Combat Doctrines

Combat Doctrines

Combat Doctrines are a Knight Order’s unique interpretation on the arts of Warfare, seen through the lens of their Valor.  The Valor of different Orders shades every aspect of war, and this manifests in specific strategic advantages and campaign styles, as well as specialized military units.  
 
Special Units either provide an opportunity to gain an Edge, a special ability when the army has Advantage, or a special Effect in combat.  Special Units always require Valor with their Levy, special training provided by the Knight Master of the Order.  All of these effects only occur once, regardless of the amount of special Units present in the Force.  Special Effects last as long as at least one of the Units is still in the Battle.
 

Some Combat Doctrines provide a Special Agent instead of a Special Unit.  These Agents are Specialist Commanders, a kind of Tier 2 Military Agent, and must meet all the same requirements to recruit and use.  If the Knight recruits these units, they automatically count as the Knight’s Ally, and only someone with the correct Combat Doctrine may recruit or serve as these Agents.

(Read More about Agents in Organizations)

Campaign Advantage

Chaos of Battle is rolled with 3 6-sided Dice, discarding the lowest.

Special Forces

 Calculator
 Tier 2 Military Agent

For the Duration of the Chapter, the targeted Force gains an Edge, cannot suffer Disarray, and cannot go Out of Supply if they received Rations last Chapter. 

Campaign Advantage

The enemy Force immediately takes Despair when the battle begins.

Special Forces

Asp Archers

(Infantry, Light)
Opportunist: Fleeing, Lock-up
Move: 4 Strength: 1 Resilience: 3
Advantage: Asp Archers gain Lock-Up x 2
Cost: Valor, Bows x 2

Campaign Advantage

All Units with Ranged gain one free attack prior to the fight starting in any Conflict.

Special Forces

Marksmen

(Infantry, Light)
Ranged x3
Move: 4 Strength: 1 Resilience: 3
Tactical Edge: During Ambush
Cost: Valor, Training, Military Bows

Campaign Advantage

Units that end the battle Fleeing are Destroyed.

Special Forces

Swordsmen

(Infantry, Heavy)
Armor, Driving, Intimidating
Move: 3 Strength: 3 Resilience: 5
Tactical Edge: Outnumbering Enemy Units
Cost: Valor, Military Armor, Military Weaponry, Training
 

Campaign Advantage

Heavy Units automatically gain Well Armored and +1 Movement

Special Forces

Heavy Archers

(Infantry, Heavy)
Armor, Ranged, Driving
Move: 3 Strength: 2 Resilience: 4
Battle Advantage: Heavy Archers gain Veteran and Opportunist: Back Row
Cost: Valor, Military Armor, Military Bows x 2

Campaign Advantage

The enemy Formation is disrupted randomly at the start of the Conflict.

Special Forces

Brawlers

(Infantry, Heavy)
Stalwart, Intimidating
Move: 3 Strength: 1 Resilience: 4
Tactical Edge: During Attacks
Cost: Valor, Training, Military Armor
 

Campaign Advantage

All Light Units gain Well-Armed

Special Forces

Pikemen

(Infantry, Heavy)
Lock-Up, Driving, Stalwart
Move: 3 Strength: 3 Resilience: 5
Tactical Edge: Enemy Force contains Heavy Infantry
Cost: Valor, Military Weaponry x 2

Campaign Advantage

All Units gain Stalwart and are immune to Intimidating.

Special Forces

Guardians

(Infantry, Heavy)
Lock-Up, Stalwart
Move: 3 Strength: 2 Resilience: 5
Tactical Edge: Force has Defensive
Cost: Valor, Military Armor, Military Weaponry

Campaign Advantage

Your units are immune to the negative aspects of the Blackpowder Trait.

Special Forces

Handgunners

(Infantry, Light)
Black Powder, Driving
Move: 4 Strength: 2 Resilience: 3
Tactical Edge: Enemy has no Ranged Units
Cost: Valor, Military Firearms x 2

Campaign Advantage

The Fortify Order does not cause Fatigue.

Special Forces

Siege Engineer

 Tier 2 Military Agent

A Siege Engineer may turn 2 Lumber and 1 Stone into a
Trebuchet Unit.  Trebuchets are created where the Agent is stationed. 

Trebuchet

(War Machine)
Ranged, Siege, Driving
Move: 1 Strength: 3 Resilience: 1
War Machines are neutral Units and may be traded to other Commanders who use Reorganize Force to add them to their Formations when at the location of the War Machine.  If only War Machines are left surviving in the Battle, the Battle is lost.

