Squad Orders

Squad Orders - Squad Orders give all of your units direction on how to focus their attack (see fig P below), E.G. selecting “Ranged Attack” can give a buff to your ranged units whereas Charge can give a buff to your melee units, however those buffs are not guaranteed. Depending on what Squad Order you choose in combination with what Squad Order your opponent chooses (think rock, paper, scissors), one or the other Squad Order will get the “Advantage” giving it a buff for that combat round. E.G. A “Charge” order will gain the advantage over a “Ranged Attack” order (giving a buff to the charging squad’s melee units for that combat round), whereas a “Charge” order will lose the advantage to an “Attack” order (giving a buff to the attacking squads melee units for that combat round). Any units not activating a targetable ability (E.G. Drain) will be assigned a target based on the Squad Order. -The Continuum Game Instructions

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Squad orders work in an almost paper-rock-scissors manner, except there are eight squad orders. Each squad order focuses on attacking different troops of your opponent (or getting away in the case of retreat) and offers a different 'buff' in case of winning advantage. Below is an explanation of the various squad orders and buffs.

The Orders

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Attack

  • Attack will cause your melee troops to target your opponent's melee troops, while your ranged troops attack everyone.
    • If you win advantage with this order your melee units will receive a significant AF (Attack Factor) increase, while your ranged units will receive a slight decrease.

Ranged Attack

  • Ranged attack will cause your melee troops to target your opponent's melee troops, while your ranged troops will attack only ranged units.
    • If you win advantage with this order your melee units will recieve a slighy AF decrease, while your ranged units will receive a significant increase

Charge

  • Charge will cause all of your units to attack only melee units.
    • If you win advantage your melee troops will receive a significant AF increase, and both melee and ranged troops will receive a moderate DF (Defense Factor) decrease.

Target One

  • Target One will cause all of your units to attack one specific target. Your squad leader's Intelligence stat determines how successful this tactic will be.
    • If you win advantage no AF or DF increase or decrease is gained.

Retreat

  • Retreat will cause your units to attempt to evade further battle. Your squad leader's Willpower determines how successful this attempt is.
    • If successful the combat instance will end without further damage to either party.

Ranged Defense

  • Ranged defense causes your units to prepare for a storm of arrows (or lightning, or other such ranged attacks) from your enemy. Your melee units will target other melee units, while your ranged will target everyone.
    • If you win advantage your units will receive a slight AF advantage while your opponents units will suffer a significant decrease in their AF.

Defend

  • Defend causes your units to brace from a general attack from your foe. Your melee units will target other melee units, while your ranged units will target everyone.
    • If you win advantage your units gain a significant DF increase.

Hold The Line

  • Hold the line forces your units into a stiff, immobile defense. All of your units will target your opponents melee troops.
    • If you win advantage your units receive a singificant DF increase and a slight AF decrease.

Special Command Squad Orders

Yes they exist and the Units that have access to these powerful combat decisions gain them on reaching level 5. If the unit with the special squad order is the Leader of the squad then the Order is usable.

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