DariusSolluman/FlanksManuversAndEnvelopment

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Flanks, Manuvers And Envelopment

Armies are big, unweildly things. They mostly face in one direction and break anything that gets in their linear path. Hitting an army from the side or rear is frequently a good way of breaking it- units have a hard time quickly turning, and soldiers quickly panic when hit from multiple sides- the enemy suddenly seems to be everywhere at once.

This is similiar to an Exalt being hit in the back, but somewhat more mechanically complex. A unit can forfeit any attack or defense actions for a Clash to manuver. Manuvers may be used to do things like take the high ground, get behind some fortification, or try and flank an opponent.

If the enemy is engaged in combat with another unit, flanking is a contest of the enemy commander's Tactics vs an Intelligence+Tactics roll. Otherwise, it's an Intelligence+Tactics contest between the two commanders, and in either case the additional bonuses of fortifications and high ground add successes to the defender's rolls. Victory means one has successfully outflanked the enemy.

A unit that successfully flanks an enemy unit, for the next Clash, may not be defended against without the use of Charms. Further, attempts at attacking the flanking attackers are at +1 difficulty. These bonuses last for only one Clash, however- after that, it's business as usual.

Exalted can also be flanked, although it's much harder. They normally anticipate being attacked from all sides, and the default assumption is that an Exalt will be defending themselves from all comers. However, the same mechanics apply- in this case, it represents luring an Exalt into a false sense of security from a given direction, then hitting them from where they had ceased expecting an attack. The difficulty is equal to the Exalt's Perception + Combat Skill Of Choice. Note that the Exalt doesn't roll these- they gain the pool as automatic successes.

Example: Rising Dawn is putting down a pair of mecenary companies, when one decides to be clever and attempts to get flank Rising Dawn. Rising Dawn has an Intelligence of 3 and a Melee of 4. The difficulty for the enemy commander to flank him is 7- virtually impossible for a normal mortal.

Exalts are capable of flanking an enemy only if their Anima banner is not flaring to the point that stealth is impossible. Although stealth isn't the most important thing in a flanking manuver, it is a crucial component, and having every eye constantly drawn to you makes such trickery impossible. Otherwise, it's the same for an Exalt trying to flank an army as for another commander, although they may substitute the combat ability of choice in the place of Tactics.

Example: In the same fight, Rising Dawn (who hasn't even broken out his Peripheral Essence yet) flanks one of the companies. It takes a Clash of manuvering, in which he can not attack or defend (except with reflexives). At the end of it, he rolls his Intelligence+Melee (7) vs the commander's Intelligence+Tactics (5), getting more successes. The next Clash, Rising Dawn's attacks may not be parried by the army, and he's at a +1 difficulty to hit.

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