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GDP Tactical Dictionary V01.4a
GDP Tactical Dictionary V01.4a
“ ”
- Jeremy
Special thanks to Scott ‘the legend’ for ongoing use of the GDP logo.
1
Excluding all regions where circulation is prohibited by international treaty.
There have been several updates to correct omissions in the previous version or address new
developments in the game that had not previously been consider worthy of recognition. This
means that Version 1.4 now contains more entries than any of the previous versions of this
exhaustive and definitive guide to SBG tactical terminology.
An additional change is the inclusion of Appendix C, containing all of the current GDP
Flowcharts in one easy to reference place. To commemorate this occasion an additional
bonus flowchart was commissioned using the strategic non-profit reserve. “Critical
Response Tactica 2: Dislodging Entrenched Formations (Version 1.0)” can now be found in
Appendix C.
- David.
If you have acquired this document then your first question is an undoubtable ‘why?’. Why
would a group produce such a document? What could inspire madness of this calibre? Well
our reasoning is twofold.
The secondary purpose of this document is to generate tactical discussion and facilitate
‘Theory SBG’. So take a look through the tactics listed here and see if there are any that you
can add to your Tactical Tool Box. Note, not all the tactics listed here are good tactics, in
fact many tactics are neither good tactics nor bad tactics, they are simply tactics and their
goodness or badness will be determined by the player in question.
While this is undoubtedly an exhaustive list of all possible tactical options available to a
player, it is possible that it could be more exhaustive than it currently is. To this end if you
can think of a tactic that you don’t see listed, then draw up a diagram and send it in. Your
contribution will be assessed by our impartial reviewers and may or may not be included in
the second print run.
- David.
“This is brilliant.”
- Andreas
“ Had a look through this, and it really is quite incredible. Much to think about. Well done all!”
- Harry
“”Decision management”! I remember that the “Donout of Death” was introduced in a Mustering an
Army: Harad –episode. Great Read, thankyou.”
- Kalle
“ Nice.”
- Andrew
“Love it (unspecified author), well written and hilarious. Some useful ones too, which is always a plus.”
- Matt
“ ”
- Jeremy
own focus is direct towards the Decoy location or playstyle in the face of significant enemy shooting
model. This can be done through the use of assets.
careful and deliberate measurement and by asking
highly specific questions that are disguised as Avoidance Bubble
general clarifications (such as “hey would you say The Avoidance Bubble is a defensive Position
these models are within 3”, just hypothetically?”). tactic for countering large heroes with restricted
This tactic is normally always combined with the movement. See the Halo Formation.
Hidden in Plain Sight tactic to form a combined
Deception no Deception strategy. Baiting
1) Baiting is an offensive Resource Management
Assassin and Position tactic in which a portion of your
An Assassin is the Tech term that is applied to army’s Resources are sacrificed to lure a greater
any unit that specialises in removing specific portion of the enemy’s Resources into a Position
enemy heroes or Resources. This can be achieved where they can be dealt with. This tactic is
through powerful combat, deadly shooting, traditionally used as a setup for a second, more
sneaky magic weapons or other similar abilities. aggressive tactic such as an Assassination Run,
the Jaws of Victory or the dreaded Donut of
Assassination Death.
Assassination is an offensive Resource 2) Baiting is a defensive Position and Tempo
Management tactic that relies upon reducing the tactic used to either delay slow moving enemy
enemy’s available resources by killing key heroes or distract enemy heroes with a
characters. A proper Assassination normally compulsion to charge. See the Halo Array.
involves isolating the target first (either through
magic or Baiting) to allow overwhelming force to Bait and Switch
be brought to bear (see Macro Trap), but this is The Bait and Switch is a further refinement of the
not always necessary. Baiting tactic in which provision is made to
rescue the bait before it can be slain. This can be
Assassination Run done by either using bait that is tougher than it
The Assassination Run is an offensive Position looks, withdrawing the bait through the use of
tactic that utilises the Assassination tactic at a heroic combats or suchlike or by reinforcing the
range beyond which the opponent though likely. bait faster than your opponent though likely.
This is traditionally done by either extending the
movement of your assassinating heroes through Barbarian Chieftain
heroic combats or other trickery or by convincing The Barbarian Chieftain is an offensive Meta
the target to unwittingly move closer through the Game and Energy Reserve Management strategy
use of magic, Baiting or using Deception to that seeks to inflict the Running on Empty
mislead your opponent as to your army’s true condition upon their opponent through favourably
Tempo. trading Energy Reserve expenditure. This is done
by inviting your opponent to join you in some
Attrition form of Decision Management or Energy
Attrition is an offensive or defensive Resource Management compromising activity in the hope
Management strategy in which one player directly that the negative effect upon your opponent will
matches their opponent’s tactic but with greater be greater than the negative effect upon yourself.
Resources. This tactic accepts that the enemy will Examples include eating contests, drinking
inflict proportional damage upon your Resources contests and push up/chin up contests. This tactic
and should only be used in situations where you is not without personal risk. This tactic is named
have a clear advantage in all of the Relevant after the traditional stereotyped barbarian “let’s
Resources. invite them for a feast and slaughter them when
they’re drunk” approach to warfare. See Day One
Avoidance Aftermath.
