Goals
- Verisimilitude - people aren’t restricted to 5’ squares on a grid, they change facing, they react to others movement during the encounter instead of being “frozen in place” while others take their turn
- Tactical - as in ambushing and flanking, not as in “tactical kilt”
- Encourage actions that might improve chances of success or survival
- Abstract and fast - no counting squares or designing battlemaps
Terms
- Zone - an area of the combat encounter
- Rank - a zone directly adjacent to another zone
- Flank - a zone that runs perpendicular to all the ranks. May not always exist (doorways, corridors, narrow rooms, obstacles)
- Melee zone - a mixed zone when the front rank of a formation breaks. May not always exist, especially at the beginning of an encounter.
- Weapon Categories:
- Hand weapon - single handed weapon that can only strike within an adjacent zone
- Long weapon - weapon that can strike one rank beyond the adjacent rank
- Missile weapon
- Thrown weapon
- Disengage - leave a zone adjacent to an enemy to a zone that is not directly adjacent to an enemy
- Break Rank - moving into an enemy rank to disrupt their front rank formation
- Holding Rank - prevent an enemy from moving to disrupt your rank
- Push Back - forcing a whole enemy rank to move backwards
- (In) Formation - having an equal or strong front rank than the enemy