Post
by jamesrbrown » Thu Aug 08, 2013 5:41 am
The only stance absolutely related to positioning in combat is Rearward. It is a Ranged Combat stance (see AG 158) and no engagements are assigned to characters in it. All the other stances are Close Combat stances and require engagements. The Combat Stances table actually describes Rearward as, "Staying away from the press, to attack your foes from a distance."
I created a Battle Mat that includes a hero and enemy Rearward zone as well as 6 engagement circles. Anyone can access it by visiting my blog site (link in my signature). I should probably create a second page that explains how to use it properly, but nevertheless, here's a simple explanation:
Hero and enemy tokens (minis) are placed on the mat according to their assigned engagements. So, if a combat includes 3 heroes (choosing a close combat stance) and 2 enemies, the Loremaster should put the enemies on the mat (one per circle since there are the same number or less enemies than heroes). After choosing engagements, the hero tokens should be placed on the mat in the appropriate circles. In this case, 1 hero would be placed in a circle with 1 enemy and the other 2 heroes would be placed in a circle with the other enemy. Heroes stay engaged with the same enemy (or enemies) until it is defeated. Sometimes new enemies will join the circle.
The stances of the heroes are kept track of mentally (or the Loremaster can write things down). This is fairly easy to do because at the top of a round, the Loremaster asks everyone their hero's stance and this forms the order. Another suggestion would be to create color-coded stance coasters that sit under the hero tokens or minis. Each time a hero changes stances, the player should change the coaster to reflect the new stance. For example, a red coaster could represent Forward stance, green - defensive, and white - open.