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The

Green Dragon Podcast


Tactical Dictionary

“You got ‘Burnout’ wrong.”


- Kylie

“Rolling sixes is not a skill but a state of mind.”


- Henry

“Love it (unspecified author), well written and hilarious. Some useful ones too, which is always a plus.”
- Matt

“Fix the font size on ‘Horns of the Bull’.”


- Danny

“ ”
- Jeremy

Presented By The Green Dragon Podcast


The Green Dragon Podcast Tactical Dictionary
Version 1.3
Approved for release 16/10/2018

Issued in Australia for Local and International Use 1

Special thanks to Scott ‘the legend’ for ongoing use of the GDP logo.

Under no circumstances swallow this document.

1
Excluding all regions where circulation is prohibited by international treaty.

GDP Tactical Dictionary ii


Foreword
Welcome to the Green Dragon Podcast Tactical Dictionary, your more or less comprehensive
guide to tactical game play in the Lord of the Rings, Hobbit or Middle Earth Strategy Battle
Games.

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 primary purpose of this document is to aid communication and reduce misunderstanding
in tactical discussion. In fact it is recommended that any true student of the higher tactical
game would have a copy of this document on hand at all times, whether reviewing old
episodes of the GDP or conversing with opponents between rounds at a tournament. This
should not only enable you to more easily follow the technical jargon that is commonly used
in the community, but also give you something to pass the time during the musical interludes
that occur during most episodes. Having this information set down in a written document
should also help to standardise the war gaming accent and prevent the development of regional
dialects and ‘slang’.

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.

GDP Tactical Dictionary iii


Activation Control - Assassination

Activation Control This is achieved by using powerful heroes to


1) Activation Control is the ability to control or swiftly cut their way through to the critical
influence your opponent’s Position through the use components of the enemy army and remove it
of your own Position. This can frequently be before it can overly influence the progression of the
achieved through the presence of concentrated game. See Shock and Awe.
ranged units (see Ranged Area Denial) or by
stacking one side of the battlefield with your most Anti Shade Stratagem #3
dangerous troops (see Refused Flank). The Anti Shade Stratagem #3 is an offensive tactic
2) Activation Control is the ability to control or that is used to counter the Death Ball tactic that is
influence your opponent’s Position through the use commonly favoured by shades, shaman and other
of Misdirection, Deception, Mind Games and or Double Bubble style armies. This is achieved
other trickery. through the application of overlapping area of
effect damage sources that can take advantage of
Actual Priority the Death Ball’s high Unit Density. See the Death
The Actual Priority is the name for the state of Wave tactic.
affairs in which both sides intend to use heroic
actions. Correct recognition of an upcoming Actual Anti Flier Guard
Priority will allow you to Position your force to The Anti Flier Guard is a defensive Position tactic
provide maximum Resource Management in which areas that have been deemed vulnerable
efficiency and maintain Tempo. to Assault from the Air are denied to the enemy.
This is done by liberally spreading models two or
Air Superiority three deep across the critical area so that the base
Air Superiority is the happy state of affairs that of the enemy flier cannot physically be placed. The
occurs when one player has a significant advantage Anti Flier Guard is most commonly deployed
in mobility. This is frequently achieved using fliers behind Fortified Lines, Shield Walls or
but cavalry and high move infantry can also be surrounding valuable support pieces, big heroes
involved. and or objectives.

Air Supremacy Anvil


Air Supremacy is the extension of the mobility The Anvil is the name applied to a static defensive
advantage offered by Air Superiority to such a formation that is used to disrupt the opponent’s
point that the opponent is powerless to engage your Tempo. This is achieved by placing a defensive
force. A player with Air Supremacy can easily formation in a Position where the enemy must
control the Initiative of the game and play at the break through the formation before it can achieve
Position and Tempo of their choosing. its own plans. This restricts the movement of
enemy Resources and reduces the opponent’s
Ambush Tempo. The Anvil strategy is frequently used to
The Ambush is an offensive Position tactic that can buy Tempo for other strategies such as the
be used in Maelstrom of Battle style deployment. Hammer. See the Hamer and Anvil.
In this tactic your warbands are deployed either
side of the target enemy formation to achieve an Apparent Focus
instant Pincer Movement. Apparent Focus is a Psychological Warfare and
Deception tactic in which one player seeks to draw
Anti Shade Stratagem #1 the opponent’s attention towards an irrelevant
The Anti Shade Stratagem #1 is an offensive tactic section of the battlefield and leave them blind to all
that is used to counter the Death Ball tactic that is else that moves. To achieve this a player must
commonly favoured by shades, shaman and other convince their opponent that their own focus is
Double Bubble style armies. This tactic takes direct towards the Decoy location or model. This
advantage of the Death Ball’s limited Position can be done through the use of careful and
options and restricted Tempo to outmanoeuvre the deliberate measurement and by asking highly
enemy and destroy any portion of the opposing specific questions that are disguised as general
army that leaves the protection of the Double clarifications (such as “hey would you say these
Bubble. This tactic is frequently summarised by the models are within 3”, just hypothetically?”). This
phrase “just fight where the shade isn’t”. tactic is normally always combined with the
Hidden in Plain Sight tactic to form a combined
Anti Shade Stratagem #2 Deception no Deception strategy.
The Anti Shade Stratagem #2 is an offensive
Tempo tactic that is used to counter the Death Ball Assassination
tactic that is commonly favoured by shades, Assassination is an offensive Resource
shaman and other Double Bubble style armies. Management tactic that relies upon reducing the

GDP Tactical Dictionary 2


Assassination Run - Bodyguard Duty

enemy’s available resources by killing key distract enemy heroes with a compulsion to charge.
characters. A proper Assassination normally 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 not The Bait and Switch is a further refinement of the
always necessary. Baiting tactic in which provision is made to rescue
the bait before it can be slain. This can be done by
Assassination Run either using bait that is tougher than it looks,
The Assassination Run is an offensive Position withdrawing the bait through the use of heroic
tactic that utilises the Assassination tactic at a combats or suchlike or by reinforcing the bait faster
range beyond which the opponent though likely. than your opponent though likely.
This is traditionally done by either extending the
movement of your assassinating heroes through Big Hero Burnout
heroic combats or other trickery or by convincing 1) The Big Hero Burnout is a defensive Resource
the target to unwittingly move closer through the Management tactic directed against a single enemy
use of magic, Baiting or using Deception to character of exceptional power. This is done
mislead your opponent as to your army’s true through the focused application of the Burnout
Tempo. tactic to reduce the hero’s Heroic Resources.
2) The Big Hero Burnout is an offensive Resource
Attrition Management tactic that uses a single powerful hero
Attrition is an offensive or defensive Resource to rapidly inflict damage upon the enemy’s
Management strategy in which one player directly Resources. This is a more focused application of
matches their opponent’s tactic but with greater the Shock an Awe tactic.
Resources. This tactic accepts that the enemy will
inflict proportional damage upon your Resources Blaze of Glory
and should only be used in situations where you The Blaze of Glory is the term that is applied to the
have a clear advantage in all of the Relevant situation in which one player suffers a stunning,
Resources. crushing, even humiliating defeat in the final round
of a competitive series of linked games
Avoidance (tournament) but still achieves a podium placing.
Avoidance is a Position and Tempo playstyle that This doesn’t happen frequently, but when it does it
attempts to use an army with superior is glorious.
manoeuvrability to mitigate an opponent’s
advantage in combat by indefinitely avoiding Blunting
combat. If done correctly an Avoidance playstyle 1) Blunting is a defensive Resource Management
can provide a player with potentially infinite and Position tactic which is used to mitigate the
rounds of shooting with which to apply the effect of a powerful enemy hero. This is done by
Whittling tactic. See Anti Shade Stratagem #1, placing a highly survivable model or series of
Kiting and the Crescent Moon Formation. Care models in the path of the enemy hero. See Burnout.
should be taken before applying an Avoidance 2) Blunting is a defensive Position tactic in which
playstyle in the face of significant enemy shooting the defending army chooses a Position that will
assets. hopefully reduce early casualties. This can be
achieved through use of terrain against cavalry,
Avoidance Bubble line of sight obstructions against shooting and or
The Avoidance Bubble is a defensive Position positioning models to place the correct defence
tactic for countering large heroes with restricted values against the correct strength values.
movement. See the Halo Formation. 3) Blunting is a defensive Resource Management
tactic in which a magic user is tasked with reducing
Baiting the damage output of an enemy character. See
1) Baiting is an offensive Resource Management Shutdown.
and Position tactic in which a portion of your
army’s Resources are sacrificed to lure a greater Bodyguard Duty
portion of the enemy’s Resources into a Position Bodyguard Duty is a defensive Position tactic that
where they can be dealt with. This tactic is utilises an adapted form of the Buddy System to
traditionally used as a setup for a second, more protect a powerful hero from Assassination. In this
aggressive tactic such as an Assassination Run, the situation a moderate to powerful hero is assigned
Jaws of Victory or the dreaded Donut of Death. to accompany the powerful hero. In addition to the
2) Baiting is a defensive Position and Tempo tactic regular benefits of the Buddy System, should the
used to either delay slow moving enemy heroes or powerful hero be threatened by assassination the
hero on Bodyguard Duty will attempt to heroic