Avoidance is a Position and Tempo playstyle that
attempts to use an army with superior Beater
manoeuvrability to mitigate an opponent’s A Beater is the Tech term that is applied to any
advantage in combat by indefinitely avoiding unit that specialises in dealing large amounts of
combat. If done correctly an Avoidance playstyle damage in combat. See Bruiser.
can provide a player with potentially infinite
rounds of shooting with which to apply the Big Hero Burnout
Whittling tactic. See Anti Shade Stratagem #1, 1) The Big Hero Burnout is a defensive Resource
Kiting and the Crescent Moon Formation. Care Management tactic directed against a single
should be taken before applying an Avoidance enemy character of exceptional power. This is
done through the focused application of the powerful enemy hero who has the option to call a
Burnout tactic to reduce the hero’s Heroic heroic strike and then calling a heroic combat. At
Resources. this point the enemy hero can chose to call a
2) The Big Hero Burnout is an offensive Resource heroic strike. If they do so then the Bolging hero
Management tactic that uses a single powerful will simply charge someone else and the might
hero to rapidly inflict damage upon the enemy’s point is wasted. If they do not call the strike then
Resources. This is a more focused application of the Bolging hero will charge and slay them in
the Shock an Awe tactic. which case all of the hero’s remaining Heroic
Resources are wasted. Regardless of which choice
Blaze of Glory the opponent makes your subsequent actions will
The Blaze of Glory is the term that is applied to demonstrate that their choice was wrong, thereby
the situation in which one player suffers a providing you with the Perceived Confidence
stunning, crushing, even humiliating defeat in the Advantage.
final round of a competitive series of linked
games (tournament) but still achieves a podium Bordering
placing. This doesn’t happen frequently, but when Bordering is an offensive Position and Tempo
it does it is glorious. mistake that can occur when an attacking force
encounters the opponent’s defensive strategy. In
Blunting this situation the attacking player is unwilling to
1) Blunting is a defensive Resource Management enter the opponent’s prepared Kill Zone but is
and Position tactic which is used to mitigate the unwilling to withdraw and concede the field
effect of a powerful enemy hero. This is done by unfought and so the attack grinds to a halt in a
placing a highly survivable model or series of Position with no tactical, strategic or defensive
models in the path of the enemy hero. See value. Bordering is a mistake for two reasons.
Burnout. Firstly this grants your opponent firm control over
2) Blunting is a defensive Position tactic in which the Initiative and the Perceived Confidence
the defending army chooses a Position that will Advantage in the game. Secondly, any enemy that
hopefully reduce early casualties. This can be choose to adopt a static defensive Position
achieved through use of terrain against cavalry, probably has superior ranged capabilities and as
line of sight obstructions against shooting and or such the attacking force will fall victim to
positioning models to place the correct defence Whittling and the Death by a Thousand Cuts
values against the correct strength values. tactics for as long as it continues to hesitate.
3) Blunting is a defensive Resource Management
tactic in which a magic user is tasked with Bradbury
reducing the damage output of an enemy 1) The Bradbury is a desperate counter tactic in
character. See Shutdown. which a player adopts a strategy that relies upon
their opponent’s misfortune to achieve victory.
Bodyguard Duty This is frequently seen in situations where one
Bodyguard Duty is a defensive Position tactic that player is narrowly lacking the Resources to adopt
utilises an adapted form of the Buddy System to a desired tactic but they chose to attempt the
protect a powerful hero from Assassination. In strategy in the hope that fortune will favour the
this situation a moderate to powerful hero is brave.
assigned to accompany the powerful hero. In 2) A Bradbury is the term that is used to refer to a
addition to the regular benefits of the Buddy player that through luck, chance and bizarre
System, should the powerful hero be threatened occurrences finds themselves competing in a tier
by assassination the hero on Bodyguard Duty will above their inherent skill level during a
attempt to heroic combat into the Assassination competitive series of linked games (tournaments).
combat to contribute extra attacks or remove key This can sometimes be caused by strength of
enemy models through Pealing Combats. schedule.
Bolging Breakthrough
1) Bolging is an offensive and defensive counter Breakthrough is an offensive Position and Tempo
tactic that seeks to solve a problem through the tactic in which one player seeks to overcome an
application of Bolg. Preferably on warg. enemy formation by cutting a hole through the
2) Bolging is a cunning offensive Resource middle of it. This tactic relies upon the theory that
Management and Psychological Warfare tactic in most formations are established with a facing in
which the enemy is forced to make difficult which they are most combat efficient. Since
Resource Management choices. This is done by achieving Encirclement against such formations
charging a large, powerful hero (preferably Bolg takes turns that are not always available, the
on warg) into a model next to a slightly less Breakthrough tactic achieves a similar result by
cutting the enemy formation in half and Burying is Similar to Flooding but it is applied to
surrounding them from the inside. characters rather than locations.
rolling, rolling the dice off the table a few times to then they will be free to employ Harassment,
sneak in a few practice rolls and or rolling as Encirclement and Strategic Raid strategies.
