Advanced Combat Tactics: Fighting Smart in a Stupid World

Mastering the Art of Not Dying

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

Optimizing Your Actions Movement + Action Combos Move + Attack: Standard combat Move + Aim: Setup for next turn Move + Intimidate: Psychological edge Move + Ready: Draw weapon/item Move + Dodge-ready: Defensive footing Charge: Move in + attack, +1 Advantage Tip: Always use your Move! Free Actions (Unlimited) • Call out warnings/orders • Drop items • Simple gestures • Assess situation • Activate certain Talents • Suffer (always free!) Use these for teamwork! Extended Actions Cast Spell: one Action (Channel first) Reload: costs Actions (see Reload) First Aid: Multiple rounds Set Ambush: Preparation time Light Fire: 1-3 rounds Plan around these! Reactions (Not Your Turn) Dodge: Dodge skill (Ag) opposes the hit Parry: oppose with your Melee skill Shields: Defensive quality helps Flee melee: foes get free attacks Riposte (Talent): strike back Oppose every attack you can! Action Economy Principles 1. ABC - Always Be Charging: +1 Advantage before you swing 2. Two weapons: the off-hand needs the right Talents to pay off 3. Advantage stacks: +10 per point to every combat test 4. Ambush and surprise: start the fight with Advantage 5. Outnumbering = more opposed tests they must win = Victory

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

Coordinated Combat Tactics Assist Actions (house rules) Distract: Target gets -10 to tests Setup: Ally gets +10 next attack Guard: Protect specific ally Coordinate: time your charges Requires: Communication! Focus Fire Tactics Priority Targets: 1. Spellcasters (always) 2. Ranged attackers 3. Leaders (morale) 4. Wounded enemies Outnumbering Benefits 2 vs 1: the lone defender must oppose every attack 3 vs 1: each test they lose strips ALL their Advantage 4+ vs 1: As above + psychological pressure (GM may call Cool tests) Key: Surround and overwhelm! Combat Roles Tank: High armor, draws attacks Striker: High damage output Controller: Debuffs, environment Support: Healing, buffs Mix roles for success! Battle Communication • Call targets (free action) • Warn of flankers • Coordinate timing • Request assistance Clear, simple commands! Breaking Enemy Morale • Kill leader first (leaderless foes waver) • Intimidating presence (cause Fear) • Overwhelming force display • Cut off retreat routes • Psychological warfare (taunts) • "No quarter!" declarations

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