GDP Tactical Dictionary 3


Bolging - Circling the Wagons

combat into the Assassination combat to contribute Buddy System


extra attacks or remove key enemy models through The Buddy System is a Resource Management
Pealing Combats. tactic in which one player attempts to optimise the
use of their Heroic Resources. This is done by
Bolging parring your expensive combat heroes with smaller
1) Bolging is an offensive and defensive counter characters that can call marches and moves that
tactic that seeks to solve a problem through the anyone can call successfully, thereby saving the
application of Bolg. Preferably on warg. big hero’s might for the big heroic combats that
2) Bolging is a cunning offensive Resource only they can call. Sometimes moderate to large
Management and Psychological Warfare tactic in heroes can be assigned to accompany large heroes,
which the enemy is forced to make difficult see Bodyguard Duty.
Resource Management choices. This is done by
charging a large, powerful hero (preferably Bolg Burnout
on warg) into a model next to a slightly less 1) Burnout (also known as Shock and Awe, Big
powerful enemy hero who has the option to call a Hero Burnout or Heroic Slaughter) is a Resource
heroic strike and then calling a heroic combat. At Management tactic that focuses upon accelerating
this point the enemy hero can chose to call a heroic the Tempo of the game beyond the point at which
strike. If they do so then the Bolging hero will the enemy can redeploy in response to the changing
simply charge someone else and the might point is situation. This is achieved by rapidly spending
wasted. If they do not call the strike then the Heroic Resources to inflict maximum damage
Bolging hero will charge and slay them in which upon the enemy in minimum time. This tactic is
case all of the hero’s remaining Heroic Resources particularly favoured by armies with multiple
are wasted. Regardless of which choice the mounted combat heroes.
opponent makes your subsequent actions will 2) Burnout (also known as Big Hero Burnout) is a
demonstrate that their choice was wrong, thereby defensive Resource Management tactic that can be
providing you with the Perceived Confidence used to mitigate the effect of powerful enemy
Advantage. characters that cannot be killed in a resource
efficient manner. This is achieved by placing the
Bradbury offending hero into positions in which they will be
1) The Bradbury is a desperate counter tactic in encourage to spend their Heroic Resources without
which a player adopts a strategy that relies upon inflicting critical damage upon your list. Once the
their opponent’s misfortune to achieve victory. enemy’s Heroic Resources have been deplete they
This is frequently seen in situations where one can be safely handled by your characters. This is
player is narrowly lacking the Resources to adopt frequently achieved by either applying low cost
a desired tactic but they chose to attempt the threats, such as lance or stun wielding warriors, or
strategy in the hope that fortune will favour the by dropping a captain with shield in front of the
brave. character (also known as Blunting). Burnout can be
2) A Bradbury is the term that is used to refer to a applied against single characters or against the
player that through luck, chance and bizarre enemy’s characters in general.
occurrences finds themselves competing in a tier
above their inherent skill level during a Burying
competitive series of linked games (tournaments). Burying is an offensive Resource Management and
This can sometimes be caused by strength of Tempo tactic that is used to limit the influence that
schedule. an enemy character can have upon the wider
strategic game. This is achieved by sending
Breakthrough overwhelming numbers of expendable troops to
Breakthrough is an offensive Position and Tempo surround and inconvenience the hero. Burying is
tactic in which one player seeks to overcome an Similar to Flooding but it is applied to characters
enemy formation by cutting a hole through the rather than locations.
middle of it. This tactic relies upon the theory that
most formations are established with a facing in Catch 22
which they are most combat efficient. Since Catch 22 is a Mind Game tactic in which one player
achieving Encirclement against such formations presents their opponent with a decision in which all
takes turns that are not always available, the of the available alternatives will prove to be the
Breakthrough tactic achieves a similar result by wrong choice. See Double Blind.
cutting the enemy formation in half and
surrounding them from the inside. Circling the Wagons
Circling the Wagons is a defensive Position tactic
that is used to mitigate a crushing numerical

GDP Tactical Dictionary 4


Changing Horsemen - Crescent Moon Encirclement

inferiority in situations where Tempo is not Formation. In this case, as the enemy attempts an
required. See the Halo Defence. encirclement of your formation, the swept wings of
the Inversed Crescent Moon are drawn further back
Changing Horsemen until the two extreme tips meet, thereby forming a
Changing Horsemen (or to give it its full name, defensive circle. See the Halo Defence.
Changing Horsemen mid apocalypse) is a
defensive mistake that frequently occurs when a Counter Attack
player miss reads the opponent’s Tempo while 1) The Counter Attack is an attempt to recover
trying to adjust their Position as part of the Tempo control of a game after the enemy has achieved
Change or Reform the Line tactics. In this situation superior Position, Tempo and has firm control over
the player is panicked by a new development and the Perceived Confidence Advantage and the
attempts to adjust their Position without Initiative of play. This is most frequently done by
considering the number of turns that are required gathering whatever resources you have left and
to Reform the Line. This mistake results in the throwing them against the enemy in the vague hope
defending player being caught between Positions that something will happen.
leaving them unable to effect either strategy. This 2) The Counter Attack is a devastating offensive
frequently occurs when an inexperienced player is Position, Tempo, Psychological Warfare, Resource
faced with an opponent that possessed the Management and Perceived Confidence
Perceived Confidence Advantage and who is Advantage tactic that can be used in situations
employing a strategy that is not within their where the opponent has reason to doubt the
Tactical Tool Box. This situation can be avoided competence of the commanding general. This is
by carefully considering the relative Tempo of both achieved by convincing the opponent that they are
forces. firmly in control of the game without sacrificing
your position, Tempo or too many of your
Charging the Dice Resources. Once this has been achieved you can
Charging the Dice is the technical term for lure your over confident opponent into over
attempting to manipulate a dice roll by appealing extending their lines and leaving critical areas of
to powers greater than that of simple chance. their formation lightly defended. At this point your
Common examples include appeals to theme Counter Attack can slice through these lightly
(shouting “come on, you’re Aragorn, you will not defended areas and inflict massive damage upon
die to one little goblin”), aesthetics (choosing dice your unsuspecting enemy. This tactic requires a
of the correct colour), fate (“look, this will work, I detailed understanding of the principles of
can feel it”), tradition (“this is my lucky captain, he Deception no Deception and can be considered
never lets me down”) or beer (“well looks like I’m Baiting or Misdirection on a grand scale.
losing, better have more beer”). Other players
prefer to use more physical means of manipulation Counter Charge
and this can take the form banging the dice on the 1) The Counter Charge is a defensive Position
table to wake them up before rolling, rolling the tactic in which Resources are placed to discourage
dice off the table a few times to sneak in a few an attack upon a nearby formation. This is done by
practice rolls and or rolling as many dice as ensuring that the Counter Charge is in Position to
possible at the same time since even dice need the Encircle or otherwise inconvenience any enemy
positive reinforcement provided by their friends. force that charges your primary formation.
2) The Counter Charge is an anti-cavalry tactic that
Charge of the Light Brigade seeks to reduce the combat effectiveness of the
The Charge of the Light Brigade is an offensive opponent’s mounted resources. This is done by
Tempo strategy in which one player attempts to holding your own cavalry in reserve to counter any
mitigate the effect of a vastly superior shooting attack from the enemy cavalry by charging them.
force on a board with no meaningful terrain and an
objective that requires them to close with the Crash and Burn
enemy. This is done by rushing at maximum speed The Crash and Burn is the term that is applied to
in a straight line directly towards the enemy. This the situation in which a player that had previously
will minimise the number of turns in which the been doing well suffers a sever defeat that prevents
opponent will be able to utilise their shooting them from achieving a podium during a
advantage. competitive series of linked games (tournament).
This is frequently linked to Energy Reserve
Collapsing Crescent Moon Management or Day Two Fade.
The Collapsing Crescent Moon is a transitional
defensive Position tactic that is used when the Crescent Moon Encirclement
enemy’s numerical superiority has proven two vast The Crescent Moon Encirclement is an offensive
to be handled by the Inversed Crescent Moon Position tactic that represents the final stage of the

