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''Push Deeper'' gets you to the more dangerous enemies faster at the risk of being disrupted if you lose more than you win. Its basically charging without the bonus.  
 
''Push Deeper'' gets you to the more dangerous enemies faster at the risk of being disrupted if you lose more than you win. Its basically charging without the bonus.  
  
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''Flank'' is a risky maneuver to let you get an advantage in the next round that you can perform when you can't or won't Disengage for a round. In the round chosen you roll 1d6-2 (min 0) and fight that many enemies. If 4 enemies are rolled one must be a missile unit while the others are determined normally.  
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''Flank'' is a risky maneuver to let you get an advantage in the next round that you can perform when you can't or won't Disengage for a round.
  
 
''Attack vs Two and Stand vs Two'' mean you have to split your skill against 2 enemies. A loss against either counts against you so if you ignore one to use full skill on the other then they attack unopposed and if they hit you take damage and a -1 to your win progress.  
 
''Attack vs Two and Stand vs Two'' mean you have to split your skill against 2 enemies. A loss against either counts against you so if you ignore one to use full skill on the other then they attack unopposed and if they hit you take damage and a -1 to your win progress.  
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If Fleeing fight 1 round using Horsemanship vs their weapon as described above.  
 
If Fleeing fight 1 round using Horsemanship vs their weapon as described above.  
  
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If Flanking vs zero enemies use Horsemanship vs Intensity for Unit Victory. Otherwise fight 1 round vs all enemies. On a Win you get +5 on all skill rolls (battle, weapon and horsemanship). 
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If Flanking vs zero enemies use Horsemanship vs Intensity for Unit Victory. Otherwise fight 1 round vs all enemies.  
  
  

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