many dice as possible at the same time since even
dice need the positive reinforcement provided by Collapsing Crescent Moon
their friends. The Collapsing Crescent Moon is a transitional
defensive Position tactic that is used when the
Charge of the Light Brigade enemy’s numerical superiority has proven two
The Charge of the Light Brigade is an offensive vast to be handled by the Inversed Crescent Moon
Tempo strategy in which one player attempts to Formation. In this case, as the enemy attempts an
mitigate the effect of a vastly superior shooting encirclement of your formation, the swept wings
force on a board with no meaningful terrain and of the Inversed Crescent Moon are drawn further
an objective that requires them to close with the back until the two extreme tips meet, thereby
enemy. This is done by rushing at maximum forming a defensive circle. See the Halo Defence.
speed in a straight line directly towards the
enemy. This will minimise the number of turns in Corbomite Manoeuvre
which the opponent will be able to utilise their The Corbomite Manoeuvre is a defensive Position
shooting advantage. and Tempo strategy that utilises Resource
Management and Psychological Warfare elements
Classic Kirk to convince the opponent to delay their own
The Classic Kirk is a Temporal Manipulation and offensive strategy. This is done by declaring to
sportsmanship strategy that seeks to optimise the your opponent that the dictates of sportsmanship
use of the Warp Slingshot Effect. This is done by require you to inform them of a particularly nasty,
approaching the use of the Warp Slingshot Effect expendable source of area of effect damage (such
in a jovial and enjoyable manner in the hopes that as a urikahi bomb or magic elvish hat) that you
if the opponent is enjoying the game then they have at your command. Every time the enemy
will be more likely to forgive the occasional moves to threaten the formation that contains this
temporal inconsistency in your game plan. ability you should remind them of your warning
and describe in graphic detail the level of damage
Closing the Air Gap that it can inflict. This will hopefully convince
Closing the Air Gap is an offensive counter anti your opponent to delay any serious offensive
Encirclement strategy that can be used to remove action against that formation until after you have
the defensive benefit of the Air Gap from a used the expendable ability. To achieve maximum
defensive formation. This is done by simply Resource Management efficiency with this
filling in the clear space with models so that the strategy relies upon gauging the correct time to
enemy models can no longer push back to escape use the area of effect ability, thereby switching
being trapped. This in turn can be accomplished from the Corbomite Manoeuvre to the Death
either by forcing the defending units inwards from Wave tactic.
all sides until they meet in the middle or by
placing additional units into the enemy formation Corner Case
(fliers, teleporting wraith or watchers in the water 1) The Corner Case is a Position mistake in which
do nicely) to form a retroactive Donut of Death. a formation that had previously been employing
an Avoidance strategy is pinned against not one
Cole Protocol but two board edges by an advancing enemy
The Cole Protocol is a defensive Resource force. A formation caught in such a Position will
Management counter tactic that seeks to trade be unable to evade the approaching enemy and
your Resources to delay the opponent’s Position will be force to engage in combat.
and Tempo in response to an opponent’s initial 2) The Corner Case is a defensive Position tactic
success. This tactic is used in situations where the that is frequently employed by armies that are
enemy has overrun an outlying formation and it faced with the risk of Encirclement by a
will take time to readjust your Position to counter numerically superior opponent. This is done by
this development. When this occurs the remainder securing both flanks of the defending formation
of the overrun force is not withdrawn towards against adjacent board edges. This should only be
your main formation as this would encourage the done if the defending force has superior shooting
enemy to pursue them at maximum speed. Instead Resources and the nature of the victory conditions
the surviving units are sent off in a random are such that the player can afford to entirely
direction. If the enemy pursues this force then surrender the Initiative and Tempo of the game.
they will be lead away from the critical areas of 3) The Corner Case is a Decision Management
the battle field, costing them both Tempo and term that is applied to situations that fall outside
Position. If the enemy does not pursue this force the usual range of events that would be expected
to occur in a standard game. This can include
after the end of the first day of gaming and then Deception
attempting to trade favourably on Energy Reserve Deception is the basic principle of Psychological
expenditure. This tactic is not without personal Warfare. The term Deception can be used to
risk. describe any activity that has the intention of
convincing your enemy that your intentions are
Day Two Fade different than they are. This can be done by
The Day Two Fade is a Energy Reserve moving surplus resources into nonsensical
Management mistake in which a player positions, careful measuring irrelevant distances,
overestimates the energy boasting potential of a asking detailed questions about terrain features
single night’s sleep at a multiple day competitive that you have no intention of entering or making
gaming event and finds themselves forced to play idle comments that would suggest that you are
the second day while Running on Empty. This can more or less aggressive than you actually feel.
sometimes be mitigated through the use of various
consumables. Deception no Deception
The principle of Deception no Deception is the
Death Ball key to maximising the effect of the Deception
The Death Ball is an offensive Position tactic that element of the Psychological Warfare strategy.
is favoured by armies that loose effectiveness This maximisation is based upon the
when spread out. To this end the Death Ball tactic understanding of the limits of the Deception
involves gathering all of your strength into a strategy in any given situation. This is because if
single mighty formation and throwing it straight you always apply the same Deception tactic your
into the opponent’s teeth. Due to the limited adversary will eventually catch on. However if
manoeuvring options available to such a large you vary your Deception tactics then your
concentration of troops the Death Ball is prone to opponent’s belief that they have seen through
being out manoeuvred by its more agile your Deception can be used to further disguise
opponents. This tactic is normally favoured by your intent. In a properly managed Deception no
army’s using the Double Bubble style of force Deception strategy the opponent should never be
construction as the high Unit Density of the sure if what they see is real or if it is merely what
formation allows for greater overlap of the you wish them to see. If you hear the phrase, “but
relevant radiuses, but it can also be used by pike what if they know that I know that they have
blocks or particularly cautious opponents. determined that I suspect that…” then the
Deception no Deception plan has succeeded.
