diff --git a/combat.tex b/combat.tex
index e706ea88ca6e58508bb834989090247498452598..32b6a56fe04fb68ba01060b6922028fc2ee9672c 100644
--- a/combat.tex
+++ b/combat.tex
@@ -424,60 +424,6 @@ Animals use a Skill called `\index{Aggression}Aggression' to Strike -- Aggressio
 
 \end{multicols}
 
-\section{Advanced Combat}
-
-\begin{multicols}{2}
-
-\noindent
-With the advanced combat rules, \glspl{pc} have the option to change how they attack each round.
-Those who are certain they can strike the shambling undead might focus more on defence than attack.
-Others, hoping to bring down a massive basilisk in one hit might put all their resources into an accurate attack with a high Initiative score.
-
-To keep track of all this, we track three `Factors'.  The \textit{Strike Factor} is to attack, the \textit{Evasion Factor} to avoid being attacked, and the \textit{Initiative Factor} to add to Initiative.
-\label{combat_factor}
-
-\subsection{Stances}\label{stances}
-\index{Stance}
-
-The Dexterity Bonus can be assigned to either the Strike Factor or the Evasion Factor.
-This includes the weapon bonus.
-Someone with a Dexterity Bonus of +1 and a longsword would have a total Dexterity Bonus of +4, and can assign that to either Strike or Evasion.
-
-This bonus cannot be picked apart - the entire thing must go towards only one of these two Factors.
-
-\subsection{The Combat Bonus}
-
-\iftoggle{verbose}{
-
-	Characters can focus on different parts of combat -- perhaps attempting to strike quickly, to hit the enemy, or to keep themself safe.
-
-}{}
-
-The Combat Skill can be added piece by piece to any of the Combat Factors.
-Those with Combat +1 can put it on Strike, Evasion or Initiative.
-Those with Combat +2 allows you to place +1 on Strike and +1 on Evasion, or +2 on Initiative, or any other combination.
-
-The character sheet has a space for coins on top of the Combat Factors so you can place your Dexterity Bonus and the Combat Skill on top to remember what you have.
-
-At the end of the round, the Combat Factors reset, and everyone chooses what they want to do again.
-
-\iftoggle{verbose}{
-
-In all cases there is an optimal configuration which will itself depend upon the enemy's placement of resources.\footnote{Players and \glsentrylongpl{gm} are free to cover their coins with their hand until everyone has placed their resources for the round.}
-
-}{}
-
-\iftoggle{verbose}{
-	\noindent\includegraphics[width=.8\linewidth]{images/Roch_Hercka/stances.jpg}
-	\label{roch:stances}
-}{}
-
-Characters can attack in an \textit{Aggressive} or \textit{Defensive} stance. This system takes the Defensive stance as default -- the Dexterity Bonus is added to the Evasion score to keep the character safe. However, a character can forego safety for additional combat ability and add the Dexterity Bonus to Strike should they wish. Any Bonuses to Evasion from weapons also add to the Strike Factor. The score cannot be divided between the two -- the Stances are an `all or nothing' affair. Delicate decisions concerning priorities require the Combat Skill, which can be added one piece at a time to any of the Combat Factors.
-
-If a character's Evasion score ever becomes negative, it applies to the Strike score when using the Defensive Stance. It is possible to swap it back by taking the Aggressive stance but this almost guarantees that opponents will hit the character every time they strike.
-
-\end{multicols}
-
 \section{\glsentrylongpl{fp}}\label{fate_points}\index{Fate Points}
 
 \begin{multicols}{2}
@@ -1277,6 +1223,60 @@ With their \gls{fp} now replenishing quickly, the group can rest and worry less
 
 \end{multicols}
 
+\section{Advanced Combat}
+
+\begin{multicols}{2}
+
+\noindent
+With the advanced combat rules, \glspl{pc} have the option to change how they attack each round.
+Those who are certain they can strike the shambling undead might focus more on defence than attack.
+Others, hoping to bring down a massive basilisk in one hit might put all their resources into an accurate attack with a high Initiative score.
+
+To keep track of all this, we track three `Factors'.  The \textit{Strike Factor} is to attack, the \textit{Evasion Factor} to avoid being attacked, and the \textit{Initiative Factor} to add to Initiative.
+\label{combat_factor}
+
+\subsection{Stances}\label{stances}
+\index{Stance}
+
+The Dexterity Bonus can be assigned to either the Strike Factor or the Evasion Factor.
+This includes the weapon bonus.
+Someone with a Dexterity Bonus of +1 and a longsword would have a total Dexterity Bonus of +4, and can assign that to either Strike or Evasion.
+
+This bonus cannot be picked apart - the entire thing must go towards only one of these two Factors.
+
+\subsection{The Combat Bonus}
+
+\iftoggle{verbose}{
+
+	Characters can focus on different parts of combat -- perhaps attempting to strike quickly, to hit the enemy, or to keep themself safe.
+
+}{}
+
+The Combat Skill can be added piece by piece to any of the Combat Factors.
+Those with Combat +1 can put it on Strike, Evasion or Initiative.
+Those with Combat +2 allows you to place +1 on Strike and +1 on Evasion, or +2 on Initiative, or any other combination.
+
+The character sheet has a space for coins on top of the Combat Factors so you can place your Dexterity Bonus and the Combat Skill on top to remember what you have.
+
+At the end of the round, the Combat Factors reset, and everyone chooses what they want to do again.
+
+\iftoggle{verbose}{
+
+In all cases there is an optimal configuration which will itself depend upon the enemy's placement of resources.\footnote{Players and \glsentrylongpl{gm} are free to cover their coins with their hand until everyone has placed their resources for the round.}
+
+}{}
+
+\iftoggle{verbose}{
+	\noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/stances.jpg}
+	\label{roch:stances}
+}{}
+
+Characters can attack in an \textit{Aggressive} or \textit{Defensive} stance. This system takes the Defensive stance as default -- the Dexterity Bonus is added to the Evasion score to keep the character safe. However, a character can forego safety for additional combat ability and add the Dexterity Bonus to Strike should they wish. Any Bonuses to Evasion from weapons also add to the Strike Factor. The score cannot be divided between the two -- the Stances are an `all or nothing' affair. Delicate decisions concerning priorities require the Combat Skill, which can be added one piece at a time to any of the Combat Factors.
+
+If a character's Evasion score ever becomes negative, it applies to the Strike score when using the Defensive Stance. It is possible to swap it back by taking the Aggressive stance but this almost guarantees that opponents will hit the character every time they strike.
+
+\end{multicols}
+
 \section{Combat Summary}\index{Combat Summary}
 
 \begin{multicols}{2}