Board Thread:General Discussion/@comment-27245696-20160715144418

I thought I'd paste the combat maneuvers and some of their melee attack options to inform everyone of what they might do and for quick reference later.

Combat Maneuvers

 * Aim (B324, B364, MA97)
 * All-Out Defense (B324, B366)
 * Increased Defense: Receive +2 to one active defense.
 * Double Defense: Apply two defenses to same attack, one acting as a fall-back in case the first fails.
 * All-Out Attack (B324, B365, MA97)
 * Determined: Receive +4 to attack.
 * Double: Make two attacks against the same foe.
 * Feint: Make a feint and attack against the same foe.
 * Strong: Receive +2 damage or +1 per die (whichever is better).
 * Attack (B325, B365, MA98)
 * Change Posture (B325, B364, MA98)
 * Concentrate (B325, B366)
 * Do Nothing (B325, B364)
 * Evaluate (B325, B364, MA100)
 * Feint (B325, B365, MA100)
 * Move (B325, B364, MA105)
 * Move and Attack (B325, B365, MA107)
 * Ready (B325, B366, MA101)
 * Wait (B325, B366, MA108)

Melee Attack Options

 * Deceptive Attack (B369): Receive -2 to attack per -1 to the opponent's defense (maximum of -4 for -2).
 * Defensive Grip (MA109): Change grip (ready maneuver) to a special two-handed grip even if normally one-handed weapon. Receive +1 to parry from front and -1 to parry from side.
 * One-Handed Weapon (MA111): Received additional -2 to attack and +1 damage.
 * Two-Handed Weapon (MA111): Receive additional -2 to wild swings (B388) and sw -2 damage or -1 per die (whichever is worse).
 * Sword, Alternate Option (MA111): Place extra hand near point of sword instead for special rules. Consider reading the official rules on the maneuver.
 * Hit Location (B369): Receive penalty to attack to target a specific location (B398) on your opponent.
 * Pummeling (MA111): Reach C, 1 weapons may be used to pommel with hilt at DX -1, Brawling -1, or Karate -1. Reach is C and damage is thr cr with an optional +1 when using two hands.
 * Rapid Strike (B370): Make two consecutive attacks at -6 each.
 * Reversed Grip (MA111): Reach C, 1, 2 weapons may change grip (ready maneuver) to improve thrusting damage. Forward range is reduced by 1 (minimum of C), thr receives +1 damage, sw receives -2 damage, and parry is at -2.
 * Shoves with Weapons (MA112): Reach 1+ shields or weapons may be used to shove (B372) using weapon skill. "Damage" is thr cr with the following modifiers: -1 for one-handed weapon or shield per die, +reach, and +DB. Per shove rules, double final damage for knockback.
 * Slams with Long Weapons (MA112): When using two-handed grip, reach 2+ weapons may be used for "cross-checking" opponents for a slam (B371) using weapon skill. Allows targeting of neck, receive +reach in damage, and weapon takes damage instead of you.
 * Telegraphic Attack (MA113): +4 to attack; opponent receives +2 to defense.
 * Tip Slash (MA113): Convert imp to cut with -2 damage. 