GDP Tactical Dictionary 5


Crescent Moon Formation - Deception no Deception

offensive use of the Crescent Moon Formation. See manoeuvred by its more agile opponents. This
the Crescent Moon Formation. tactic is normally favoured by army’s using the
Double Bubble style of force construction as the
Crescent Moon Formation high Unit Density of the formation allows for
The Crescent Moon Formation is a Position tactic greater overlap of the relevant radiuses, but it can
that can be used either offensively or defensively also be used by pike blocks or particularly cautious
by armies with a significant shooting advantage. opponents.
To do this the army adopting this formation will
deploy in a concave crescent formation with the Death by a Thousand Cuts
wings extended toward the opponent. When used The Death by a Thousand Cuts is an offensive
offensively the army will use their shooting, the strategy that depletes enemy Resources through the
terrain and the relative position of the armies repeat application of individually insignificant
during deployment to bring the enemy into the losses. This is most frequently used by Avoidance
centre of the crescent so that the wings can armies that can use their superior mobility to
envelope and trap the attacker in an Encirclement control the Initiative and Tempo of the game and
(also known as Crescent Moon Encirclement). provide a large to indefinite number of turns for its
When used defensively the army deploys in the shooting units to gradually reduce the enemy’s
same manner but instead of encircling, the wings Resources. The Death by a Thousand Cuts can be
and centre pull back when threatened to avoid considered an army wide application of the
combat while the rest of the crescent pours fire into Whittling tactic.
the enemy’s exposed flanks. See Avoidance. Both
the offensive and defensive elements of this tactic Death Wave
are particularly effective against Death Ball The Death Wave is an offensive army selection,
formations. Resources and Tempo tactic that involves the use
of multiple sources of area effect damage that can
Damage Mitigation remove enemy Resources with a minimum of
1) Damage Mitigation is a counter tactic in which interaction with your enemy. A well-executed
a player accepts that they are unable to win a game Death Wave will leave the opponents army
and instead adjust their strategy to maximise the devastated without allowing the opponent to roll
points that they can still achieve. This is dice or otherwise influence their fate. Examples
traditionally done as part of a competitive series of included Mumakil, targeting warriors with
linked games (tournaments) in an attempt to channelled area effect magic and or massed camel
salvage some points from an otherwise lost game. damage.
2) Damage Mitigation is a defensive counter tactic
in which one player determines that they are unable Deception
to fully counter their opponent’s tactic given the Deception is the basic principle of Psychological
Resources that they have available. In this situation Warfare. The term Deception can be used to
the player instead choses to mitigate the enemy’s describe any activity that has the intention of
tactic and improve the exchange of Relevant convincing your enemy that your intentions are
Resources. See Blunting. different than they are. This can be done by moving
surplus resources into nonsensical positions,
Day Two Fade careful measuring irrelevant distances, asking
The Day Two Fade is a Energy Reserve detailed questions about terrain features that you
Management mistake in which a player have no intention of entering or making idle
overestimates the energy boasting potential of a comments that would suggest that you are more or
single night’s sleep at a multiple day competitive less aggressive than you actually feel.
gaming event and finds themselves forced to play
the second day while Running on Empty. This can Deception no Deception
sometimes be mitigated through the use of various The principle of Deception no Deception is the key
consumables. to maximising the effect of the Deception element
of the Psychological Warfare strategy. This
Death Ball maximisation is based upon the understanding of
The Death Ball is an offensive Position tactic that the limits of the Deception strategy in any given
is favoured by armies that loose effectiveness when situation. This is because if you always apply the
spread out. To this end the Death Ball tactic same Deception tactic your adversary will
involves gathering all of your strength into a single eventually catch on. However if you vary your
mighty formation and throwing it straight into the Deception tactics then your opponent’s belief that
opponent’s teeth. Due to the limited manoeuvring they have seen through your Deception can be used
options available to such a large concentration of to further disguise your intent. In a properly
troops the Death Ball is prone to being out managed Deception no Deception strategy the

GDP Tactical Dictionary 6


Decision Management - Doorway Manoeuvre

opponent should never be sure if what they see is Resources against smaller pockets of the enemy’s
real or if it is merely what you wish them to see. If Resources.
you hear the phrase, “but what if they know that I
know that they have determined that I suspect Digging In
that…” then the Deception no Deception plan has Digging In the term for the defensive Position
succeeded. decision in which a defending commander choses
to attempt to hold a critical area of the battlefield
Decision Management against a superior enemy assault. If a commander
Decision Management is the meta strategy that choses this approach they will maximise the
refers to the process by which a player selects the defensive use of terrain and then wait for one of
strategies and tactics that they will apply to a given three occurrences, either the game will end (see
situation. This can be competitively focused (see Glorious Last Stand), the position will be
Objective Based Strategy), theme based (see reinforced or the enemy will be forced to redeploy
WWGD) or influenced by personal bias (see their Resources to respond to other developments.
Standard Combat Procedure). Gaining insight into If none of these events occur the defending
an opponent’s Decision Management process is a Resources must be eventually withdrawn or they
vital part of the Deep Deception Tactic. will be lost.

Decoy Dog Piling


The Decoy is a Resource Management or Dog Piling is an offensive Position tactic where
Psychological Warfare tactic that is used to divert one player attempts to remove an isolated enemy
enemy Resources away from critical locations or asset through the application of overwhelming
venerable Resources. To achieve this the player force. See the Macro Trap.
uses the principle of Misdirection by sending
portions of their force to secure multiple Donut of Death
objectives, some real, some imagined. Your The Donut of Death is an offensive Position tactic
opponent must then identify which detachments that focuses upon manipulating enemy movement
are pursuing true objectives before they can plan to trap a portion of the enemy’s Resources. See the
their response or they risk diverting their Halo Trap.
Resources in the pursuit of your Decoy forces. In
some situations a Decoy force can be sent in Doom Box
pursuit of a real objective so that even if the enemy The Doom Box is and offensive Position tactic that
realises that you intend the move as a Decoy, they can be used by a numerically superior force that is
must still respond in force. faced by a concentrated and aggressive enemy
force (such as a Death Ball). This is done by
Deep Deception assuming a Position with an apparently vulnerable
The Deep Deception is an additional layer to the centre portion. As the enemy advances upon this
Deception no Deception principle in Psychological perceived weakness the centre withdraws and the
Warfare. The Deep Deception operates by two flanks of your force push forward and wheel to
identifying your opponent’s existing prejudices catch the enemy in a three sided trap. An additional
and their favoured strategies and counter strategies force is frequently used to complete the
(see Decision Management) and adopting a Encirclement and form the Ring of Death. See
Deception that presents the opponent with a Sealing the Doom Box. This tactic is a more ridged
situation in which they are shown what they wish variant of the Crescent Moon Encirclement.
to see in such a manner that they choose to do that
which they already wish to do. By presenting a Doorway Manoeuvre
Deception that is consistent with your opponent’s The Doorway Manoeuvre is an offensive Position
beliefs you reduce the chances off the opponent strategy that can be used by shooting armies to lure
identifying the Deception before it is too late. an enemy out of cover using Deception. This is
achieved by advancing with the combat portions of
Defeat in Detail the army while the ranged component remains
Defeat in Detail is an offensive Position and stationary in such a way that your own army
Resource Management tactic that attempts to bring restricts your own arcs of fire. The enemy will see
localised overwhelming force to bear against that your army is split and will hopefully seize the
successive elements of a dispersed enemy. To opportunity to isolate your combat resources and
successfully apply this tactic requires the enemy apply the principles of Defeat in Detail. Once the
commander to split their force either by choice or enemy has left cover open a gap in your lines and
necessity. Once this division occurs the player pull back to where the archers are waiting. The
must seize the Initiative by concentrating their enemy is then forced to pursue while your
stationary archers fire through the gap.

GDP Tactical Dictionary 7


Double Blind - Flanking

Double Blind opponent cannot predict your strategy if even you


The Double Blind (also called Catch 22) is a Mind don’t know what it is.
Game tactic in which one player presents their
opponent with a decision in which all of the Fabled Movement Trick
available alternatives will prove to be the wrong The Fabled movement Trick is an offensive
choice. This situation will undermine the Position and Tempo strategy that uses Deception to
opponent’s confidence and help secure the move forward by moving backwards. See the Zen
Perceived Confidence Advantage. An example of of Movement.
this situation would be the inclusion of a sorcerous
blast in a shooting army when facing mounted Fighter Escorts
heroes. If the enemy hero leads the charge then you Fighter Escorts is the technical name for a small
employ the Halo Tactic. If the mounted hero adopts group of fast moving troops sent to accompany a
the Wait and See then you blast their own models Strategic Raid. The purpose of Fighter Escorts is to
into their hero. run interference for the main raid, intercepting
control zones, Pealing Combats and providing ‘in
Double Bubble the ways’ for shooting.
The Double Bubble is an army selection and
Position strategy that utilises overlapping area of Fire Nest
effect modifiers to achieve a compounding benefit. The Fire Nest is a Position tactic in which archery
This strategy is frequently built around an initial units are deployed in an area with good cover and
aura model such as the shade or Malbeth the Seer arcs of fire. This is done to minimise the loss of
with additional auras chosen to enhance the initial effectiveness that archers suffer when moving and
effect, such as shooting mitigation, shaman and shooting. This is commonly used with the Ranged
banners. Double Bubble army lists frequently Area Denial strategy.
favour high Unit Density tactics, such as the Death
Ball, to ensure that a maximum portion of the Fix Bayonets
army’s Resources can benefit from the auras. Fix Bayonets is a Tempo Change tactic in which a
player with a formation that had previously applied
Encirclement Hunkering Down or Fortified Line tactics is forced
Encirclement is a generic name for a range of to break cover and close with the enemy. This
offensive Position strategies in which the enemy’s occurs in situations where the Tempo of the game
Resources are surrounded by your own. See is such that the defending player can no longer win
Crescent Moon Encirclement, Doom Box and Hit while remaining stationary and must leave their
and Wrap. terrain feature. This is done by moving out of cover
and rushing directly towards the enemy at
Energy Reserve maximum speed.
A player’s Energy Reserve represents their
physical and mental ability to continue playing the Flack Fire
game with their usual level of strategic insight and The tactic of Flack Fire is a desperate offensive
Decision Management. Over the course of multiple Tempo tactic that can be used by a player on the
games, potentially over multiple days, correct receiving end of a mounted attack that enjoys either
Energy Reserve Management becomes a vital Air Superiority or Air Supremacy. In this tactic the
element of the Meta Game. The Energy Reserve is slower army uses their ranged troops to try and
a Resource. dismount a portion of the enemy army (similar to
the Halo Tactic) so that it can now be caught by the
Energy Reserve Management slower ground troops. Once the enemy is
Energy Reserve Management is one of the key dismounted the mobile army is forced to either
strategic principles when attending a multi game or leave the unfortunate model to its fate or make a
multi day gaming event. By remaining aware of the stand when or if the slower army succeeds in bring
necessity of spending their Energy Reserve wisely the dismounted model to combat.
a player can mitigate or avoid Day Two Fade or
Running on Empty. Flanking
Flanking is an offensive Position tactic that seeks
Erratic Fist to overcome the strongest portion of an enemy
The Erratic Fist is a Decision Management strategy Position by attacking from a weaker direction. This
that seeks to avoid the appearance of predictability is achieved by moving around the enemy formation
through the introduction of a random element into until a less imposing avenue of attack can be found.
the process. To do this a player identifies several This may require the use of Deception or Hamer
options available to them and randomly selects and Anvil tactics to encourage the enemy force to
one. The intention with this strategy is that your stay in position while the Flanking units reach the

