- Snipe - when you win an attack you don't claim defenders region. His region is left with 1 (or 0 if possible) unit and your region is left with 1 base + those of units that would survive.
Example: If you win 8v8 in rolls and you would normally claim region with 3 units left there: using Snipe you reduces enemies army count to 1 (or 0?) and you are left with 4 units on your own region.
Tactical usage:- Having two 8s bordering with enemy 8 you can try Sniping with first 8 to lower his armies count without fear of winning. Second 8 can go through breach and infiltrate inner territories.
- You can Snipe opponents choke point while waiting for more reinforcements without possibility of winning and unleashing his back row troops.
- This could work on HC as well.
- Snipe could as well fail if you loose in rolls.
- It would be nice if you could combine Snipe with Attack Boost increasing chance of successful Snipe.
- Rally - your turn skips units placement and they are all saved for next one.
Tactical usage: You don't have regions enough to reinforce newly claimed area after successful attack. Your borders are safe but you're far from maxing out. In that case you could use this ability.
Additional notes:- You could not exceed your units capacity. Or could you?
- Would be useless on random but could help in any other game type.
Even more notes:
Those abilities could have set amount of uses per match (like boosts now) or be based on "Tactical Points" cost. For example you need to have 5 TP to use it and you gain 1 TP every turn. Ofc both limitations could be combined.