When you have completed your choices, you can divide your stands into units. Units are groups of stands organized into a single cohesive group that fights and acts as one.
Skirmishers.
Skirmisher units are loosely organized. They excel at moving quickly, making hit-and-run attacks, and scouting ahead of the
main army.
A skirmisher unit has the following characteristics:
• All stands in the unit have advantage on Dexterity saving throws.
• A skirmisher unit uses the highest Dexterity modifier from among its component stands to determine initiative.
• The unit can take the Hide action (see “Battle Actions” below).
• An allied stand can move through the space of a stand of skirmishers but can’t end its turn in
that location.
• An allied solo can move through the space of a stand of skirmishers but can’t end its turn in that location unless it uses its action to join that stand.
• A skirmisher stand can use part of its move, take an action, and then complete its move.
• To keep from becoming isolated (see “Unit Integrity” below), each stand within a skirmisher unit must be no more than 1 square away from another stand in that unit at the end of a turn.
Regiments.
Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are adept at delivering powerful attacks and holding key points on the battlefield.
Configuration. A regiment unit begins a battle in one of three configurations, as chosen by its general, and it can switch between these
configurations during the fight. See the “Configure” section below.
A regiment unit has the following characteristics:
• A regiment unit uses the lowest Dexterity modifier from among its component stands to determine initiative.
• The unit can take the Configure action (see “Battle Actions” below).
• An allied stand cannot move into or through the space of a stand in a regiment unit.
• An allied solo can move into the space of a stand of a regiment unit only if it uses its action to join that stand.
• To keep from becoming isolated (see “Unit Integrity” below), each stand in a regiment unit must be adjacent to at least one other stand in that unit at the end of a turn.