GDP Tactical Dictionary 8


Flash Kill - Going Dark

correct Position. This tactic is most commonly Wall and as such a Fortified Line cannot normally
used against Shield Walls, defended obstacles, and be broken without disproportional Resource
other formation with a clear intended facing. expenditure. The weakness of the Fortified Line is
that it is a stationary Position that therefore
Flash Kill completely surrenders the Initiative of the game to
The Flash Kill is a Resource Management tactic the opposition and is vulnerable to Flanking and
that seeks to reduce the effect of the enemy’s Encirclement tactics.
Heroic Resources upon the developing game. This
is done by identify the key heroes that are carrying Forward Observers
the Heroic Resources and killing them before they Forward Observers is the name given to the initial
can impact the game. A proper Flash Kill should warband drops that are positioned early in the
remove a hero that was at full stats at the beginning deployment phase to observe and report upon the
of the phase, though the term can sometimes be enemy’s deployment. Correct use of reliable
applied to the death of mostly fresh heroes. Forward Observers can provide a significant
Position advantage.
Flat Lining
1) Flat Lining is the term applied to the unenviable Full Bradbury
situation in which a player finds themselves facing 1) The Full Bradbury is a tactic of desperation in
the prospect of scoring zero points in a game. This which a player with a significant disadvantage in
can occur through poor fortune or incorrect Resources, Tempo, Position and victory points
strategy selection. A player who is Flat Lining has carries on in the hope that fortune will cripple their
a choice between initiating Damage Mitigation opponent. Examples can included hopping wizards
strategies or attempting a Full Bradbury. will fail courage tests or that significant portions of
2) Flat Lining is the term applied to the situation in the enemy force will drown. To achieve the Full
which a player has scored no points after several Bradbury the losing player must Position their
rounds of a competitive series of linked games army in such a way that it can take advantage of
(tournaments). At this stage the Player must decide this hoped for misfortune. Due to the exposed
whether they wish to employ the Matt Position required to adopt this low probability of
Sportsmanship Manoeuvre or try for the Full success tactic, this tactic frequently ends with the
Bradbury. losing player in an even worse situation.
2) The Full Bradbury is a tactic of desperation in
Flooding which a player realises that, during the course of a
Flooding is an offensive Position tactic that is used competitive series of linked games (tournaments),
to secure control of vital areas of the battle field that they are no longer in traditional contention
that the enemy is attempting to contest. This is range for the podium. In this situation the player
achieved by applying overwhelming numbers to refuses to back down and carries on in the hope that
the desired position. Flooding is similar to Burying the players above them will wipe each other out in
but it is applied to a location rather than a a series of nil all draws, rage quite due to
miniature. sportsmanship issues, fail to return from lunch or
fall victim to Day Two Fade.
Flying V Formation
The Flying V Formation is the offensive use of the Glorious Last Stand
usually defensive Inversed Crescent Moon The Glorious Last Stand is an offensive Position
Formation. In this formation a player places their and Tempo tactic that utilises the Last Stand tactic
high powered combat Resources forward and to end the game after one player has secured
moves rapidly toward the enemy. The rest of the several objectives but before the enemy can mount
army is placed upon the flanks of this centre thrust, an effective effort to reclaim them. This tactic is
deployed in a swept back manner normally generally employed in situations where one player
associated with the Inversed Crescent Moon if faced with a severe disadvantage in terms of
formation, to cover the flanks of the initial point of Relevant Resources and are therefore unable to
contact and be present to exploit any breaks that defend their objectives using conventional tactics.
form in the enemy line. See Digging In.

Fortified Line Going Dark


The Fortified Line is a defensive Position Going Dark is a Position and Psychological
stratagem that involves forming a Shield Wall in or Warfare tactic in which one player utilises gaps in
around an already defensive terrain feature, such as the opposing player’s arc of vision to generate
a hedge, obstacle or ruin. The use of defensive uncertainty surrounding the exact Position of their
terrain greatly increases the staying power of the Resources. This is done by moving into areas
Fortified Line beyond that of the regular Shield where the opponent’s line of sight is obscured by

GDP Tactical Dictionary 9


Halo Array - Heroic Slaughter

intervening terrain. Ideally the opponent should be army in a seemingly exposed position. When the
left unsure if this obstruction was intentional, and enemy attempts to surround this bait, the rest of
thereby part of a cunning plan, or if is simply a your army surrounds them in an Encirclement
coincidence and you never realised that you had manoeuvre. At which point you have them
enter their blind spot. This doubt will hinder your surrounded from both the inside and outside. See
opponent’s ability to plan strategically and the Baiting and Activation Control.
relief at seeing the formation later emerge from the
blind spot can be leveraged by tactics such as Hammer
Perceived Confidence Advantage and Shadow The Hammer formation is the name applied to the
Force. This tactic is only effective against seated offensive portion of a player’s army that is
opponents. intended to provide the majority of the army’s
damage output. This term is normally applied only
Halo Array when the offensive and defensive components of
The Halo Array (also known as Seeding Decoys or the army are deployed separately. See Hammer and
Baiting) is a defensive Position tactic that is used Anvil.
to manage either slow moving enemy heroes or
enemy heroes with a compulsion to charge. This Hammer and Anvil
tactic consist of deploying the Halo Formation with The Hammer and Anvil is a two part offensive
the following exception. One model remains Position, Resource Management and Tempo tactic
within the enemy’s charge range to present the that is used to manipulate the enemy’s Position and
opponent with a choice. They can either not reach prior to the main combats. This is done through the
combat this turn or they can charge in the direction use of an Anvil formation to pin the enemy’s
of your choosing (further weakening the army’s Resources in place while a Hammer formation
Position and Tempo). manoeuvres to exploit any vulnerabilities in their
Position.
Halo Defence
The Halo Defence (also known as Circling the Henry Kerr
Wagons) is a defensive Position tactic that is used The Henry Kerr is a counter strategy that can be
for mitigating crushing numerical inferiority in deployed against almost any tactic and can be used
situations where Tempo is not required. This tactic to recover from most initial setbacks or early
consist of forming your models into a ring shape losses. This is achieved by simply rolling more 6’s
with spears, banners and support pieces on the than the opponent has dice. Successful
inside of the ring and the enemy on the outside. See implementation of this strategy can only really be
Collapsing Crescent moon. countered by the use of Death Wave tactics or by
pure movement objectives.
Halo Formation
The Halo Formation (also known as the Avoidance Heroic Resources
Bubble) is a defensive Position tactic that is used 1) Heroic Resources are the expendable attributes
for countering large heroes with restricted that a hero has than can be used to influence the
movement. This tactic consist of keeping as much ongoing game. This can include might, fate and
of your army as possible outside the enemy hero’s will but also includes smoke bombs, magic hats
charge range. The enemy cannot kill what they and other limited use abilities. The correct
cannot catch. management of Heroic Resources is critical to the
Resource Management aspect of the game.
Halo Tactic 2) Heroic Resources are the heroes that form the
The Halo Tactic (also known as the Spray and core of your army’s ability to perform heroic
Pray) is a defensive Tempo management tactic that deeds. This can be because these heroes are
is used for mitigating the effect of large mounted themselves carrying Heroic Resources, but it can
heroes. This tactic consist of pointing every also be because they have other powers, items,
available bow, throwing spear, rock or other abilities or they simply have really good stats.
ranged weapon at said hero and hoping something
succeeds in removing the hero’s steed. This loss Heroic Slaughter
will reduce the hero’s speed and damage output Heroic Slaughter is a Resource Management tactic
and in turn damage the opponent’s Tempo. that focuses upon accelerating the Tempo of the
game beyond the point at which the enemy can
Halo Trap redeploy in response to the changing situation. See
The Halo Trap (also known as the Donut of Death) Shock and Awe.
is an offensive Position tactic that focuses upon
manipulating enemy movement. This tactic consist
of leaving a seemingly vulnerable section of your

