The type of attack available depends on the approach that preceded it; hurried or halted advances degrade into Piecemeal approaches and Tired attacks.
How it works
Regular Approaches move at Steady Gait and are lost if the ward halts. Rapid Approaches move at Quick Gait for two turns; on the third a card above the commander's Forwardness turns them Piecemeal. Steady Attacks need a stationary start or a regular Approach, Quick Attacks need a Rapid Approach, and Tired Attacks can be used any time. Attacks move straight ahead with at most one stand of deviation per turn, and the attack type sets each band's handstrokes strength.
Quick Attack: This may only be played after a Rapid Approach. It may not be used if the ward halted after a Rapid Approach (a Tired Attack is used instead).