Campaign Advantage

Formation will be Optimized for every Conflict. 

Special Forces

Commissars

(Infantry, Light)
Intimidating, Rally, Specialist
Move: 4 Strength: 1 Resilience: 1
Constant Effect: The Force will never enter Disarray.
Cost: Valor, Training x 2

Campaign Advantage

Each Ration feeds 2 Units instead of 1. 

Special Forces

Battle Aurochs

(Infantry, Heavy)
Intimidating, Armor
Move: 3 Strength: 1 Resilience: 5
Tactical Edge: Battle occurs on Plains
Cost: Valor, Training, Military Armor

Campaign Advantage

Allows use of Sabotage order

Sabotage

A Force within 3 Provinces of one of your Forces immediately enters Disarray.  

Special Forces

Strikers

(Infantry, Light)
Opportunist: Specialists, Driving
Move: 4 Strength: 2 Resilience: 3
Tactical Edge: Enemy Force is in Disarray
Cost: Valor, Military Bows x 2

Campaign Advantage

Units gain no penalties from, and gains Unseen, in Forests.

Special Forces

Woodsmen

(Infantry, Light)
Ghost, Ranged
Move: 4 Strength: 1 Resilience: 3
Tactical Edge: Battle occurs in Forest
Cost: Valor, Training, Military Bows

Campaign Advantage

Units take twice as much damage to Destroy while Fleeing.

Special Forces

Titans

(Infantry, Heavy)
Armor, Stalwart, Lock-Up
Move: 2 Strength: 2 Resilience: 6
Tactical Edge: When Outnumbered
Cost: Valor, Military Weapons, Military Armor x 2

Campaign Advantage

All Units gain the Lock-up Trait

Special Forces

Halbardiers

(Infantry, Heavy)
Armor, Lock-up, Driving
Move: 3 Strength: 3 Resilience: 5
Tactical Edge: Enemy Force contains Cavalry
Cost: Valor, Military Weapons x 2, Military Armor

Campaign Advantage

Gain use of the Lay Traps order. 

Lay Traps

You may issue an Order to lay a series of traps in the Province you are staying in.  These traps are considered Below Notice.  If a Force, other than your own, moves over a Province with traps in them they will immediately enter Disarray and gain Despair.  These traps will remain indefinitely until triggered.

Special Forces

Hunters

(Infantry, Light)
Ranged, Intimidating
Move: 4 Strength: 1 Resilience: 4
Advantage: The enemy Force is considered to automatically have fallen prey to the Lay Traps Order before battle.
Cost: Valor, Training, Military Bows

Campaign Advantage

All Units gain Intimidating

Special Forces

Border Reavers

(Cavalry, Light)
Ghost, Mounted, Flanking, Intimidating
Move: 4 Strength: 1 Resilience: 4
Advantage: Enemy Units lose Intimidating, Flanking and Rally.
Cost: Valor, Training x 2, Mounts

Campaign Advantage

All Units gain Driving

Special Forces

Bravos

(Infantry, Light)
Intimidating
Move: 4 Strength: 1 Resilience: 4
Advantage: Bravos and adjacent friendly Units are immune to Lock-Up
Cost: Valor, Training

Campaign Advantage

All Units gain Armor. 

Special Forces

Immortals

(Infantry, Heavy)
Armor x 2, Stalwart
Move: 1 Strength: 1 Resilience: 7
Tactical Edge: This Force has fought against the Enemy commander before.
Cost: Valor, Military Armor x 3

Campaign Advantage

Forces may move freely through enemy occupied territory.

Special Forces

Assassins

(Infantry, Light)
Specialist, Ghost
Move: 4 Strength: 1 Resilience: 1
Constant Effect: At the end of every Round, the Unit with the lowest Resilience is removed from the Battle, tie going to the Unit closest to the Assassins.
Cost: Valor, Training x 2

Campaign Advantage

Commander may spend up to 3 Influence per Chapter to call 5 Requisition per Influence spent worth of Levy and Military Supply (Bows, Weaponry, or Armor), who arrive with 3 Battle Experience. Mercenary Forces remain loyal and will accept Orders from the Commander for 2 Chapters, and afterward require the same Influence as their original cost to remain loyal.

Special Forces

Overseers

(Infantry, Light)
Specialist, Rally
Move: 4 Strength: 1 Resilience: 1
Constant Effect: Mercenary Force will remain loyal for 1 additional Chapter without pay.
Cost: Valor, Training

Campaign Advantage

Your Forces may move through Mountains and Mountain Passes for only 2 Movement and gain no penalties.

