Advanced Combat Tactics: Fighting Smart in a Stupid World
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[+20 to hit from above]
H --> M[Free actions matter]
I --> N[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: 2d10 damage]
C --> I[Stairs: High ground]
D --> J[Mud: -10 Movement]
D --> K[Ice: Agility tests]
E --> L[Rain: -10 BS tests]
E --> M[Fog: Limited visibility]
Called Shot (-20): Target specific location for effect
Grapple: Opposed Strength, immobilize enemy
Disarm (-20): Opposed test, enemy drops weapon
Push/Trip: Opposed Strength, enemy goes Prone
Stun Location: Hit limb, -20 to use it
Defensive Options:
Full Defense: No attacks, +20 to all defensive tests
Fighting Retreat: Half move backwards, normal defense
Tactical Withdrawal: Full move away, enemies get free attack
Use Environment: Flip tables, slam doors, create barriers
Ranged Combat Mastery
Ranged Tactics:
Range Brackets:
Point Blank (3 yards): +20 to hit, cannot dodge
Short Range: +10 to hit
Normal Range: +0 to hit
Long Range: -10 to hit
Extreme Range: -20 to hit
Advanced Techniques:
Aim + Called Shot: Precision strikes
Suppressing Fire: Force movement/cover
Ambush Volleys: Coordinated first strike
Kiting: Shoot and move tactics
Elevation Advantage: +10 from high ground
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: Full defense, call for aid, use Fate Points
Ambushed: Scatter immediately, regroup in cover
Magic User: Close distance fast, disrupt concentration
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