GDP Tactical Dictionary 10


Hidden in Plain Sight - Lasso

Hidden in Plain Sight Management. The player who holds the Initiative
Hidden in Plain Sight is a Psychological Warfare has tactical control of the game and can instigate
and Deception tactic in which one player seeks to the tactic of their choosing. This includes deciding
draw the opponent’s attention away from a vital when and where combat will be reached, which
section of the battlefield and leave them unaware sections of the board will be used and how the
of a developing situation. To achieve this a player overall game will be played. The player who has
must convince their opponent that their own focus lost the Initiative will have no choice but to
is elsewhere and that the critical location is not respond to the first players decisions.
worth considering. This is achieved by being seen
to pay minimum attention to the important area. Inversed Crescent Moon Formation
The Hidden in Plain Sight tactic is frequently The Inversed Crescent Moon Formation is a
combined with the Apparent Focus tactic to form a defensive Position tactic that is used against
unified Deception no Deception strategy. opponents with a vast numerical superiority. An
army deployed in this formation will have a strong
Hit and Wrap centre that will make initial contact with the enemy
1) The Hit and Wrap is an offensive Position tactic but the flanks of the formation will be swept back
in which a numerically superior army attempts to away from the enemy to increase the distance that
maximise their advantage. This is done by moving the opponent must move if they wish to encircle
excess models around the enemy formation to you. Depending upon the extent of the enemy’s
attack the vulnerable sides and rear. See Flanking. initial numerical advantage and the effectiveness of
2) The Hit and Wrap (also known as Lightning your first contact group to reduce this advantage, it
War) is an offensive Tempo strategy that seeks to is usually necessary to begin transitioning to the
bypass enemy formations during pure movement Collapsing Crescent Moon. A variant of this
objective mission. This is achieved by making formation can be used offensively, see the Flying
contact with an enemy formation to keep it in place V Formation.
but then taking every opportunity to move around
the enemy formation. This is similar to Flanking Jaws of Victory
but the intention of the lateral movement is to The Jaws of Victory is an offensive Position
disengage with the enemy rather than increasing strategy in which a formation attempts to envelope
their combat potential. an enemy formation while the enemy formation
attempts to withdraw. See Pincer Movement, Hit
Horns of the Bull and Wrap and Crescent Moon Envelopment.
The Horns of the Bull is the technical term for the
two forward elements used to encircle the enemy Kiting
position during the Crescent Moon Encirclement, Kiting is an offensive Position and Tempo strategy
though it can also be applied to any other in which one force uses Avoidance tactics to inflict
Encirclement strategy. Whittling damage to the entire enemy force. A
Kiting force requires superior movement and
Horse Shoe Formation shooting to stay mobile and avoid enemy Flack
The Horse Shoe Formation is a generic term for Fire.
any of the curved formations, such as the Crescent
Moon, Inversed Crescent Moon and Flying V Kylie Special
Formations. The term Horse Shoe Formation can The Kylie Special is an offensive or defensive
also be applied to smaller formations down to and Position, Tempo and Resource Management tactic
including single warband size. in which one player sacrifices their long term
mobility to achieve a once off Position and Tempo
Hunkering Down advantage. This is done by voluntarily dismounting
Hunkering Down is a defensive Position tactic that a hero. While the dismounting hero loses their
is used to counter unexpectedly deadly shooting. steed, they gain an extra inch of movement and a
This is done by heading towards the nearest patch smaller base size. Under the right circumstances
of terrain that can provide either cover or, this can allow the hero to access areas of the board
preferably, block line of sight all together. Note, more rapidly than the opponent through likely.
Hunkering Down does not deal with shooting, it
merely buys time for you to develop a new plan. Lasso
The Lasso is an offensive Position tactic in which
Initiative one player Positions their opponent’s models so
Initiative is terms that is used to refer to the player that it can be caught by a Macro Trap. This is
that controls the pace of the game. This can be usually achieved through the use of magic but
achieved through any combination of army some monsters have other Lasso abilities. The
selection, Position, Tempo and or Resource Lasso is a common Assassination technique.

GDP Tactical Dictionary 11


Last Stand - Micro Warbands

Last Stand opponent ongoing tactical advice to correct errors


The Last Stand is an offensive Tempo and in the opponents strategies and provides detailed
Resource Management tactic in which a player instructions for the most effective way to destroy
sacrifices their Resources in an attempt to rapidly their own force. In extreme cases a player may
end the game. This is done by placing your own sometimes chose to adopt a deliberately flawed
models into a Position where they are likely to be Position in return for additional gratitude (see
killed (see Place of Death) in quantities sufficient Place of Death).
to satisfy the end condition of the game. This is
generally done when one player would have an Macro Trap
advantage from extended turn and the other would The Macro Trap (also known as Dog Piling) is an
not (see Glorious Last Stand), but it can sometimes offensive Position tactic where one player attempts
be seen at events that impose severe penalties for to remove an isolated enemy asset through the
failure to finish games. application of overwhelming force. This is done
by the simple expedient of surrounding the
Layered Probability stranded enemy with as many models as possible
Layered Probability is a pre-emptive counter for as many turns as necessary.
strategy that is used to mitigate the effects of ill
fortune. This is done by recognising areas where Macro Warbands
poor dice rolling could cause significant disruption Macro Warbands is an army selection strategy that
to your plans and identifying additional strategies focus upon maximising the model count. A Macro
that could mitigate this failure. Layered Probability Warbands army will most likely attempt numbers
is about creating redundancy in strategy and based tactics such as Flooding, Burying and
developing plans within plans so that when one Encirclement.
plan fails another plan takes its place.
Magic Suppression
Leapfrogging Magic Suppression is a defensive Resource
Leapfrogging is a defensive Position tactic that Management tactic that attempts to mitigate the
utilises terrain to minimise damage from enemy effect of the enemy’s magic users through the
shooting while conducting a separate offensive application of magic users. This can be done by
strategy. This is done by choosing a route for the directly targeting the enemy magic users or by
offensive manoeuvre that allow the formation to targeting the area of the field that the enemy was
benefit from cover during as much of their trip as targeting. Ideally this tactic should be accompanied
practical without sacrificing too much Tempo. by the cry of “Aiiee-yaaaahh! Magic must defeat
magic!!!”.
Leroy Jenkins
The Leroy Jenkins is the term that is applied to the Meta Game
situation where one player adopts the Fix Bayonets The Meta Game is the term that is applied to any
tactics but the majority of their formation is element of the game that is not strictly part of the
delayed while attempting to exit the terrain feature game. This includes Energy Reserve Management,
in which they were sheltering. This results in identifying the opponents Decision Management
having a small number of models that could practices and some levels of the Psychological
advance one or more turns ahead of the main Warfare strategy. The Meta Game can be described
formation, should you wish. This is sometimes as ‘play the player, not the game’.
done against powerful shooting forces to try and
reach combat a turn earlier and remove a turn of Micro Trap
enemy shooting. The Micro Trap is an offensive Position tactic
where one player attempts to remove an enemy
Lightning War asset from a crowded section of the board through
1) Lightning War is an offensive Tempo strategy the application of the minimum necessary force.
that seeks to bypass enemy formations during pure This is done by trapping the enemy model against
movement objective mission. See Hit and Wrap. the surrounding combats to achieve a one on one
2) Lightning War is the technical term for any army fight in which the enemy is trapped.
strategy that requires a minimum of 3 elven storm
callers. Micro Warbands
Micro Warbands is an army selection strategy that
Matt Sportsmanship Manoeuvre seeks to maximise the army’s Heroic Resources
The Matt Sportsmanship Manoeuvre is an without fully compromising the army’s model
interesting tactic in which a player sacrifices in count. This is done by hiring a small number of
game advantage in exchange for the gratitude of warrior to accompany each hero to serve as Fighter
their opponent. To do this a player gives their Escorts and be used for Screening and Pealing

GDP Tactical Dictionary 12


Mind Games - Pincer Movement

Combats. A Micro Warbands army is well suited unsure of the correct counter strategy that they
to Shock and Awe manoeuvres and strategies that should employ. This tactic is frequently used by
require high Resource Density. experienced players who have developed extensive
Tactical Tool Boxes.
Mind Games
Mind Games is the generic term applied to all of Pealing Combats
the intellectual elements of Psychological Warfare. Pealing Combats is defensive trick used to rescue
This includes the Voice of Saruman and Deception valuable Resources from multiple combats in the
no Deception. enemy’s favour. This is done by charging
additional models into the enemy’s multiple
Misdirection combat to split it into several smaller combats. This
Misdirection is a Psychological Warfare tactic in is particularly useful in situations where the
which one player uses the Position of their counter charge can remove the enemy’s fight value
Resources to convince the opponent that their plan advantage from the main combat. Pealing Combats
is different than it is. This can be done by also works on spearmen.
deploying leaders in a sacrificial force (in the hopes
that the VP gained through the misdirection will be Perceived Confidence Advantage
greater than those lost by the death of the leader) or The Perceived Confidence Advantage is an
by deploying a large cluster of archers to convince important element of Psychological Warfare, in
the opponent that you intend to use a Rolling which one player displays strong confidence in the
Arrow Storm or Fire Nest strategy. 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 opponent
Net Present Value is a Decision Management tool into a conservative or reckless approach by
that enables player to make effective Resource convincing them that that tactic is their only
Management decisions when comparing chance. This tactic can also be used against a player
alternatives with a significant temporal difference. by convincing them that their victory is assured as
This can occur when a player must decide if they part of a long term Deception plan. See Deception
wish to spend Heroic Resources, commit reserves no Deception.
or deploy ambushing forces now or hold them for
later. This is done by comparing the relative value Picard Manoeuvre
of the current event with the discounted relative 1) The Picard Manoeuvre is an offensive Tempo
value of the future event. For example if you take and Deception tactic that seeks to convince the
an action now it will kill one enemy warrior but if opponents subconscious that a mounted hero is
you use it five turns from now you can engineer a slower than it really is. This is done by moving the
situation where it kills three. However if that one mounted hero in a group with a selection of slower
enemy model kills four of your models during the troops. The hero must always be seen to be moving
intervening turns then delaying the attack produces faster than the troops but must never use its full
a lower Net Present Value. Calculation of Net speed. Once the enemy sees the hero outpace the
Present Value should consider Position, Tempo, slower troops they will assume that the mounted
Initiative, the potential for Psychological Warfare hero is displaying their full speed and this will
and the balance of Relevant Resources. affect the enemy’s ability to judge the Tempo of
your hero should they attempt to eyeball (guess)
Objective Based Strategy their threat range later in the game.
Objective Based Strategy is a competitive Decision 2) The Picard Manoeuvre is an offensive Tempo
Management tool that focuses upon achieving and Deception tactic in which one player attempts
mission objectives with maximum efficiency. This to disguise the intended Tempo of their army. This
is done by assessing the relative points breakdown is done by not using heroic marchers or other
of points per objective as well as the end conditions movement enhancing abilities on turn one when
of the game to determine the optimum strategy that your opponent is trying to gauge your army’s
will result in a winning situation at the end of the overall strengths and weaknesses. This initial show
game. of sluggishness at this impressionable stage will
cause your opponent to underestimate your army’s
Path Less Travelled mobility and adjust their strategy based upon this
The Path Less Travelled is a Decision Management flawed data.
tactic that seeks to deliberately unbalance the
opponent through selecting an uncommon strategy Pincer Movement
or tactic. In this scenario the player attempts to The Pincer Movement is an offensive Position
identify a tactic that the opponent is unlikely to tactic in which a player attempts to trap enemy
have encountered recently and therefore will be Resources between two portions of their own army.

