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Copyright 2004 Enlightened Age Entertainment
6
If retreat of Hit and Run legion is due to end of 2nd cavalry phase, rather than
Hit and Run legions Retreat % being reached, Hit and Run legion gains some
morale from retreating, rather than losing some morale.
Losses in retreat by the Hit and Run legion are 25% of normal.
Trumped By:
Failing requirements – becomes standard battle plan.  
Hunt
Hunt:  Only a few kingdoms will use this tactic due to its requirements.  It can be
devastating in the right circumstances – it is the only way to effectively impose more than
20% additional casualties in retreat because of the “bonus” 4x short range missile fire
phase prior to retreat.  However, a determined foe can very possibly turn the tables on the
Hunt legion, turning them into the prey!
Requirements: 
Speed in terrain at least two speed ratings faster than enemy legion.  Speed
ratings are displayed on both legion and brigade details.
Legion morale of 105+, 
Short range missile value at least 25% greater than enemy legion.
Retreat %:
20 - 35%
Outcomes:
If enemy retreats, Hunt legion inflicts 4x the damage it inflicted in the short range
archery phase (Hunt legion only inflicts this damage), prior to retreat phase.  
Enemy losses in retreat phase doubled, subject to the 20% maximum. 
Trumped By:
If the Hunt legion retreats first, treat as Broken (broken text result and retreat
losses).  
Flank
Flank:  The most famous of tactics, it can be used to exploit a cavalry or light infantry
advantage that translates to speed against typically heavy infantry forces.
Requirements: 
General or better leader;
Average legion experience Experienced or better,
Speed of flanking legion at least one rating faster than enemy legion;
Not possible in mountain terrain.
Retreat %:
25 - 40%
Outcomes:  
If enemy losses exceed Flankers losses after cavalry phases, enemy defensive and
attack values reduced 30% in infantry and combined phases.
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