the command have achieved the Objective, the STORM orders are immediately exchanged for normal HOLD orders. The command is considered to have HOLD orders for all purposes. INTERCEPT/ REINFORCE (OPPOSE/ ATTACK)![]() A unit with INTERCEPT/ REINFORCE orders will attempt to manoeuvre on the battlefield until it is in a position to tackle a predefined enemy Target, or reinforce a specific friendly Target. Units with INTERCEPT/ REINFORCE orders:
If any unit in the command reaches an eligible Target, the INTERCEPT/ REINFORCE orders are exchanged for normal ATTACK orders. The command is then considered to have ATTACK orders for all purposes.
DESTROY/ BREAKOUT![]() Use DESTROY/ BREAK OUT orders if the Target is an enemy to be destroyed at all costs, or if critical friendly troops requires urgent reinforcements. The command will attempt to reach the Target in the shortest possible time, using maximum force to do so. Units with DESTROY/ BREAK OUT orders:
If any unit in the command makes contact with an eligible Target, the DESTROY/ BREAK OUT orders are immediately exchanged for ATTACK orders. The command is then considered to have ATTACK orders for all purposes.
Download the Combination Orders rules in Adobe Acrobat format here. |