Special Forces

 Mountaineer
 Tier 2 Military Agent

The Mountaineer may cause an avalanche or rock-slide in the targeted Mountain Province during a stated Warfare Phase.  All Forces there or moving through there during that Phase, except for those with the Mining Combat Doctrine, immediately suffer a defeat. 
 

Campaign Advantage

Gain the relevant Campaign Advantages of any Supporting Forces

Special Forces

Standard Bearers

(Cavalry, Light)
Specialist, Mounted, Flanking, Rally
Move: 4 Strength: 1 Resilience: 1
Constant Effect: If the Commander is present using Wage War, the Force adds +1 to its Chaos of Battle result and uses the lowest Risk.
Cost: Valor, Training, Mounts

Campaign Advantage

Gain use of the False Flag order, Light Infantry in your Forces gain Well-Armored.

False Flag

You may issue an order to remake banners, tents and other signaling devices such that your Force appears in Surveillance Reports to be that of any other Army you choose.  This does not hold up against the closer inspection of a Scout.

Special Forces

Turncoats

(Infantry, Light)
Ghost
Move: 3 Strength: 1 Resilience: 4
Tactical Edge: Force used False Flag to appear as an enemy’s ally.
Cost: Valor, Training

Campaign Advantage

Unless the Force has Despair, it always has Hope.

Special Forces

Military Band

(Infantry, Light)
Specialist, Rally
Move: 4 Strength: 1 Resilience: 1
Constant Effect: All Units in this Force gain Stalwart
Cost: Valor, Training

Campaign Advantage

Each Chapter, the Commander may call in 1 Unit of Military Armor, Military Weaponry, Military Bows, Mounts, or Training with a Levy, or call for 5 Rations, by calling on the Order’s allies.  

Special Forces

Emissary
 Tier 2 Military Agent

An Emissary can target an Enemy Force that you are aware of and arrange for a safe parley between the Enemy Commander and the Knight. This is run as a Scene.

Campaign Advantage

Gain use of the Feint order. 

Feint 

You may issue an Order that creates a decoy Force within two Provinces of the one that gave this Order.  This decoy Force will look exactly like your own in Surveillance Reports but will not stand up to the closer scrutiny of a Scout.  Multiple decoys can be created, and last until the end of the next Chapter.

Special Forces

Betrüger

(Infantry, Light)
Ghost
Move: 4 Strength: 1 Resilience: 4
Tactical Edge: Enemy attacked one of your decoys this Chapter.
Cost: Valor, Training

Campaign Advantage

Gain use of the Espionage Order.

Espionage

You may issue an Order against another Force within two Provinces of one of your Forces to discover the Orders their Commander issued this and last Chapter, the current location of their Commander, and the source of their Supply Lines.

Special Forces

Spies

(Infantry, Light)
Specialist, Ghost
Move: 4 Strength: 1 Resilience: 1
Constant Effect: Espionage Orders from this Force also Scout the Province they are directed to with no Risk.
Cost: Valor, Training

Campaign Advantage

Your Force does not need Supply Lines to receive their goods, and so they cannot be Raided. 

Special Forces

Partisans

(Infantry, Light)
Opportunist: Back Row, Intimidating
Move: 4 Strength: 1 Resilience: 4
Tactical Edge: Enemy Force is Out of Supply
Cost: Valor, Training, Military Bows

Campaign Advantage

Gain use of the Provoke order. 

Provoke 

You may issue an Order against an enemy Force within an adjacent Province to your own, overriding their original Order this round and forcing them to Attack your Force.  Your Force gains an Edge in this Battle; this Order can be given by a Force that is lying in Ambush without spoiling that Order.

Special Forces

Treacherers

(Infantry, Light)
Ranged, Intimidating
Move: 4 Strength: 1 Resilience: 4
Advantage: The enemy Force loses an additional Unit for every Edge you have over them if they lose the battle.
Cost: Valor, Training, Military Bows

Campaign Advantage

Automatically see all Unseen features in your Forces’ Surveillance Range.  

Special Forces

Spotters

(Infantry, Light)
Specialist, Ranged
Move: 4 Strength: 1 Resilience: 1
Constant Effect: Enemy Units lose the effect of the Ghost trait
Cost: Valor, Military Bows

Campaign Advantage

Your Forces will never gain Despair and are immune to certain special effects of Triumvirate Forces.

Special Forces

Mithrihim Priests

(Infantry, Heavy)
Specialist, Armor, Rally x 2
Move: 4 Strength: 1 Resilience: 1
Tactical Edge: Enemy Force is Heretical or Malefic
Cost: Valor, Training x 2, Military Armor