Death by a Thousand Cuts
The Death by a Thousand Cuts is an offensive Decision Management
strategy that depletes enemy Resources through Decision Management is the meta strategy that
the repeat application of individually insignificant refers to the process by which a player selects the
losses. This is most frequently used by Avoidance strategies and tactics that they will apply to a
armies that can use their superior mobility to given situation. This can be competitively focused
control the Initiative and Tempo of the game and (see Objective Based Strategy), theme based (see
provide a large to indefinite number of turns for WWGD) or influenced by personal bias (see
its shooting units to gradually reduce the enemy’s Standard Combat Procedure). Gaining insight into
Resources. The Death by a Thousand Cuts can be an opponent’s Decision Management process is a
considered an army wide application of the vital part of the Deep Deception Tactic.
Whittling tactic.
Decoy
Death Wave The Decoy is a Resource Management or
The Death Wave is an offensive army selection, Psychological Warfare tactic that is used to divert
Resources and Tempo tactic that involves the use enemy Resources away from critical locations or
of multiple sources of area effect damage that can venerable Resources. To achieve this the player
remove enemy Resources with a minimum of uses the principle of Misdirection by sending
interaction with your enemy. A well-executed portions of their force to secure multiple
Death Wave will leave the opponent’s army objectives, some real, some imagined. Your
devastated without allowing the opponent to roll opponent must then identify which detachments
dice or otherwise influence their fate. Examples are pursuing true objectives before they can plan
included Mumakil, targeting warriors with their response or they risk diverting their
channelled area effect magic and or massed camel Resources in the pursuit of your Decoy forces. In
damage. some situations a Decoy force can be sent in
pursuit of a real objective so that even if the
enemy realises that you intend the move as a
Decoy, they must still respond in force.
while the Flanking units reach the correct developing game. Dividing their forces in this
Position. This tactic is most commonly used manner weakens the player’s Tempo and leaves
against Shield Walls, defended obstacles, and the rest of their army vulnerable to Defeat in
other formation with a clear intended facing. Detail tactics. This mistake is most commonly
seen when one player miscalculates the Final
Flash Kill Place of Conflict.
The Flash Kill is a Resource Management tactic
that seeks to reduce the effect of the enemy’s Fortified Line
Heroic Resources upon the developing game. This The Fortified Line is a defensive Position
is done by identify the key heroes that are stratagem that involves forming a Shield Wall in
carrying the Heroic Resources and killing them or around an already defensive terrain feature,
before they can impact the game. A proper Flash such as a hedge, obstacle or ruin. The use of
Kill should remove a hero that was at full stats at defensive terrain greatly increases the staying
the beginning of the phase, though the term can power of the Fortified Line beyond that of the
sometimes be applied to the death of mostly fresh regular Shield Wall and as such a Fortified Line
heroes. cannot normally be broken without
disproportional Resource expenditure. The
Flat Lining weakness of the Fortified Line is that it is a
1) Flat Lining is the term applied to the stationary Position that therefore completely
unenviable situation in which a player finds surrenders the Initiative of the game to the
themselves facing the prospect of scoring zero opposition and is vulnerable to Flanking and
points in a game. This can occur through poor Encirclement tactics.
fortune or incorrect strategy selection. A player
who is Flat Lining has a choice between initiating Forward Observers
Damage Mitigation strategies or attempting a Full Forward Observers is the name given to the initial
Bradbury. warband drops that are positioned early in the
2) Flat Lining is the term applied to the situation deployment phase to observe and report upon the
in which a player has scored no points after enemy’s deployment. Correct use of reliable
several rounds of a competitive series of linked Forward Observers can provide a significant
games (tournaments). At this stage the Player Position advantage.
must decide whether they wish to employ the
Matt Sportsmanship Manoeuvre or try for the Full Full Bradbury
Bradbury. 1) The Full Bradbury is a tactic of desperation in
which a player with a significant disadvantage in
Flooding Resources, Tempo, Position and victory points
Flooding is an offensive Position tactic that is carries on in the hope that fortune will cripple
used to secure control of vital areas of the battle their opponent. Examples can included hopping
field that the enemy is attempting to contest. This wizards will fail courage tests or that significant
is achieved by applying overwhelming numbers to portions of the enemy force will drown. To
the desired position. Flooding is similar to achieve the Full Bradbury the losing player must
Burying but it is applied to a location rather than a Position their army in such a way that it can take
miniature. advantage of this hoped for misfortune. Due to the
exposed Position required to adopt this low
Flying V Formation probability of success tactic, this tactic frequently
The Flying V Formation is the offensive use of ends with the losing player in an even worse
the usually defensive Inversed Crescent Moon situation.
