Tactics[]
Tactics are used during normal Story Mode Combat. There is a max cap of 100 Tactic points at any given time, however, the starting amount can also be increased by completing Masteries from 0 to however many you complete. You gain 10 Tactic Points (TP) every step your unit takes during combat.
Tactics are special abilities you can use during Story mode. Either damaging, healing, buffing or forcing the computer to go against their better judgment.
You can gain new Tactics by completing Masteries from the Story mode.
Additionally, tactics can increase their damage/effectiveness through completing new Masteries.
At start, the only tactic available will be the Catapult attack.
Note: One third of the total damage to be dealt by the tactic is assigned to each commander in the brigade, and if one or more of the commanders has fewer HP than the tactic would remove, the overall damage dealt by the tactic will be reduced. Commanders will be left with 1 HP rather than being killed outright by the tactic. .
List of Tactics and details[]
Tactic | Cost | Effect | Value | Increase (from Mastery) | Mastery Associated |
Special | |||||
Lure | 30 | Lure an enemy onto a tile. | n/a | n/a | Mastery Undead |
Stun | 40 | No enemies can move next turn. | n/a | n/a | Mastery Goblin |
Damage | |||||
Catapult | 30 | Damage one enemy. | 300 | 600/900/1200/1500/1800/2100 |
+ Mastery Goblin |
Trebuchet | 40 | Damage one enemy. | 500 | 1050\1600\2150\2700\3250\3800 | Mastery Blood Brothers + Mastery Goblin + Mastery Lizardman + Mastery Dwarf + Mastery Highlander + Mastery Champion + Mastery Blood League III |
Meteor | 50 | Damage all enemies. | 500 | 1000/1500/2000/2500 | Mastery Westerner + Mastery Highlander ++ Mastery Champion + Mastery Blood League III |
Toxin | 60 | An enemy is damaged every turn. Lasts 3 turns. | 5% of current HP | 7.5%/10.0%/12.5% | Mastery Darklander ++ Mastery Undead + Mastery Champion |
Heal | |||||
Light Heal | 30 | Heal one unit. | 300 | 900/1500/2100 | Mastery Blood Brothers + Mastery Lizardman + Mastery Easterner + Mastery Paragon |
Heal | 50 | Heal one unit. | 700 | 1400/2100/2800 | Mastery Goblin + Mastery Lizardman + Mastery Easterner + Mastery Paragon |
Heal All | 50 | Heal all units. | 500 | 1500/2500 | Mastery Lizardman + Mastery Easterner + Mastery Paragon |
Regen | 30 | One unit heals health every turn. Lasts 3 turns. | 5% | 10%/15%/20%/25% | Mastery Darklander ++ Mastery Undead + Mastery Paragon + Mastery Blood League III |
Buff | |||||
Defensive Position | 55 | Increased DEF for one unit. | 50% | 100%/150%/200% | Mastery Dwarf ++ Mastery Ape + Mastery Blood League II |
Charge | 55 | ATK up, DEF down for one unit. | +50% ATK, -25% DEF | +52,5% ATK, -27,5% DEF +55% ATK, -30% DEF |
Mastery Dwarf ++ Mastery Ape |
"+" indicates an increase to that tactic's damage/effectiveness from the linked Mastery.
"++" Means a double increase in that Mastery.
These tactics are ordered by their TP cost ingame.