All players have been charged with controlling an attacking army.
1. Read through the basic rules provided below. The rules are very light.
2. Pick **one army per player** from the unit types below. I recommend you discuss amongst you.
3. Each unit type has empty tactic slots. Review the Tactics listed below. Pick your tactics.
4. If there is a mention of a rule that you cant find here. You can search for it here: https://2e.aonprd.com/Sources.aspx?ID=150
5. Name the army. Give it some fluff is you like.
6. Message details to Josh of what you picked so stat blocks can be created and printed.
# Pick Unit Type
> [!NOTE]- Skirmisher
> ![[Army Tactics-20240528202713352.webp]]
> [!NOTE]- Infantry
> ![[Army Tactics-20240528202609379.webp]]
> [!NOTE]- Calvary
> ![[Army Tactics-20240528202517488.webp]]
> [!NOTE]- Siege Equipment
> ![[Army Tactics-20240528202637367.webp]]
## Warfare Rules
https://2e.aonprd.com/Rules.aspx?ID=1845
A war encounter takes place over the course of several rounds, with each round representing an hour of battle. The battle continues until all armies on one side are [defeated](https://2e.aonprd.com/Conditions.aspx?ID=45) (reduced to 0 HP) or [routed](https://2e.aonprd.com/Conditions.aspx?ID=55).
| Steps | Action |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Step1 | Each army in the battle makes a Scouting check to determine its initiative. On the first round of a war encounter, armies are usually [near](https://2e.aonprd.com/Rules.aspx?ID=1866). (Armies that have the [Ambush](https://2e.aonprd.com/KMWarTactics.aspx?ID=1) tactic may be able to begin a war encounter [engaged](https://2e.aonprd.com/Conditions.aspx?ID=48); armies that have the [Opening Salvo](https://2e.aonprd.com/KMWarTactics.aspx?ID=18) tactic may be able to begin a war encounter [distant](https://2e.aonprd.com/Conditions.aspx?ID=52).) |
| Step 2 | Each army takes three war actions on its turn, chosen from [Basic War Actions](https://2e.aonprd.com/KMWarActions.aspx) or from any other war actions the army may have access to. |
| Step 3 | At the end of the round, after every army has acted, there's a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its [shaken](https://2e.aonprd.com/Conditions.aspx?ID=56) condition by 1. On a critical failure, the army becomes [routed](https://2e.aonprd.com/Conditions.aspx?ID=55). |
| Step 4 | After checking for routs, the round is over and the next one begins. |
| Step 5 | Once all armies on a side are routed or destroyed, the encounter ends; see [Victory or Defeat](https://2e.aonprd.com/Rules.aspx?ID=1875) to determine the final results of the encounter. |
## The Battlefield
Armies can move across the battlefield to engage enemies, to retreat and regroup, and seek terrain advantages during their war actions, but their relative positions on the battlefield remain abstract throughout the encounter. What does matter is relative position between armies. During a war encounter, armies can be in one of the following three relative positions. Two of these positions—[engaged](https://2e.aonprd.com/Conditions.aspx?ID=48) and [distant](https://2e.aonprd.com/Conditions.aspx?ID=52)—are also conditions.
**Near**: When war encounters begin, the armies involved are normally considered near—close enough to advance and engage with a foe, but far enough to avoid direct conflict. An army cannot attempt melee Strikes against an enemy that is near—only ranged Strikes. Indicate an army is near by placing its token on the grid in any square not adjacent to another army.
**Engaged**: An army that is engaged can attempt melee Strikes against other armies it is engaged with. Indicate armies that are engaged with each other by placing their tokens adjacent to one another. An army can be engaged with up to four armies at once.
**Distant**: An army that attempts to disengage or retreat can move to a distant point on the battlefield. Attacks on a distant army are possible via ranged Strikes, but at a –5 penalty for the range. Indicate a distant army's position by placing its token or miniature on the table just off the edge of the grid. (Armies that manage to flee the battle entirely are taken off the table.)
### Battlefield Terrain Features
While some battles take place in open terrain, some battlefields contain additional terrain features. Relatively common battlefield terrain features are detailed below; some of the scripted war encounters in the Adventure Path feature other, specific terrain features.
**Darkness or Heavy Fog**: All armies become concealed, and distant armies become undetected. Armies in these conditions take a –4 circumstance penalty on Scouting checks. Armies with [darkvision](https://2e.aonprd.com/KMWarTactics.aspx?ID=4) ignore the terrain effects of darkness.
**Difficult Terrain**: A war encounter that takes place in rugged mountains, swampland, or dense forests are examples of difficult battlefield terrain. Armies take a –2 circumstance penalty on Maneuver checks in difficult terrain.