Formation. In this formation a player places their 2) The Full Bradbury is a tactic of desperation in
high powered combat Resources forward and which a player realises that, during the course of a
moves rapidly toward the enemy. The rest of the competitive series of linked games (tournaments),
army is placed upon the flanks of this centre that they are no longer in traditional contention
thrust, deployed in a swept back manner normally range for the podium. In this situation the player
associated with the Inversed Crescent Moon refuses to back down and carries on in the hope
formation, to cover the flanks of the initial point that the players above them will wipe each other
of contact and be present to exploit any breaks out in a series of nil all draws, rage quite due to
that form in the enemy line. sportsmanship issues, fail to return from lunch or
fall victim to Day Two Fade.
Fort Zinderneuf
Fort Zinderneuf is a defensive Position mistake in
which one player dedicates Resources to defend
an area of the board that is irrelevant to the
Inversed Crescent Moon Formation movement and shooting to stay mobile and avoid
The Inversed Crescent Moon Formation is a enemy Flack Fire.
defensive Position tactic that is used against
opponents with a vast numerical superiority. An Kylie Special
army deployed in this formation will have a The Kylie Special is an offensive or defensive
strong centre that will make initial contact with Position, Tempo and Resource Management tactic
the enemy but the flanks of the formation will be in which one player sacrifices their long term
swept back away from the enemy to increase the mobility to achieve a once off Position and
distance that the opponent must move if they wish Tempo advantage. This is done by voluntarily
to encircle you. Depending upon the extent of the dismounting a hero. While the dismounting hero
enemy’s initial numerical advantage and the loses their steed, they gain an extra inch of
effectiveness of your first contact group to reduce movement and a smaller base size. Under the
this advantage, it is usually necessary to begin right circumstances this can allow the hero to
transitioning to the Collapsing Crescent Moon. A access areas of the board more rapidly than the
variant of this formation can be used offensively, opponent through likely.
see the Flying V Formation.
Lasso
Jaws of Victory The Lasso is an offensive Position tactic in which
The Jaws of Victory is an offensive Position one player Positions their opponent’s models so
strategy in which a formation attempts to that it can be caught by a Macro Trap. This is
envelope an enemy formation while the enemy usually achieved through the use of magic but
formation attempts to withdraw. See Pincer some monsters have other Lasso abilities. The
Movement, Hit and Wrap and Crescent Moon Lasso is a common Assassination technique.
Envelopment.
Last Stand
Kill Zone The Last Stand is an offensive Tempo and
The Kill Zone is an aggressive Position tactic that Resource Management tactic in which a player
establishes a formation or army sized Mega Trap sacrifices their Resources in an attempt to rapidly
in the hopes that the enemy will stumble into it. end the game. This is done by placing your own
This is done by placing your formations into models into a Position where they are likely to be
Positions where there is an area of the board that killed (see Place of Death) in quantities sufficient
you can rapidly surround and from which the to satisfy the end condition of the game. This is
enemy cannot withdraw. Then simply convince generally done when one player would receive an
your opponent to enter this pre-prepared trap. This advantage from an extended number of turns and
is frequently seen in Doom Box, Crescent Moon the other player would not (see Glorious Last
Encirclement and Hamer and Anvil style Stand), but it can sometimes be seen at events that
Encirclement strategies. impose severe penalties for failure to finish
games.
Kite Eating Tree
The Kite Eating Tree is an offensive Position Layered Probability
tactic that can be used to bring a Kiting or Layered Probability is a pre-emptive counter
Avoidance army to combat. This is done by strategy that is used to mitigate the effects of ill
approaching the enemy Position from a direction fortune. This is done by recognising areas where
where they will end up being caught between the poor dice rolling could cause significant
Hammer of your forces and the Anvil of terrain. disruption to your plans and identifying additional
The successful application of the Kite Eating Tree strategies that could mitigate this failure. Layered
tactic requires a detailed understanding of vectors Probability is about creating redundancy in
and the relive Tempo of the two forces. This tactic strategy and developing plans within plans so that
can also utilise board edges in situations where when one plan fails another plan takes its place.
there is no suitable terrain features. Under no
circumstances attempt to pin an army against a Leapfrogging
terrain feature that provides the unit with benefits Leapfrogging is a defensive Position tactic that
(I.E. cavalry and shallow water, wood elves and utilises terrain to minimise damage from enemy
woods, mountain dwellers and mountains). shooting while conducting a separate offensive
strategy. This is done by choosing a route for the
Kiting offensive manoeuvre that allow the formation to
Kiting is an offensive Position and Tempo benefit from cover during as much of their trip as
strategy in which one force uses Avoidance practical without sacrificing too much Tempo.
tactics to inflict Whittling damage to the entire
enemy force. A Kiting force requires superior
suited to Shock and Awe manoeuvres and an action now it will kill one enemy warrior but if
strategies that require high Resource Density. you use it five turns from now you can engineer a
situation where it kills three. However if that one
Mind Games enemy model kills four of your models during the
Mind Games is the generic term applied to all of intervening turns then delaying the attack
the intellectual elements of Psychological produces a lower Net Present Value. Calculation
Warfare. This includes the Voice of Saruman and of Net Present Value should consider Position,
Deception no Deception. Tempo, Initiative, the potential for Psychological
Warfare and the balance of Relevant Resources.