GDP Tactical Dictionary 13


Place of Death - Resource Density

This is done by approaching the enemy Position Reform the Line


from two directions in an attempt to trap the enemy Reform the Line is a transitional Position tactic in
against the other force. which one player decides that their current Position
is untenable and a new Position must be adopted.
Place of Death A formation preforming a Reform the Line
1) The Place of Death is the name applied to any transition will generally experience a moment of
Position from which it is difficult if not impossible vulnerability after they abandoned the remaining
to withdraw resources from without the incurring benefits of their current formation but before they
heavy or complete losses. Once a formation is gain the benefits of the new formation.
caught in a Place of Death the controlling player
has little choice but to commence Digging In. Refused Flank
2) The Place of Death is an offensive Tempo tactic 1) The Refused Flank is a Position and Tempo
in which one player adopts a Position that will tactic in which one player attempts to use their
maximise losses. This can be done by allowing the mobility to change position faster than the
enemy to employ Encirclement, Defeat in Detail opposition can keep pace. This is done by
and Macro Trap tactics. The Place of Death is most deploying the army in two separate formations. If
commonly used in conjunction with Last Stand the enemy splits their own army to match your
tactics, but it can sometimes be combined with the deployment you then recombine your force and
Matt Sportsmanship Manoeuvre. engage their force before it can recombine.
2) The Refused Flank is a Position and Tempo
Psychological Warfare tactic in which one player has identified a
Psychological Warfare is the overlying factor that weakness in their opponent’s deployment and
effects all other elements of the game. This term deploys their own force to exploit this. This is
refers to the interaction between the two players in achieved through the use of Forward Observers to
an attempt to gain advantage outside the strict dice gain an overview of your opponent’s layout. Then
game. This can be done through the use of deploy your formations in a concentrated block and
Deception, the Perceived Confidence Advantage rush the weaker flank, hopefully using your higher
and the Deception no Deception game. Resource Density to apply Defeat in Detail tactics
before the enemy can recover their Position.
Ranged Area Denial 3) The Refused Flank is an offensive Misdirection
Ranged Area Denial is a defensive Position and and Position tactic in which one player attempts to
Tempo tactic that utilises massed shooting to influence their opponent’s deployment by using an
achieve Activation Control. This is done by asymmetric deployment strategy. In this case the
deploying an army’s ranged resources early in a player concentrates their most power units on one
concentrated mass with good arcs of fire covering flank of their deployment zone (see Resource
one area of the battle field and poor to no arc of fire Density) and their weaker units on the other flank.
for another section. This will encourage the enemy The enemy will then hopefully seek to exploit this
to advance through the blind spot in your ranged by deploying the bulk of their army against your
fire, following a predictable and pre-determined weaker flank to employ Defeat in Detail tactics.
route. This tactic is used to setup other tactics that This can be viewed as Baiting on an army wide
require the enemy to adopt a predetermined scale and is frequently employed as part of a wider
Position. Activation Control strategy.

Reconnaissance in Force Relevant Resources


The Reconnaissance in Force is an offensive Relevant Resources is the name given to those
Position and Tempo tactic in which one player resources that are relevant to a given situation.
seizes the Initiative but does not have a plan
beyond this initial move. This is done in situations Resource Density
where one player believes that they have a larger Resource Density is a Position term that is used to
Tactical Tool Box than the opponent and are refer to the magnitude of Resource within a given
therefore confident that they can adapt faster to the area. This differs from Unit Density in that Unit
changing game. Based upon this knowledge the Density refers to the concentration of your models
player applies maximum early pressure to their while Resource Density refers to the concentration
opponent, forcing them to respond and allowing of your killing power. Resource Density is a key
the player to respond to the opponent’s response, component in Defeat in Detail and other strategies
hopefully exploiting any errors that the opponent that require concentration of force.
may make.

GDP Tactical Dictionary 14


Resource Management - Shield Wall

Resource Management Scroll Caddy


Resource Management is the underlying principle The Scroll Cady is a defensive Position tactic that
of any successful battle plan. This principle is used to mitigate the effects of area of effect
understand that both sides have finite Resources magic. This is done by identifying a low cost model
with which to secure victory points and therefore with the ability to resist this magic and assigning it
victory will belong to the player who makes best to accompany any high value formation.
use of what they bring to the table. To this end
Resource Management tactics can be either Screening
defensive or offensive in nature. Defensive tactics 1) Screening is a defensive Position and Tempo
aim at conserving your resources while the tactic that seeks to prevent enemy forces from
opponent is forced to spend theirs. See Blunting accessing vulnerable areas of your larger
and Burnout. Offensive tactics aim to spend your formations. This is done by assigning a small group
resources in such a way that they secure a of models to physically stand in the way of said
disproportional return. See Shock and Awe, enemy forces. This is a more general application of
Burnout and Yoyo Attack. the principles developed in the Anti Flier Guard.
2) Screening is a offensive Position and Tempo
Resources tactic in which an army denies the opponent entry
A players Resources represent all of the assets that to a contested objective. This is done by pushing
a player has available to them with which they may past the objective so that during the ensuring fight
attempt to influence the outcome of the game. This your forces are in range of the objective while their
includes but is not limited to Heroic Resources forces are not.
(might, fate and will), model count, banners,
powerful heroes, turns remaining (see Tempo Sealing the Doom Box
Advantage), time remaining, level of alertness and Sealing the Doom Box is an offensive Position
knowledge of relevant movie quotes. Since the tactic in which a rapidly moving formation is used
Resources available to each player are finite, the to transform the Doom Box tactic into a Ring of
correct and efficient application of these Resources Death. This is done by placing these units into
is vital to achieving victory. See Resource Position behind the enemy formation once the
Management. Doom Box has achieved a three sided trap. This
force provides the fourth side of the trap.
Ring of Death
The Ring of Death is an offensive Position tactic in Seeding Decoys
which an enemy position is entirely surrounded by Seeding Decoys is a defensive Position, Tempo
the assaulting forces. This Position normally acts and Resource Management tactic used to manage
as the final stage of other offensive Position tactics. either slow moving enemy heroes or enemy heroes
See Jaws of Death, Crescent Moon Encirclement, with a compulsion to charge. See Halo Array.
Flanking, Doom Box and Hit and Wrap.
Shadow Force
Rolling Arrow Storm The Shadow Force is a Position, Tempo, Deception
The Rolling Arrow Storm is a tactic used by and Psychological Warfare tactic in which one
massed archery formations in which the player player encourages their opponent to forget that a
decides to sacrifice some of their ranged portion of the players resources are on the board.
effectiveness for greater control of the Tempo of This is done by deploying or moving a formation
the game. This can be used to either increase your out of the enemy player’s line of sight (see Going
army’s tempo by moving forward with the archers Dark) and then in a subsequent turn moving most
so that they are closer to where they will need to be of the formation back into their range of vision.
later or decrease the enemy’s Tempo by moving While this weakens the initial formation it does
backwards and creating additional distance that the allow the player to adopt a Position that the enemy
enemy will need to cover. is entirely unaware of and this opens other tactical
options such as Encirclement and Strategic Raid. It
Running on Empty is vitally important to do nothing that will draw
Running on Empty is the term that is applied to the attention to the Shadow Force once it has
situation where a player has miss managed their disappeared. This is generally only effective
Energy Reserved and is forced to play at below against seated opponents.
optimum efficiency. In this situation the player will
have insufficient mental energy to properly Shield Wall
consider their tactics and insufficient physical The Shield Wall is the fundamental formation. The
energy to remain standing. This situation should be Shield Wall can be used offensively or defensively
avoided where possible. to control Position or Tempo. The Shield Wall
generally trades effectively in terms of Resource

