Tactics
Source Battlecry! pg. 25
The fundamental strategies of war used by many commanders are recorded below. When you first gain your commander’s folio at 1st level, choose five mobility or offensive tactics from the list below; as you increase in level (or if you take the Tactical Expansion feat), you will gain additional tactics. Mobility tactics are basic tactics that make it easier for your party to move across the battlefield or negotiate unusual terrain, while offensive tactics are basic tactics that help you attack enemies, control enemy positioning, or endure enemy attacks.
    Show all Tactics
Offensive Tactics

 Coordinating Maneuvers  [one-action]  OffensiveBrandish Commander Tactic  Source Battlecry! pg. 26
Your team works to slip enemies into a disadvantageous position. Signal one squadmate within the aura of your banner; that squadmate can immediately 
Step as a free action. If they end this movement next to an opponent, they can attempt to 
Reposition that target as a reaction.  
 Double Team  [two-actions]  Offensive
Commander Tactic  Source Battlecry! pg. 26
Your team works together to set an enemy up for a vicious attack. Signal one squadmate who has an opponent within their reach. That ally can 
Shove or 
Reposition an opponent as a free action. If their maneuver is successful and the target ends their movement adjacent to a different squadmate, the second squadmate can attempt a melee Strike against that target as a reaction.  
 End it!   [two-actions]  Offensive
Brandish Commander Incapacitation Tactic  Source Battlecry! pg. 26Requirements You and your allies currently outnumber enemies on the battlefield, and you or a squadmate have reduced an enemy to 0 Hit Points since the start of your last turn.
At your proclamation that victory is already at hand, your allies march forward with an authoritative stomp, scattering your enemies in terror. Signal all squadmates within the aura of your banner; you and each ally can 
Step as a free action directly toward a hostile creature. Any hostile creatures within 10 feet of a squadmate after this movement must attempt a Will save against your class DC; on a failure they become 
fleeing for 1 round, and on a critical failure they become fleeing for 1 round and 
frightened 2. This is an 
emotion, 
fear, and 
mental effect.  
Commander Tactic  Source Battlecry! pg. 26
You call for an aggressive formation designed for exploiting enemies’ vulnerabilities. Signal all squadmates; each can 
Step as a reaction. If any of your allies ends this movement adjacent to an opponent, that opponent is 
off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.  
 Reload!  [one-action]  Offensive
Commander Tactic  Source Battlecry! pg. 26
Your drill instruction kicks in, and your allies rapidly reload their weapons to prepare for the next volley. Signal all squadmates; each can immediately 
Interact to 
reload as a reaction. 
Special When leading a 
siege weapon crew, you can use this tactic to command your squadmates to Load a siege weapon instead. 
 Shields Up!  [one-action]  Offensive
Commander Tactic  Source Battlecry! pg. 26
You signal your allies to ready their defenses. Signal all squadmates within the aura of your commander’s banner; each can immediately 
Raise a Shield as a reaction. Squadmates who are wielding a 
parry weapon can instead position that weapon defensively as a reaction. 
Special If one of your squadmates knows or has prepared the 
shield cantrip, they can cast it as a reaction instead of taking the actions normally granted by this tactic. 
Brandish Commander Tactic  Source Battlecry! pg. 26
You command an ally to attack. Signal a squadmate within the aura of your commander’s banner. That ally immediately attempts a Strike as a reaction.  
Commander Tactic  Source Battlecry! pg. 26
You direct a coordinated maneuver that sends an enemy tumbling down. Signal up to two squadmates within the aura of your commander’s banner. Each of those allies can 
Stride up to half their Speed as a reaction. If they both end this movement adjacent to an enemy, that enemy must succeed at a Reflex save against your class DC or fall 
prone.