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====Special Actions==== You first inform your opponent what each Unit is going to do. Only then do you start doing it for every Unit. You can perform Unit Actions in any order. * Taisho Abilities (more on them later) can be used once per turn for free, with a second costing 2 Command Points. They require a Ki roll success to use. * Attempting to Regroup a fleeing Unit costs 1 Command Point. The Unit makes an Honor roll, if passed they lose one Action Point but you regain control over them, and for free you can rotate them to face any direction. You can attempt to Regroup any fleeing Units as many times as you need so long as you have enough Command Points to spend. If any are left still fleeing at the end of this subphase they immediately spend all this turns Action Points continuing to run away and thus can do nothing else for the rest of the turn. * Strategic Orders are using ranged weapons, and charging into melee. You must spend 2 Command Points and perform a Ki roll with your Taisho each Strategic Order you issue, and if the roll fails then the Unit still follows your orders but loses 1 Action Point. Unless the Unit you are commanding has a Line of Sight to the intended target, then you cannot give a Strategic Order unless your Taisho is still alive and has Line of Sight to both your Unit and their intended target, and you can only give such orders to a Unit that has a Bushi character in it. Thus, protecting your officers is very important for ambushes and ranged superiority. For example, if you want your Teppo models to shoot at an enemy within their range but obscured by another Unit of models in front of their targets, your Taisho must be able to see both Units (possibly by being on a Hill) and your Teppos need to have a Bushi character (carrying a Teppo) with them. Spy characters count as a second pair of eyes for your Taisho. * Warning Orders cost 1 Command Point. These allow your troops to make Attacks of Opportunity. Attacks of Opportunity are either to shoot ranged weapons, charge an enemy, or move and then charge, all during your opponent's turn at any time you want to interrupt them. Only one Unit each turn can make an Attack of Opportunity each turn, but you can issue Warning Orders to as many as you want so you can choose who will react. A Unit must have the Action Points left over to execute Attacks of Opportunity, one for shooting or charging and two to move then charge. Cavalry charges, ambushes, and getting another volley of lead/arrows into the enemy are the best uses. Note that you must set the conditions ahead of time. For example, you can't just give a Warning Command to a unit of Ashigaru and do what you want whenever, you have to give a logical order like "charge the first enemy who passes the fence line", meaning that if an enemy comes from your side and is nowhere near the fence you can't just decide to change the criteria for their charge (although "charge the first thing in range" or "charge any Ashigaru you see" are legitimate orders as well).
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