Minimum Safe Distance
1) Minimum Safe Distance is a defensive Position Objective Based Strategy
and Tempo tactic that seeks to prevent an enemy Objective Based Strategy is a competitive
model or formation from inflicting damage upon Decision Management tool that focuses upon
your Resources at a given time. This is done achieving mission objectives with maximum
through calculating the maximum distance at efficiency. This is done by assessing the relative
which the identified threat can inflict damage points breakdown of points per objective as well
(including the potential for Lasso and Picard as the end conditions of the game to determine the
Manoeuvre tactics) and simply remaining outside optimum strategy that will result in a winning
this range. See Halo Formation. situation at the end of the game.
2) Minimum Safe Distance is a Decision
Management tool that can be used to identify Path Less Travelled
which areas of the board the enemy’s army is in The Path Less Travelled is a Decision
Position to threaten or defend and with what Management tactic that seeks to deliberately
portion of their army they can do so. Unlike the unbalance the opponent through selecting an
Position and Tempo tactic variant of Minimum uncommon strategy or tactic. In this scenario the
Safe Distance, the Decision Management variant player attempts to identify a tactic that the
is less of a hard and fast distance and more of opponent is unlikely to have encountered recently
something to be aware of. and therefore will be unsure of the correct counter
strategy that they should employ. This tactic is
Misdirection frequently used by experienced players who have
Misdirection is a Psychological Warfare tactic in developed extensive Tactical Tool Boxes.
which one player uses the Position of their
Resources to convince the opponent that their Pealing Combats
plan is different than it is. This can be done by Pealing Combats is defensive trick used to rescue
deploying leaders in a sacrificial force (in the valuable Resources from multiple combats in the
hopes that the VP gained through the misdirection enemy’s favour. This is done by charging
will be greater than those lost by the death of the additional models into the enemy’s multiple
leader) or by deploying a large cluster of archers combat to split it into several smaller combats.
to convince the opponent that you intend to use a This is particularly useful in situations where the
Rolling Arrow Storm or Fire Nest strategy. counter charge can remove the enemy’s fight
value advantage from the main combat. Pealing
Multi Tech Units Combats also works on spearmen.
Multi Tech Units is a descriptive term that is
applied to units and formations that can perform Perceived Confidence Advantage
in multiple specialised Tech roles. This multi The Perceived Confidence Advantage is an
specialisation is usually gained at the price of important element of Psychological Warfare, in
reduced generic effectiveness for their given which one player displays strong confidence in
points cost. See Tech Units. the inevitability of their victory. The player who
enjoys this advantage can use it to control the
Net Present Value Initiative of the game through forcing the
Net Present Value is a Decision Management tool opponent into a conservative or reckless approach
that enables player to make effective Resource by convincing them that that tactic is their only
Management decisions when comparing chance. This tactic can also be used against a
alternatives with a significant temporal difference. player by convincing them that their victory is
This can occur when a player must decide if they assured as part of a long term Deception plan. See
wish to spend Heroic Resources, commit reserves Deception no Deception.
or deploy ambushing forces now or hold them for
later. This is done by comparing the relative value
of the current event with the discounted relative
value of the future event. For example if you take
moving backwards and creating additional to a contested objective. This is done by pushing
distance that the enemy will need to cover. past the objective so that during the ensuring fight
your forces are in range of the objective while
Rule of N Plus One their forces are not.
The Rule of N Plus One is an offensive Position,
Tempo and Resource Management counter Sealing the Doom Box
strategy that serves as a hard counter to the Rule Sealing the Doom Box is an offensive Position
of Three strategy. It does this by exceeding the tactic in which a rapidly moving formation is used
Resources that the opponent commits to a given to transform the Doom Box tactic into a Ring of
function by one. If the enemy sends three models, Death. This is done by placing these units into
you send four. If the enemy deploys five Position behind the enemy formation once the
warbands, you deploy six. This will allow you to Doom Box has achieved a three sided trap. This
engage the enemy Resource for Resource while force provides the fourth side of the trap.
you pursue the mission objectives with your
surplus Resources. Seeding Decoys
Seeding Decoys is a defensive Position, Tempo
Rule of Three and Resource Management tactic used to manage
1) The Rule of Three is an army selection either slow moving enemy heroes or enemy
guideline that establishes a minimum level of heroes with a compulsion to charge. See Halo
redundancy that should be built into critical Array.
functions. This rule states that if three models are
included in a force to achieve a given task then Separation Protocol
the enemy will neutralise one at range, another in Separation Protocol is a defensive Position and
combat, but the third will get the task done. Tempo trick that is occasionally utilised by
2) The Rule of Three is an offensive Position, avoidance forces that are in risk of being engaged
Tempo and Resource Management strategy that by enemy forces. In this situation the avoiding
can be used to move a significant portion of your player separates their individual models so that no
resources deep into the enemy’s territory with one enemy model can charge more than one of
minimal opposition. See the Shell Game. your models. In this case even if the enemy
secures the Actual Priority the avoiding player
Running on Empty still has a portion of their force that is free to
Running on Empty is the Energy Reserve manoeuvre, either to counter attack or withdraw.
