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==Stances== Stances determine the organization of your army when on the move. Each stance comes with its own effects and benefits, at the cost of Overworld movement range. In general, the more cautious your stance, the less you move on the overworld; the inverse is also true, with the Forced March stance giving you lots of additional movement at the cost of severely debuffing your army and disallowing you from retreating. There are numerous ways to buff movement (like traits or skills), but there is an upper limit to how far you can move, which means that if you stack enough buffs, your normal move becomes comparable to Forced Marching range, but with none of the drawbacks. These buffs also apply to the more cautious stances, increasing movement and eventually invalidating the penalties, but never quite reaching the distance of normal move. The game is actually unclear how this is actually calculated because of the weird way movement works on the overworld. Every army has a movement bar that starts at 100%, decreasing with each move you make. You can move, say, 10% of your movement and still change to another stance (say Encampment). What the game doesn't tell you is that buffs to campaign movement range affect both the actual movement range of each stance. With buffs, if you start in the encampment stance, you can move 70% of your total range and still retain the stance, but if you switch to ambush/normal move/march, you can't revert back because your initial move exceeded the stance limits. You are also limited by an opposing army's zone of control. Armies can only enter an opposing army's zone of control if they are ordered to attack, if they are being besieged, or if the enemy is hidden in ambush. The game will occasionally tell you that an enemy settlement is ''Juuuust'' within an army's movement range, which is a trap: the army will move but stop just outside of the zone of control, if you have movement to spare, you can order a siege, but if not, your army will refuse to go further, leaving you open for a counterattack. It is always better to be cautious and assume that if a settlement is at the edge of your movement, that you won't have enough movement to besiege it. Some factions and races have their own unique stances. For example, Skaven and Beastmen are pretty much always hidden and can always Ambush, even if you're sitting still and encamped. #'''Normal Move:''' Vanilla. Leads to normal battles and lets you withdraw/retreat without losing the entire army. Also lets you recruit locally and replenish troops in friendly territory, but no other real benefits. #*Skaven and Beastmen replace their normal move with a unique Ambush stance. Unlike the Ambush stance of other races, their attacks are always from Ambush, so be careful when in their territory. Unless you're garrisoned in a settlement, the furries are always able to attempt an Ambush, and the only real counter is setting your own units in Ambush. #'''Forced March:''' Order your troops on a forced march, giving you additional movement range but leaves your forces exhausted when they enter the battle; an oversight missed by the devs is that units or factions with perfect vigour can still be left exhausted after a Forced March. You cannot attack or recruit when in the Forced March, and if you are attacked, you cannot withdraw. #'''Ambush stance:''' Concealed positions. Ambush stance is a passive stance that hides your forces on the overworld, allowing you to intercept enemy armies that pass within range. Ambush success is determined by your Lord's skills, the terrain, and the opponent's Lord's/Character's detection skill. You cannot replenish or hire in ambush. You cannot enter Ambush if in view of another army, including your allies. #*Wood Elf Ambush: Wood Elves have better Ambush regardless of whether or not they're near trees. They also lose less movement (a 10% penalty rather than 25%) #*Ambush is a very good generalist stance, because it keeps you safe from enemy attacks, but also lets you trick the AI. A common beginner mistake is chasing a fleeing army across the map, but you will never actually be able to reach them. Instead, just get in ambush and try to bait them to attack a single lord or minor settlement. #'''Underways:'''A stance that lets you bypass normally impassable terrain like mountains or rivers. Races that have this often have their own unique takes on it, with some able to retreat if they lose, and others losing the entire army. These stances don't make use of your full range, but are often the best ways of crossing marshes and chaos territory without incurring attrition. The drawback is that you can still be intercepted and if attacked, you cannot benefit from reinforcements. Skaven and Beastmen emerging from the Beast-Paths/Underway are also visible. #'''Encampment:''' Halves your movement, but lets your troops rest, replenishing losses and giving you access to recruitment (local+global in owned territory, global outside of it). When encamped, you receive defence bonuses and do not suffer from environmental attrition (plagues still suck though). #* Hidden Encampment: Unique to Beastmen and Nakai. This is essentially exactly what it says on the tin. Another dev oversight is that when hidden, the Lord's model is hidden ''but the encampment isn't''. If you're chasing Nakai or Morghur and lose track of them, look for a circular ring of supplies, which is where they'll be hidden. At least with Nakai, you cannot interact with a hidden encampment, only wait them out. #'''Raiding:''' Lets your troops pillage, giving you income and removing attrition, at the cost of vigour and movement. Raiding someone obviously pisses off the people living on the land, and if you do it in your own territory (Greenskins' Raiding Camps are your only encampment option), you immediately set that settlement's income to 0. #*Greenskin raiding camps are basically encampments with the bonuses of raiding for income. When you're moving across enemy territory, this is fine, but not when taking territory. #'''Channeling:'''A slight movement penalty in exchange for better Winds of Magic. Obviously only worth it with Casters, though the Lizardmen and Elves have their own versions of it.
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