Muster
From Eressea
Mustering of soldiers
Now the units arm themselves. Every person in every unit picks one melee and one missile weapon as well as a piece of armor they are able to use. Weapons are preferred in order of the sum of the attack and defense skill of the unit with this weapon. Magicians with a combat spell set use their spell. For defending they need a weapon (and the skill) otherwise they are unarmed.
Attention: unused weapons and armor are not given to units which are not armed.
During combat, weapons are not exchanged unless a person in the unit with a better set of weapon dies. The surviving fighters always use the best available sets of weapons.
Archers who find themselves moved to the front rows must use a melee weapon (and have an appropriate skill of at least one), or they will defend themselves like unarmed units.
The tactician's ambush
At the beginning of the battle the faction with the best tactician gets an extra round to attack. A tactician, who fights in the front row, gets a +1 bonus to his tactics-skill. If he stands in the 3rd or 4th row his tactics skill will be reduced by 1. If both sides have equally skilled tacticians, both sides can attack.
Every tactician gets a bonus which starts at 0 and can get very high, although the probability of getting an extreme high bonus is relatively low.
Heroes
Heroes are great fighters. To make a unit to heroes, use the PROMOTION command.
Unlike normal fighters heroes get 10 attacks per combat round.
Attention:That does not work for magical attacks, crossbows and catapults.
For more details check here.