Management mistake that refers to the situation in Separation Protocol is only effective in situations
which a player has depleted their Energy where there are more avoiding models than there
Reserved and is forced to play at below optimum are models in range to engage them.
efficiency. In this situation the player is left with
insufficient mental energy to properly consider Shadow Force
their tactics and strategies, and insufficient The Shadow Force is a Position, Tempo,
physical energy to remain standing. This situation Deception and Psychological Warfare tactic in
should be avoided where possible. which one player encourages their opponent to
forget that a portion of the players resources are
Scroll Caddy on the board. This is done by deploying or
The Scroll Cady is a defensive Position tactic that moving a formation out of the enemy player’s line
is used to mitigate the effects of area of effect of sight (see Going Dark) and then in a
magic. This is done by identifying a low cost subsequent turn moving most of the formation
model with the ability to resist this magic and back into their range of vision. While this
assigning it to accompany any high value weakens the initial formation it does allow the
formation. player to adopt a Position that the enemy is
entirely unaware of and this opens other tactical
Screening options such as Encirclement and Strategic Raid.
1) Screening is a defensive Position and Tempo It is vitally important to do nothing that will draw
tactic that seeks to prevent enemy forces from attention to the Shadow Force once it has
accessing vulnerable areas of your larger disappeared. This is generally only effective
formations. This is done by assigning a small against seated opponents.
group of models to physically stand in the way of
said enemy forces. This is a more general Shell Game
application of the principles developed in the Anti 1) The Shell Game is the tactical situation that is
Flier Guard. found at the beginning of most scenarios that
2) Screening is a offensive Position and Tempo include random search objectives. In most
tactic in which an army denies the opponent entry published random search scenarios the objective,
artefact or other unclaimed item of a valuable deployment zone without appearing to care about
nature will is unlikely to be found from the the Position of spears, shields, banners or heroes.
randomised rolls and therefore an auto find option This can be done either to establish a mindset that
will be included in the rules. This strategy relies accepts that every model is its own formation and
upon correctly reading the probability to can manoeuvre independently or as a Deception
determine ahead of time where to Position your tactic to convince the opponent that your army
Resources to maximise your Tempo. does not wish to fight in combat.
2) The Shell Game is a Psychological Warfare
tactic that utilises Deception and Decoy principles Slow Play
to engineer a Catch 22 situation. This is done by 1) Slow Play is the term for the deliberate, well
deploying your Resources in three distinct groups. thought out, carefully measured playstyle in
When your enemy attempts to employ Defeat in which one player refuse to be rushed into a
Detail tactics against one formation that formation mistake by the opponent’s Tempo Advantage.
will act as an Anvil while the second formation 2) Slow Play is the term for the selection of a time
serves as a Hammer and the third launches a consuming playstyle by a player that is currently
Strategic Raid to claim objectives and secure in the lead in situations with time pressure. This is
victory. See the Rule of Three. done in the hopes that the opponent will not be
able to overcome the player’s defensive
Shield Wall stratagems before time is called. Under no
The Shield Wall is the fundamental formation. circumstances should non-game based tactics be
The Shield Wall can be used offensively or used to stall time. See Tempo Advantage.
defensively to control Position or Tempo. The
Shield Wall generally trades effectively in terms Smaug on Base
of Resource Management against most other Smaug on Base is a Psychological Warfare tactic
formations. This is done by forming a double line that can be used by or against large monsters with
of infantry, with shield or other combat models in detachable bases. When playing against the
front and spears behind. This creates a situation monster you can demand that the monster be left
where your individual models are well supported on its base for aesthetic reasons. The extra weight
and difficult to trap and it provides a safe area of moving the full model around will rapidly tire
behind the formation to store your support figures. your opponent. If playing with the monster you
can insist that the monster remain on its base for
Shock and Awe aesthetic reasons. The opponent will then be
Shock and Awe (also known as Burnout, Big overawed by the presence of a giant monster
Hero Burnout or Heroic Slaughter) is a Resource moving around the board.
Management tactic that focuses upon accelerating
the Tempo of the game beyond the point at which Smaug Somewhat on Base
the enemy can redeploy in response to the The Smaug Somewhat on Base is a Psychological
changing situation. This is achieved by rapidly Warfare tactic in which a player with a monster
spending Heroic Resources to inflict maximum on a detachable base attempts to artificially inflate
damage upon the enemy in minimum time. This the perceived Resources that they have available.
tactic is particularly favoured by armies with To do this the player must claim that precise
multiple mounted combat heroes. measurement is required and remove the monster
from its base. Once this is done the monster is
Shooting the Moon placed near its base for aesthetic reasons. In your
Shooting the Moon is the term applied to the opponent’s subconscious you will now have two
attempt to kill your opponent’s biggest piece with monsters on the board and this will affect your
shooting. opponent’s decision making.