**Dim Light, Light Fog, or Rain**: Armies in these conditions gain a +1 circumstance bonus on Maneuver checks and take a –2 circumstance penalty on Scouting checks. Distant armies become concealed. Armies with [low-light vision](https://2e.aonprd.com/KMWarTactics.aspx?ID=16) or darkvision ignore the terrain effects of dim light.
**Wind**: Ranged Strikes take a –1 circumstance penalty in strong wind, or a –2 circumstance penalty in windstorms. The penalty for a ranged Strike on a distant army is doubled to –10 (this penalty stacks with the standard penalty to ranged Strikes in wind).
## Basic War Actions
https://2e.aonprd.com/KMWarActions.aspx
Basic war actions are available to all armies.
**Key Terms**
You'll see the following traits in some war actions.
Army Type Trait: A war action that lists an army type trait ([Infantry](https://2e.aonprd.com/Traits.aspx?ID=455), [Cavalry](https://2e.aonprd.com/Traits.aspx?ID=458), [Skirmisher](https://2e.aonprd.com/Traits.aspx?ID=456), or [Siege](https://2e.aonprd.com/Traits.aspx?ID=457)) can be used only by army units that have that trait.
**Attack**: An attack war action functions as any other attack action. They resolve against an enemy unit's AC, and each attack action made in a round increases the army's [multiple attack penalty](https://2e.aonprd.com/Rules.aspx?ID=332).
**Maneuver**: This war action pits one army's mobility against another's. When an army attempts such an action, it must attempt a Maneuver check against the opposing army's Maneuver DC.
**Morale**: This war action pits one army's conviction and bravery against another's. When an army attempts such an action, it must attempt a Morale check against the opposing army's Morale DC.
## Army Conditions
When an army becomes affected by a condition, that condition's effects last until the condition's stated duration ends or the condition is removed. As with character conditions, some army conditions [override others](https://2e.aonprd.com/Rules.aspx?ID=774).
Some army conditions have a numerical condition value. This value conveys the severity of a condition, and such conditions often give a bonus or penalty equal to their value. These values can often be reduced by taking the Recover Army activity or simply by waiting, as described in the condition itself. If a condition value is ever reduced to 0, the condition ends.
[Concealed-KM](https://2e.aonprd.com/Conditions.aspx?ID=44): A concealed army is tougher to target, and gains a +2 circumstance bonus on its Maneuver checks. Attacks against it take a –2 circumstance penalty. This condition lasts as long as the event granting the concealment persists.
[Defeated](https://2e.aonprd.com/Conditions.aspx?ID=45): When an army has zero Hit Points, it becomes defeated. A defeated army cannot take war actions. A defeated army can be restored to 1 Hit Point with the [Recover Army](https://2e.aonprd.com/Actions.aspx?ID=1418) activity (although the basic DC is increased by 5 for this check). Any effect that restores a defeated army to at least 1 Hit Point removes the defeated condition. A defeated army can only be moved one hex at a time with the [Deploy Army](https://2e.aonprd.com/Actions.aspx?ID=1413) activity. A defeated army can be [Disbanded](https://2e.aonprd.com/Actions.aspx?ID=1414) normally. It can't be used for any other Army activity as long as it remains defeated.
If a defeated army takes damage, it must succeed at a DC 16 flat check or be destroyed. If all armies on a side are defeated, those armies are destroyed.
**[Destroyed](https://2e.aonprd.com/Conditions.aspx?ID=46)**: The army has been completely devastated, and it cannot be restored—it can only be replaced by a new army. Any gear the army had is ruined.
**[Efficient](https://2e.aonprd.com/Conditions.aspx?ID=47)**: The army has performed an Army activity with such speed that it can be used to attempt a second Army activity immediately, but doing so causes it to lose the efficient condition. The second Army activity suffers a –5 penalty on its check, and the result of this second Army activity check cannot grant the efficient condition. If the army doesn't attempt a second Army activity, it instead loses the efficient condition and reduces the value of one condition of its choice by 1.
**[Engaged](https://2e.aonprd.com/Conditions.aspx?ID=48)**: An army that is in close combat with one or more enemy armies becomes engaged. An army must be engaged in order to attempt melee Strikes. If an army is engaged and attempts a maneuver war action that would cause it to disengage, it provokes reactions from any enemy armies they were engaged with.
**[Fortified](https://2e.aonprd.com/Conditions.aspx?ID=49)**: The army is in a defensive position as the result of a [Garrison Army](https://2e.aonprd.com/Actions.aspx?ID=1415) activity. While fortified, enemy armies cannot engage the army and the army cannot engage enemy armies. A fortified army gains a +4 item bonus to its AC and to Morale checks made to [rally](https://2e.aonprd.com/Actions.aspx?ID=1425). A fortified army that uses a maneuver war action immediately loses its fortified condition.
