Stances determine the action priority of your Army in Manor Lords. Read on to learn more about Stances, and how they affect your army in this guide!
List of Contents
All Stances | ||
---|---|---|
Give Ground | Missile Alert | Balanced |
Stand Your Ground | Push Forward | Run to Positions |
Hold | Shoot at Will | Friendly Fire |
Spread Out | Disband | - |
Give Ground makes your formation move backward slowly, allowing them to reposition while sustaining minor damage when dealing with enemies from the front.
We recommend using this Stance for your frontline units, such as Spear Militia, or Militia Footmen, with Archers positioned behind to ambush your enemies.
Missile Alert makes your formation wary of incoming ranged attacks, doubling their chance to block or evade arrows, at the cost of reducing their melee defense.
Due to the nature of Missile Alert, set this stance when approaching an Archer Formation using Melee units, but make sure that your units are not in combat against enemy Melee units, otherwise they will be wiped out immediately.
Balanced is the default stance for all units. Balanced offers no bonuses or penalties for your units, only relying on their innate strengths and weaknesses.
When going up against small enemy formations, such as small Bandit Camps, or when picking off enemy units that are out of position, you can opt to rely on Balanced stance, and focus more on controlling your other units.
Recruited Unit Stats Explained
Stand Your Ground doubles your units' Defense, at the cost of reducing attack frequency. This makes it perfect for Shielded Frontline Units, such as Spear Militia, and Light Mercenary Spearmen.
Keep in mind that while Stand Your Ground bolsters your units' Defenses, it essentially negates their attacking power. Make sure to use ranged units in conjuction with this Stance to ensure a swift victory over your opponents.
Push Forward will cause your units to focus on offense, and try to break through the enemy's formation.
Due to the nature of this stance, we recommend using this for your Melee attacking force, which usually consists of your Retinue, Footmen, or Brigands.
Run to Positions will cause your units to move faster towards the designated location, while building up more fatigue.
Use this Stance to reposition your units, or to strategically retreat from a fight.
Hold essentially cancels previous orders issued, causing your units to stay where they currently are.
Use Hold whenever you want to stop your army's advance, giving you time to think and plan as to what your next course of action should be.
Shoot at Will is a Stance available only to Ranged Units. Shoot at will causes your Archers to fire directly at enemies, with increased accuracy at close range.
Shoot at Will should be used against enemy units without shields to maximize the damage, or when flanking enemies using archers, to make use of the Backstab damage bonus.
Friendly Fire causes your Archers to fire at enemies, even when your own units are in range.
Friendly Fire should either be used to tactically sacrifice a unit with Give Ground, or as a last ditch effort against enemies, since carelessly using this stance could lead to major losses for your army.
Spread Out causes units to break formation, helping them dodge volleys of arrows from Archers.
Spread Out should be used for your units being targeted by archers, given that the enemy is not using the Shoot at Will stance.
Disband allows your Militia and Retinue to return to the settlement, allowing them to work again in their assigned buildings.
Always remember to Disband Militia after combat, to ensure that they can return to work and contribute to your settlement!
All Recruit Types | ||
---|---|---|
Militia | Mercenaries | Retinue |
Unit Stances Explained
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