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Mnemon Explains Solar Combat
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====Mobility and Target Selection==== ''offensive movement'' Almost every time your initiative arrives, one of your opponents will be more vulnerable than the others, by virtue of poor position, having failed to reserve sufficient defence, being forced to spend a great deal of essence or simply being weaker. Circumstance can bring even very powerful opponents into this position. Fall upon these foes and kill them without hesitation or mercy. If no such foe presents themselves, hold your action until they do, or pick a foe likely to be vulnerable to the tactics of a Circlemate who is yet to act, and attack them furiously in order to divert their defensive resources. Unless you plan to use social abilities to force a relatively bloodless surrender, there is no use in wounding many enemies rather than killing a few. A wounded enemy can still take actions, and can still get a lucky roll, even if down a few dice. An incapacitated foe can do nothing. Every foe you kill is one less drain upon your Circle's defensive resources, and becoming outnumbered by Solars is certain doom for nearly any foe. This does not mean you must commit to a single foe once you have wounded them; do not hesitate to abandon a foe that you have wounded if there is a target within your range that you have a better chance of killing. In short, on your turn, identify the most vulnerable enemy within your range (movement range for Melee, Brawl and Martial Arts, movement range + weapon range for Archery and Thrown), and attack them. For hand-to-hand fighters, this usually means moving. Moving in battle nearly always helps. Not only does it allow you to attack the foe least able to defend against you, but crossing scenery makes it easy and natural to incorporate that scenery into your descriptions - allowing easy stunt bonuses. Furthermore, it allows you to seize the most tactically viable ground for your attack - if you have the high ground, your opponents lose dice from all actions against you - especially useful against opponents who dodge and parry, as both actions will be penalised. This is even easier on attack than defence, for an attacker only needs relatively higher ground than whoever they're attacking, rather than needing to grab the highest ground in the area (since an attacker could otherwise simply move to higher ground still).
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