**[Lost](https://2e.aonprd.com/Conditions.aspx?ID=50)**: When an army's attempt to deploy to a new location fails, it can become lost. A lost army can take no Army activity other than [Recover](https://2e.aonprd.com/Actions.aspx?ID=1418), and that only in an attempt to remove the lost condition. When an army recovers from the lost condition, the GM decides what the army's new location is (typically this is at an approximate midpoint between the army's starting point and its intended destination).
**[Mired](https://2e.aonprd.com/Conditions.aspx?ID=51)**: The army's movement is severely impaired. It may be bogged down in mud, snow, underbrush, rubble, or similar terrain, encumbered by carrying heavy burdens, or any other reason. Mired always has a value. A mired army takes a circumstance penalty on all maneuvers equal to its mired value and to [Deploy Army](https://2e.aonprd.com/Actions.aspx?ID=1413) checks. If an army ever becomes mired 4, it becomes [pinned](https://2e.aonprd.com/Conditions.aspx?ID=54).
**[Distant](https://2e.aonprd.com/Conditions.aspx?ID=52)**: An army that has the distant condition has managed to retreat a fair range away from enemy armies, and is potentially poised to make an escape from the field of battle. Armies can attempt ranged Strikes against distant armies, but they take a –5 penalty on that Strike.
**[Outflanked](https://2e.aonprd.com/Conditions.aspx?ID=53)**: The army has enemies coming at it from many directions and must split its forces to deal with threats on every side. The army takes a –2 circumstance penalty to its AC.
**[Pinned](https://2e.aonprd.com/Conditions.aspx?ID=54)**: The army and cannot move freely. It has the [outflanked](https://2e.aonprd.com/Conditions.aspx?ID=53) condition and cannot use any maneuver war actions. A pinned army cannot be [deployed](https://2e.aonprd.com/Actions.aspx?ID=1413).
**[Routed](https://2e.aonprd.com/Conditions.aspx?ID=55)**: The army retreats, whether due to magical compulsion or simply broken morale. On its turn, a routed army must use the [Retreat](https://2e.aonprd.com/Actions.aspx?ID=1426) war action. While routed, the army takes a –2 circumstance penalty to Morale checks. This condition ends automatically once a war encounter is resolved, but the routed army increases its [shaken](https://2e.aonprd.com/Conditions.aspx?ID=56) value by 1 in this case. If all armies on one side of a battle are routed simultaneously, the battle ends and the other army is victorious.
**[Shaken](https://2e.aonprd.com/Conditions.aspx?ID=56)**: The army's morale has begun to falter, be it fear in the face of a powerful enemy, a supernatural effect such as a dragon's [frightful presence](https://2e.aonprd.com/MonsterAbilities.aspx?ID=17), or simply the result of ill fortune in the tide of battle. Shaken always has a numerical value. The army's Morale checks take a circumstance penalty equal to its shaken value, and whenever the army takes damage, it must succeed on a DC 11 flat check or its shaken value increases by 1. An army that becomes shaken 4 is automatically [routed](https://2e.aonprd.com/Conditions.aspx?ID=55). An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter.
**[Weary](https://2e.aonprd.com/Conditions.aspx?ID=57)**: The army is exhausted. Weary always has a numerical value. A weary army takes a circumstance penalty equal to its weary value to its AC, to its Maneuver checks, and to its Army activity checks; it takes double this circumstance penalty on [Deploy Army](https://2e.aonprd.com/Actions.aspx?ID=1413) checks. An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter.
# Pick Tactics For Empty Slots
![[Army Tactics-20240528201339863.webp]]
![[Army Tactics-20240528201402311.webp]]
![[Army Tactics-20240528201417983.webp]]
![[Army Tactics-20240528201432890.webp]]
![[Army Tactics-20240528201445720.webp]]
![[Army Tactics-20240528201518867.webp]]
> [!NOTE]- Battlefield Medicine
> ![[Army Tactics-20240528201943550.webp]]
![[Army Tactics-20240528201531902.webp]]
![[Army Tactics-20240528201543048.webp]]
> [!NOTE]- Flexible Tactics
> ![[Army Tactics-20240528202053561.webp]]
> ![[Army Tactics-20240528202115100.webp]]
> ![[Army Tactics-20240528202127366.webp]]
![[Army Tactics-20240528201604973.webp]]
![[Army Tactics-20240528201616971.webp]]
![[Army Tactics-20240528201630321.webp]]
![[Army Tactics-20240528201642098.webp]]
![[Army Tactics-20240528201652820.webp]]
![[Army Tactics-20240528201721092.webp]]
![[Army Tactics-20240528201731382.webp]]
![[Army Tactics-20240528201742031.webp]]
![[Army Tactics-20240528201752790.webp]]
![[Army Tactics-20240528201803590.webp]]
![[Army Tactics-20240528201813749.webp]]