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
Mobility Tactics

Defensive Retreat [two-actions] MobilityBrandish Commander Tactic Source Battlecry! pg. 25
You call for a careful retreat. Signal all squadmates within the aura of your banner; each can immediately
Step up to three times as a free action. Each Step must take them farther away from at least one hostile creature they are observing and can only take them closer to a hostile creature if doing so is the only way for them to move toward safety (such as if they’re surrounded).
Commander Tactic Source Battlecry! pg. 25
You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura, or as close to your banner’s aura as their movement Speed allows.
Squadmates can use Gather to Me! while
Burrowing,
Climbing,
Flying, or
Swimming instead of Striding if they have the corresponding movement type.
Commander Tactic Source Battlecry! pg. 25
Your instructions make it easier for you and your allies to scale dangerous surfaces. Signal all squadmates; until the end of your next turn, you and each ally gain a
climb Speed of 20 feet.
Special If you have this tactic prepared, you can use
Warfare Lore in place of
Athletics for checks you make to Climb.
Commander Tactic Source Battlecry! pg. 25
Your instructions make it easier for you and your allies to swim through dangerous waters. Signal all squadmates; until the end of your next turn, you and each ally gain a
swim Speed of 20 feet.
Special If you have this tactic prepared, you can use
Warfare Lore in place of
Athletics for checks you make to Swim.
Commander Tactic Source Battlecry! pg. 25PFS Note This tactic can be used by
prone PCs, but not PCs who are
grappled,
immobilized, or otherwise unable to move of their own volition.
You command your allies to regroup, allowing endangered units to fall back while rested units press the advantage. Signal all squadmates within the aura of your commander’s banner; each can swap positions with another willing ally adjacent to them. An ally can’t swap into a space it can’t fit into, and if one of the allies occupies more squares than the other, the smaller ally can move into any part of the larger ally’s space as long as the two remain adjacent after the swap.
Brandish Commander Tactic Source Battlecry! pg. 25
You’ve trained your allies in a technique designed to protect war mages. Signal one squadmate; as a reaction, that squadmate Strides directly toward any other squadmate who is within the aura of your banner. If the first squadmate ends their movement adjacent to another squadmate, the second squadmate does not trigger reactions when casting spells or making ranged attacks until the end of their next turn or until they are no longer adjacent to the first squadmate, whichever comes first. If the first squadmate ends their movement adjacent to more than one other squadmate, the first squadmate must choose which of the adjacent squadmates gains this benefit.