GDP Tactical Dictionary 15


Shock and Awe - Straight Up Henry Kerr

Management against most other formations. This Smaug on Base


is done by forming a double line of infantry, with Smaug on Base is a Psychological Warfare tactic
shield or other combat models in front and spears that can be used by or against large monsters with
behind. This creates a situation where your detachable bases. When playing against the
individual models are well supported and difficult monster you can demand that the monster be left
to trap and it provides a safe area behind the on its base for aesthetic reasons. The extra weight
formation to store your support figures. of moving the full model around will rapidly tire
your opponent. If playing with the monster you can
Shock and Awe insist that the monster remain on its base for
Shock and Awe (also known as Burnout, Big Hero aesthetic reasons. The opponent will then be
Burnout or Heroic Slaughter) is a Resource overawed by the presence of a giant monster
Management tactic that focuses upon accelerating moving around the board.
the Tempo of the game beyond the point at which
the enemy can redeploy in response to the changing Smaug Somewhat on Base
situation. This is achieved by rapidly spending The Smaug Somewhat on Base is a Psychological
Heroic Resources to inflict maximum damage Warfare tactic in which a player with a monster on
upon the enemy in minimum time. This tactic is a detachable base attempts to artificially inflate the
particularly favoured by armies with multiple perceived Resources that they have available. To
mounted combat heroes. do this the player must claim that precise
measurement is required and remove the monster
Shooting the Moon from its base. Once this is done the monster is
Shooting the Moon is the term applied to the placed near its base for aesthetic reasons. In your
attempt to kill your opponent’s biggest piece with opponent’s subconscious you will now have two
shooting. monsters on the board and this will affect your
opponent’s decision making.
Shutdown
The Shutdown is a defensive Resource Spray and Pray
Management tactic in which a magic user is tasked The Spray and Pray is a defensive Tempo
with removing the influence of an enemy character management tactic for mitigating the effect of large
entirely from the game. The Shutdown tactic is an mounted heroes. See the Halo Tactic.
extension of the Blunting tactic..
Standard Combat Procedure
Skirmish Formation Standard Combat Procedure is the term applied to
The Skirmish Formation is a lose deployment a players preferred style of play. This will include
formation in which a player declares their intent to factors such as army selection, mission type,
play an Avoidance or Kiting game. This is done by tactics, strategies and gambits. A player who
generally spreading your troops around your deploys Standard Combat Procedure is playing the
deployment zone without appearing to care about game their way, as such they will have maximised
the Position of spears, shields, banners or heroes. their own personal strengths and will be leveraging
This can be done either to establish a mindset that heavily upon their past experience. Under no
accepts that every model is its own formation and circumstances should you allow your opponent to
can manoeuvre independently or as a Deception utilise their Standard Combat Procedure unless it is
tactic to convince the opponent that your army does part of an elaborate Deep Deception strategy.
not wish to fight in combat.
Straight Up Henry Kerr
Slow Play 1) The Straight Up Henry Kerr is a refinement of
1) Slow Play is the term for the deliberate, well the traditional Henry Kerr tactic that is used to
thought out, carefully measured playstyle in which counter specific enemy stratagems. This is done by
one player refuse to be rushed into a mistake by the identifying the critical contested roll that the
opponent’s Tempo Advantage. opponent cannot afford to lose and has therefore
2) Slow Play is the term for the selection of a time dedicated significant Resources into guaranteeing.
consuming playstyle by a player that is currently in Once the critical roll has been identified it is then
the lead in situations with time pressure. This is secured through the simple means of rolling higher.
done in the hopes that the opponent will not be able Ideally this should be done with a single six off a
to overcome the player’s defensive stratagems single dice, without re-rolls or modification. For
before time is called. Under no circumstances maximum effect the player should appear
should non-game based tactics be used to stall unconcerned by this against the odds win and
time. See Tempo Advantage. should act surprised that anyone should find this
unusual (explosions encourage but not required).

GDP Tactical Dictionary 16


Strategic Raid - Tempo Shift

2) The Straight Up Henry Kerr is a term that is used aggression. The Sunk Cost Theorem recognises
to describe the successful execution of an that it is not always possible to save everyone every
impressive, high damage, high risk, low time. This means that by the time you have
probability manoeuvre through the simple recognised your opponent’s offensive intention
expedient of rolling the required number of sixes. and begin to formulate a response some of your
3) The Straight Up Henry Kerr is the successful Resources may already be beyond saving. In this
adoption of the Henry Kerr counter strategy as an situation the mistake of committing extra
initial strategy. Resources to support a formation that is already
dead will simply increase the losses that you take
Strategic Raid without returning any substantial reward. It is
The Strategic Raid is an offensive Position tactic in therefore vital to carefully consider how your
which one player sends a small fast moving force Resources can be best spent to recover as many
to eliminate key strategic Resources deep in the assets as possible without throwing good troops
opponents back field. This is usually requires some after bad.
form of Air Superiority or Air Supremacy. The
exact nature of the raid will depend upon what Tackle Box
Resources the enemy has left in the back field but The Tackle Box is a cut down version of the
this can included horn blowers, body guarded Tactical Tool Box that a player keeps close at hand.
heroes or lightly defended objectives. This Tackle Box will contain the tactics and
strategies that are most commonly employed by the
Striping the Willow player, including fundamental playstyles and
Striping the Willow is a defensive Position tactic favourite tricks, Mind Games and Deceptions. The
that is used to rescue threatened heroes from Tackle Box can be viewed as the middle ground
multiple combats. See Pealing Combats. between Standard Combat Procedure and the full
Tactical Tool Box.
Submarining
Submarining is a high risk strategy that seeks to Tactical Tool Box
weaken a player’s strength of schedule during a The Tactical Tool Box is a term that is used to refer
multi game competitive event. This is done by to the tactical and strategic options available to a
deliberately failing to win the first game of the player in a given situation. The extent of a player’s
event and thereby lowering your position entering Tactical Tool Box is dependent upon the available
the second round. From this point onwards the Resources, Position, Tempo, mental flexibility and
submarining player hopes that the added victory the relative skill difference between them and their
points that they can score against the weaker opponent. Having a larger Tactical Tool Box than
opponents are sufficient to offset this initial loss. the opponent will aid a player in controlling the
This tactic should not be attempted at events when Initiative of the game and can be used in Deception
the player count to number of rounds ratio is such battle plans if you have a tool that the opponent did
that multiple contestants can finish on full wins. It not realise was available to you.
is sometimes possible to accidently submarine.
Tag Teaming
Surprise Tag Teaming is a Resource Management tactic in
1) Surprise is one of the five fundamental elements which two heroes of roughly even power (such as
of existence and is responsible for the interactions the elven twins) are kept together to provide mutual
and progression of the other four (citation needed). support (see Buddy System and Bodyguard Duty).
The correct recognition of the uncertainty that
Surprise introduces into probability and chance is Target Oversaturation
a vital part of any successful Theory SBG or Target Oversaturation is a counter strategy that
Decision Management based strategy. seeks to overcome an opponents through the
2) Surprise is what occurs when a player application of multiple threats. This is done by
mistakenly believes that they have identified their applying more threats than the opponent’s
enemy’s intentions and plans accordingly. This is resources can deal with. This counter strategy is
most frequently seen as part of a Deep Deception particularly effective against Blunting and
strategy but can it can also occur when one player Shutdown tactics.
utilises a tactic that their opponent was previously
unaware of (see Tactical Tool Box). Tempo Shift
The Tempo Shift is a transitional strategy that is
Sunk Cost Theorem used when a player decides that the current Tempo
The Sunk Cost Theorem is a Decision of their army is no longer acceptable. In this
Management tool that seeks to optimise Resource situation the player abandons their current strategy
Management decisions when responding to enemy in favour of one with a higher or lower Tempo.

GDP Tactical Dictionary 17


Tempo - Tiger Claw

This is frequently done towards the end of games points and therefore will win if time is called. A
with time pressure or to match an opponent’s player with the Tempo Advantage can afford to
change in Tempo. The Tempo Shift does include utilise more time consuming tactics, such as
an element of risk as the adoption of a new strategy Turtling Up, as they are no longer forced to seize
will frequently require the adoption of a new the initiative. Unfortunately some unimaginative
Position and this can create a window of players are unable to devise genuine ‘in game’ time
vulnerability (see Reform the Line). Examples of a consuming tactic and are forced to go grab a drink,
Tempo Shift include switching from Wait and See mysteriously receive urgent phone calls, attempt to
tactics to a Shock and Awe approach or distract their opponents with humorous anecdotes
transitioning from one Burnout strategy to the or otherwise ‘Slow Play’. Slow Play is sportsman
other Burnout strategy. like and should never be considered under any
circumstances.
Tempo
1) The Tempo of an army is the term used to refer Theory SBG
to the integral of the army’s velocity towards its Theory SBG is the technical name for conducting
objectives, namely their position relative to time, a TEWT (Tactical Exercise Without Troops). The
with time in this war game measured in turns, purpose of such an exercise is to examine the
rather than minutes. This means that to understand merits of given tactics and counter tactics without
an army’s Tempo a player is forced to consider not the distraction of actually playing the game. The
only ‘where’ their troops are but ‘when’ they are, ability to rapidly conduct Theory SBG during the
how long it will take them to be where they should brief period between seeing an opponent’s army
be and what is likely to occur during the and rolling for deployment is vital if you intended
intervening turns. Tempo based tactics can be used to deploy in a way that will support your ongoing
to generate a Tempo Advantage through either strategy in the rest of the game. When conversing
offensive means, decreasing the number of turn with the wider gaming community it is not
required for your army to fulfil and objective (E.G. uncommon to hear this idea referred to as
Shock and Awe), or defensively, increasing the ‘Theoryfaux’, ‘Theory Hammer’ or ‘Theory K’.
number of turns that the opponent will require to
achieve their objective (E.G. Blunting). The Three Deep
understanding and control of Tempo is one of the Three Deep is a modification of the defensive
fundamental aspects of the game. Position and Tempo counter tactic Two Deep, in
2) The Tempo of a game refers to the speed at which one player attempts to prevent Breakthrough
which two players can make decisions, move tactics through the establishment of redundant
troops, roll dice and generally play the game. If the lines of troops. In situation where the enemy
Tempo of a game falls too low in a tournament intends to heroic combat (see Shock and Awe), the
setting then it is unlikely that the game will finish. two lines of troops utilised by the Two Deep tactic
are insufficient to provide security against the
Tempo Advantage break through. This is because a heroic combat can
1) The Tempo Advantage refers to an army’s punch through the first line and kill the second in a
ability to achieve a desired outcome in less turns single turn, at which point the Breakthrough will
than their opponent can. For example if a model is succeed if the player can win an Actual Priority. To
three turns away from an objective but the enemy reduce this problem place a third line of troops, this
can reach it in one then the enemy has a two turn will provide the Tempo necessary to respond to
Tempo Advantage in securing that objective. your opponent’s Breakthrough attempt.
Likewise if two armies are attempting to break one
another and one army can achieve this is three turns Tiger Claw
but the other requires ten then one side has a seven The Tiger Claw is an offensive Tempo and
turn Tempo Advantage. See Shock and Awe. Research Management tactic which utilises the
2) The Tempo Advantage refers to one player principle of Baiting to disperse enemy Resources.
being comfortable playing at a faster tempo than To do this one player detaches small groups of
their opponent. By keep the tempo of the game fast troops from their main formation and sends them
the more experience player seeks to encourage away from the main action. At this point the
their opponent into make rushed decisions and opponent has a choice, they can either ignore these
ultimately mistakes. Light use of the Tempo detachments or respond in kind. If they do nothing
Advantage is to be encouraged as it help players then the detachment is free to conduct Strategic
develop their critical reasoning skills but heavy or Raids or effect an Encirclement. If the opponent
forceful use of this advantage is sportsman like and responds with a force that is smaller than your
should be avoided at all costs. detachment, you can employ Defeat in Detail. If
3) The Tempo Advantage refers to the situation they send a larger force then your detachment
where one player takes an early lead in victory