Shutdown Sniper
The Shutdown is a defensive Resource A Sniper is the Tech term that is applied to any
Management tactic in which a magic user is unit that specialises in removing specific targets at
tasked with removing the influence of an enemy range. This can be achieved through deadly
character entirely from the game. The Shutdown shooting, long range magic or other similar
tactic is an extension of the Blunting tactic.. abilities.
assets as possible without throwing good troops threats, but it can be used against a wide range of
after bad. offensive strategies.
should be and what is likely to occur during the within their rights to refuse this request it is
intervening turns. Tempo based tactics can be frequently necessary to leverage their cooperation
used to generate a Tempo Advantage through through other means. This could include
either offensive means, decreasing the number of capitalising on the gratitude generated by the Mat
turn required for your army to fulfil and objective Sportsmanship Manoeuvre or jollying the
(E.G. Shock and Awe), or defensively, increasing opponent along with the Classic Kirk. See the
the number of turns that the opponent will require Warp Slingshot Manoeuvre.
to achieve their objective (E.G. Blunting). The
understanding and control of Tempo is one of the Theory SBG
fundamental aspects of the game. Theory SBG is the technical name for conducting
2) The Tempo of a game refers to the speed at a TEWT (Tactical Exercise Without Troops). The
which two players can make decisions, move purpose of such an exercise is to examine the
troops, roll dice and generally play the game. If merits of given tactics and counter tactics without
the Tempo of a game falls too low in a the distraction of actually playing the game. The
tournament setting then it is unlikely that the ability to rapidly conduct Theory SBG during the
game will finish. brief period between seeing an opponent’s army
and rolling for deployment is vital if you intended
Tempo Advantage to deploy in a way that will support your ongoing
1) The Tempo Advantage refers to an army’s strategy in the rest of the game. When conversing
ability to achieve a desired outcome in less turns with the wider gaming community it is not
than their opponent can. For example if a model is uncommon to hear this idea referred to as
three turns away from an objective but the enemy ‘Theoryfaux’, ‘Theory Hammer’ or ‘Theory K’.
can reach it in one then the enemy has a two turn
Tempo Advantage in securing that objective. Three Deep
Likewise if two armies are attempting to break Three Deep is a modification of the defensive
one another and one army can achieve this is three Position and Tempo counter tactic Two Deep, in
turns but the other requires ten then one side has a which one player attempts to prevent
seven turn Tempo Advantage. See Shock and Breakthrough tactics through the establishment of
Awe. redundant lines of troops. In the situation where
2) The Tempo Advantage refers to one player you believe that the enemy intends to call a heroic
being comfortable playing at a faster tempo than combat (see Shock and Awe), then the two lines
their opponent. By keep the tempo of the game of troops recommended by the Two Deep tactic
fast the more experience player seeks to become insufficient to provide security against the
encourage their opponent into make rushed Breakthrough. This is because a heroic combat
decisions and ultimately mistakes. Light use of can punch through the first line of troops and kill
the Tempo Advantage is to be encouraged as it the second in a single turn, at which point the
help players develop their critical reasoning skills Breakthrough will succeed if the player can win
but heavy or forceful use of this advantage is an Actual Priority. To mitigate the risk of this
sportsman like and should be avoided at all costs. actual priority, place a third line of troops behind
3) The Tempo Advantage refers to the situation your second line. This third line will catch the
where one player takes an early lead in victory enemy hero and provide your Position with the
points and therefore will win if time is called. A Tempo necessary to respond to your opponent’s
player with the Tempo Advantage can afford to Breakthrough attempt.
utilise more time consuming tactics, such as
Turtling Up, as they are no longer forced to seize Tiger Claw
the initiative. Unfortunately some unimaginative The Tiger Claw is an offensive Tempo and
players are unable to devise genuine ‘in game’ Research Management tactic which utilises the
time consuming tactic and are forced to go grab a principle of Baiting to disperse enemy Resources.
drink, mysteriously receive urgent phone calls, To do this one player detaches small groups of
attempt to distract their opponents with humorous troops from their main formation and sends them
anecdotes or otherwise ‘Slow Play’. Slow Play is away from the main action. At this point the
sportsman like and should never be considered opponent has a choice, they can either ignore
under any circumstances. these detachments or respond in kind. If they do
nothing then the detachment is free to conduct
Temporal Manipulation Strategic Raids or effect an Encirclement. If the
Temporal Manipulation is a counter tactic that can opponent responds with a force that is smaller
be used to attempt to recover from a grievous than your detachment, you can employ Defeat in
tactical error. This is done by simply asking your Detail. If they send a larger force then your
opponent if they wouldn’t awfully mind if you detachment avoids combat thereby removing a
took back the mistake. Since the opponent is well disproportional portion of the enemy’s Resources.
Armoured Company – An Iron Hills dwarf list with two or more chariots.
Bash Brothers – A Gondor list with both Boromir and Faramir (any versions).
Divine Wind – An elven army with a minimum of two Storm Callers.
Filth List – Any list that uses troops from different list for mutual support without developing a justifying
theme.
Fish of Fury – A double bubble Lake Town hoard army.
Gunline – Any army with more ranged weapons than mobility.
Magic Hat List – Any army lead by Thranduil.
Rhino Rush – Any army with a minimum of two Great Beasts of Gorgoroth.
Shade List – Any army that includes one or more shades.
Smaug List – Any army that includes models from the Desolator for the North army list.
True Hoard – Any army with at last 10 models per 100 points 2.
Will No One Think Of The Children – Any army that contains one or more random warbands of Hobbits.
2
Note, this ratio was established prior to the inclusion of warbands. Update pending…