Turn Sequence
Each round has 5 phases:
-
Command Phase
- Gain CP (base + commander bonuses).
- Issue orders (Advance, Hold, Assault, Skirmish, Entrench, Withdraw, Rally).
-
Movement Phase
- Units move according to orders and terrain.
-
Ranged Phase
- Archers, firearms, artillery, and ranged units attack.
-
Melee Phase
- Adjacent units resolve melee.
-
Morale Phase
- Units test morale if required.
Orders (Quick)
- Advance: move full SPD, may attack normally.
- Hold: no move, +1 ARM this round.
- Assault: move up to SPD, +1 ATK in melee, -1 DEF.
- Skirmish: move up to SPD, ranged only, ignores one terrain penalty.
- Entrench: no move, gain entrenchment.
- Withdraw: move up to SPD away; cannot attack.
- Rally: remove Shaken and recover 1 STR (once per battle).