Stance Table

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  Aggressive Cautious Scouting Defensive Peacetime Retreat
Aggressive 1. Players must fight a battle, neither player may ambush or flank march. Players dice for precedence in placing terrain and who will start based on army aggression. 2. Players must fight a battle. Aggressive player is attacker and may flank march, cautious player is defender and may also flank march. Neither player may ambush. Time of day is determined by the Aggressive player. 3. Scouting player retreats before an aggressive player receiving more detailed intelligence on enemy. Unless the Aggressive player out-scouts the scouting army, in which case the scouting player must stand and fight its stance changing to cautious. 4. A battle is fought, the Aggressive player is the attacker and may flank march but places no terrain. The Defensive player is the Defender, only he gets to place terrain (dicing as per normal) and may ambush. Time of day is determined by the Aggressive player. 5. Attack on a marching force. The Aggressive player places terrain, then the Peacetime player. The peacetime player moves his army in column from one corner (chosen by dice) heading to the opposite, he moves first and can react to the presence of enemy in his second bound. Time of day is determined by the Aggressive player. 6. Retreating player retreats before an aggressive player losing some troops by attrition. Unless the Aggressive army is faster, in which case the retreating player must stand and fight his Stance changing to cautious.
Cautious   7. Umpire reports to each player intelligence report based on scouting ability. Each player then has the opportunity to change Stance. 8. Umpire reports to each player intelligence report based on scouting ability. The Cautious player then has the opportunity to change Stance. The scouting player has the opportunity to change Stance to retreat. 9. The Cautious player chooses whether or not to fight a battle. If he chooses to do so a battle is fought, the Defensive is the defender and may ambush, the cautious player is the attacker and may flank march. Time of day is determined by the Cautious player. 10. The Cautious player chooses whether or not to fight a battle. If he chooses to do so he is the defender for terrain purposes, and the attacker for first move purposes. The cautious player may flank march, the peacetime player may not. Neither player may ambush. Time of day is determined by the Cautious player. 11. The retreating army gets away, no battle.
Scouting     12. Umpire reports to each player intelligence report based on scouting ability. Each player then has the opportunity to change Stance. 13. The scouting player receives intelligence on the defensive army. No further action until next turn. 13. The scouting player receives intelligence on the peacetime army. No further action until next turn. 13. The scouting player receives intelligence on the retreating army if it is of a slower type and may also cause the retreater some losses to attrition.
Defensive       14. Umpire reports to each player intelligence report based on scouting ability. No further action until next turn. 15. No battle, limited intelligence reports. 16. No battle, no intelligence reports.
Peacetime         17. Umpire reports to each player intelligence report based on scouting ability. No further action until next turn.. 18. No battle, limited intelligence reports.
Retreat           19. Each player must expend remaining movement moving away from enemy at fastest pace.

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