Beyond Basic Brawling: The Science of Survival
In WFRP, combat isn't about being a hero—it's about being the one who walks away with most of their organs still inside. Advanced combat tactics separate the grizzled veterans from the fresh corpses. These aren't the techniques they teach in fancy sword schools; these are the dirty tricks that keep rat catchers alive when facing things with more teeth than sense.
graph TD
A[Advanced Combat] --> B[Tactical Positioning]
A --> C[Action Economy]
A --> D[Advantage Management]
A --> E[Environmental Usage]
A --> F[Psychological Warfare]
B --> G[High ground, cover]
C --> H[Maximize actions]
D --> I[Build momentum]
E --> J[Terrain as weapon]
F --> K[Break their will]
G --> L[Easier to hit from above]
H --> M[Move AND Action, every turn]
I --> N[+10 per point, snowball to victory]
J --> O[Chandeliers exist to fall]
K --> P[Morale is everything]
The Advantage System: Momentum Mathematics
Action Economy: Every Second Counts
Tactical Positioning: Geography of Violence
Environmental Combat: Everything is a Weapon
graph LR
A[Environmental Hazards] --> B[Furniture]
A --> C[Architecture]
A --> D[Terrain]
A --> E[Weather]
B --> F[Tables to flip: Cover]
B --> G[Chairs to throw: Improvised]
C --> H[Chandeliers: GM-set damage]
C --> I[Stairs: High ground]
D --> J[Mud: slow going]
D --> K[Ice: Agility tests]
E --> L[Rain: harder Ranged tests]
E --> M[Fog: Limited visibility]
Group Tactics: Teamwork Makes the Dream Work
Weapon Selection: The Right Tool for Murder
Special Maneuvers: Advanced Techniques
Combat Maneuvers:
- Feint: Win an opposed test with a trick and the foe loses ALL their Advantage (that's how opposed tests work)
- Called Shot: Accept a penalty to pick the hit location instead of reversing the dice
- Grapple: Opposed Strength tests; the loser ends up Entangled
- Disarm: Opposed test at a penalty, enemy drops weapon (GM's call)
- Push/Trip: Opposed Strength, enemy goes Prone
- Aim for the Head: Head hits skip the body armour most people wear
Defensive Options:
- Hunker Down: Skip the risky swing; just oppose every attack and look for an exit (each defence you win earns +1 Advantage)
- Disengage: Step out of melee cleanly; out-Advantaging your foes makes this much easier
- Flee: Just run, and every foe you were Engaged with gets a free attack
- Use Environment: Flip tables, slam doors, create barriers
Ranged Combat Mastery
Ranged Tactics:
Range Brackets:
- Point Blank: a big bonus to hit
- Short Range: a bonus to hit
- Normal Range: no modifier
- Long Range: a penalty to hit
- Extreme Range: a bigger penalty (and a prayer)
Advanced Techniques:
- Aim + Called Shot: Precision strikes
- Suppressing Fire: Force movement/cover
- Ambush Volleys: Coordinated first strike
- Kiting: Shoot and move tactics
- Elevation: shooting from high ground is easier (GM sets the bonus)
Survival Tactics: When Things Go Wrong
Emergency Protocols:
- Outnumbered: Back to wall, deny flanking, fight to doorway
- Surrounded: Break through weakest point, accept free attacks
- Disarmed: Grapple, use environment, tactical retreat
- Wounded: Defend, call for aid, spend Fortune (or burn Fate to cheat death)
- Ambushed: Scatter immediately, regroup in cover
- Magic User: Close distance fast, interrupt their Channelling
The Ultimate Tactic:
RUN AWAY! Living to fight another day is always a valid strategy. Heroes are buried, cowards write memoirs.
Combat Psychology: The Mental Game
"The best swordsman in the world doesn't fear the second best.
He fears the idiot with a crossbow fifty yards away."
- Captain Helga Longshanks, Veteran Mercenary