GDP Tactical Dictionary 18


Touch Wood - Whittling

avoids combat and removes a disproportional Voice of Saruman


portion of the enemy’s Resources. The Voice of Saruman is a Psychological Warfare
tactic that uses the principles of Deception no
Touch Wood Deception to establish the conditions in which a
Touch Wood is a defensive Position and Tempo key Deception tactic can be performed. This is
tactic that can be used to mitigate the effect of done through providing the enemy with helpful
enemy cavalry formations. This is done by moving tactical advice throughout the game under the guise
your formations as rapidly as possible towards the of keeping the game moving (such as “well from
nearest wood, forest, area of bushland or stand of there you can either do X or Y”). See the Matt
trees. This is most frequently seen in situations Sportsmanship Manoeuvre. Once the enemy has
where an infantry army has the ill fortune to be set come to trust your advice you can begin to seed
against an all cavalry army. This tactic can be careful miss information. It is important to never
considered a specialised variant of the Digging In lie to your opponent as this is sportsman like,
tactic. however you can miss represent the likely
consequences of employing certain tactics or
Trawling formations (such as “well if you try and swing
Trawling is a variation of the Baiting tactic in round that forest theirs a chance that I’ll catch you
which bait is placed before an opponent without a in the open, but if you can make it their you will be
specific objective or outcome in mind. This is done in a strong position moving forwards”).
to test your opponent’s reaction to the bait, thereby
improving your knowledge of your opponent and Wait and See
facilitating further Baiting efforts. The Wait and See is a defensive Position tactic that
sacrifices early Tempo to conserve Heroic
Trolling Resources. This is done by assuming a Position
1) Trolling is an offensive tactic that seeks to with your heroes sheltered behind your formation.
overwhelm enemy an enemy Position through the This will protect your heroes from ranged weapons
application of trolls. and reduce the likelihood of your opponent
2) Trolling is a Psychological Warfare tactic in employing Assassination or Flash Kill tactics. The
which a player makes deliberately nonsensical Wait and See also allows a player the opportunity
tactical decision to disguise their true genius (if to see how the opponent choses to Position their
any). heroes as combat is reached, thereby allowing them
to optimise their own hero dispersal.
Turtling Up
Turtling up is a defensive Position tactic in which Walling Off
one player concentrates their force in response to Walling Off is an adaption of the Screening tactic
ongoing loses. This is done to reduce the size of the that relies upon the same principles and objectives
formation in proportion to the suffered casualties, but applies a greater portion of the army’s
thereby maintain the desired Unit Density. Resources to achieve a higher Unit Density. Due to
the increased Resource allocation, Walling Off is
Two Deep generally used in situation where the critical nature
Two Deep is a defensive Position and Tempo of a given area is such that the protection offered
counter tactic in which one player establishes a by Screening is insufficient.
secondary line to prevent Breakthrough tactics
from reaching their critical support pieces. To this Wedge Formation
end a second line of models is placed behind the The Wedge Formation is an offensive Position
front line of your formation (spear equipped tactic in which powerful heroes are used to force a
models work well for this) so that if the front line breach into the enemy line while the flanks of the
is killed the second line can prevent Breakthrough. army are swept back to channel into the breach
Against sustained enemy aggression the Three once it is formed. The Wedge Formation is a
Deep tactic is sometimes required. slower moving variant of the Flying V Formation.

Unit Density Whittling


Unit Density is a Position term that is used to refer Whittling is a defensive tactic in which a powerful
to the number of models within a given area. This enemy formation is reduced to a less powerful
can be used offensively (see Flooding or Burying) enemy formation through the application of the
or defensively (see Screening or Walling Off). Death by a Thousand Cuts principle. This is done
Once the unit density of most formations drops by applying small amounts of damage across
below a certain point the effectiveness of that multiple turns to reduce the effectiveness of the
formation will generally be reduced. formation until it can be dealt with by conventional
means. See Avoidance.

GDP Tactical Dictionary 19


Window - Zen of Movement

Window able Heroic Resources such as Aragorn or by well-


Window is a Position tactic that uses Deception to constructed Rohan lists, but it can sometimes be
disguise the intended target of a Strategic Raid. considered Resource efficient for other armies
This is done by detaching models from the raid to should the enemy attempt a Baiting strategy using
threaten additional targets. If done correctly this sufficiently valuable bait.
will cause the opponent to redeploy their
Resources to support areas that you do not intend Zen of Movement
to attack, thereby decreasing your opponents The Zen of Movement (also known as the Fabled
ability to reinforce the real target in a timely Movement Trick) is an offensive Position and
manner. See Decoy. Tempo tactic that uses Deception to remove enemy
forces from a critical but otherwise unremarkable
Wolf 379 area by moving backwards to move forwards. This
Wolf 379 is a specialised Position tactic that has tactic is used when the enemy has assumed a
been developed to recover from poor initial Position with their troops in an area that is not of
reinforcement rolls in the Start at The Edge, Run to obvious strategic value but that you need to control
The Middle mission type (see Appendix A). In this to allow your troops access to other areas. To
situation a player begins with both a widely achieve this the forces threating that area
dispersed force that is unable to offer its withdraws from the enemy in the hope that the
components adequate mutual support and a enemy will pursue. If the enemy leaves the area
centralised objective that must be held at all cost. your other troops, if any, can slip in behind the
This tactic seeks to solve both of these problems by enemy formation, or if other troops are not
establishing a rally point around the centre available your retreating troops reverse direction to
objective. This is done by instructing all units to perform the Hit and Wrap technique.
converge on this area at best speed, thereby
bringing the components back into mutual support
range and Flooding the objective at the same time.
The Wolf 379 tactic is frequently employed
alongside Last Stand strategies.

WWGD
WWGD is an acronym for the theme based
Decision Management tool What Would Gandalf
Do (or sometimes What Would Gothmog Do)?
This tool is based upon the understanding that
theme does not end at army selection and that the
themy-ist list in Middle Earth turns to cheesy
garbage if not played in a manner consistent with
its theme. To this end the player makes a conscious
decision to select tactics, strategies and playstyles
that are consistent with their chosen army. The
obvious example is to not power up Gandalf or
Bard with Alfred the Councillor as it beyond all
belief that either of these individuals would ever
trust Alfred’s advice. The prime benefit of
adopting WWGD over other Decision
Management tools is the knowledge that,
regardless of the actual outcome of the game, in a
thematic sense (which is the most important sense)
you have already won.

Yoyo Attack
The Yoyo Attack is an offensive Position, Tempo
and Resource Management tactic that is used in
situations where a hero wishes to engage a target
that is protect by a potential next turn Counter
Charge. This is achieved by calling a heroic
combat and using the extra move generated by the
successful kill to withdraw beyond the range that
the potential Counter Charge can reach. This tactic
is most often used by characters with replenish-

GDP Tactical Dictionary 20


Appendix A – Mission Identification Guide - Appendix B – Army List Identification

Appendix A – Mission Identification Guide


# Name A.K.A.
1 Domination The Good One
2 To The Death The Banner One
3 Hold Ground Start at The Edge, Run to The Middle
4 Lords of Battle Kill Points
5 Reconnoitre Cross The Board The French One
6 Ill Met By Moon Light The Night Fight The Shakespeare One
7 Seize The Prize The 50-50 Roll Off The Auto Win
8 Contest of Champions The Other 50-50 Roll Off The One Turn Game
9 Capture And Control Weird Domination
10 Heirloom of Ages Past Vanishing Domination The Other Banner One
11 Fog of War The Fun One The Mystery Mission
12 Storm The Camp*
*Storm The Camp does not appear to have a nickname.

Appendix B – Army List Identification

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 points2.
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…

GDP Tactical Dictionary 21

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