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== Chance to get == {{Secondary skill chance explanation}} {{ZET SEC SKILL CHANCE TABLE| 7| 2| 5| 1 (lowest)| 4| 1 (lowest)| 6| 4| 5| 2|10 (highest)| 1 (lowest)| 8| 5| 6| 1 (lowest)| 8| 1 (lowest)| 6| 4| 8| 3}} {{user commentary| '''Overview''' * The battlefield is 15 hexes wide (and 11 high). * Usually, you need a creature with at least 13 speed to be able to reach a 1-wide creature on the exact other side in one turn. Apart from neutral or upgraded Dragons, only the following creatures can do this: [[Phoenix]], [[Archangel]], [[Arch Devil]], [[Firebird]], [[Efreet Sultan]], [[Dragon Fly]]. [[Silver Pegasi]] and [[Haspid]]s are 2-wide and have Speed 12 so they can attack a creature on the exact other side immediately as well. [[Angels]] with Speed 12 are able to attack if the creature on the exact other side is 2-wide. [[Ayssid]]s, [[Scorpicore]]s, [[Red Dragon]]s, [[Thunderbird]]s and [[Wyvern Monarch]]s are 2-wide and have 11 Speed. They can thus reach the exact other side if the creature is also 2-wide. * With Basic/Advanced/Expert Tactics, the distance is reduced to 11/9/7 hexes which means 11/9/7 speed is needed to immediately reach the other side (1 less if the creature you attack is 2-wide). With upgraded creatures and Expert Tactics, all your creatures can strike immediately except: * Stronghold: [[Ogre Mage|Ogre Magi]]. * Necropolis: [[Zombie]]s and [[Skeleton]]s/[[Skeleton Warrior]]s. * Inferno: [[Demon]]s/[[Horned Demon]]s. * Dungeon: [[Infernal Troglodyte]]s. * Conflux: [[Magma Elemental]]s. * Tower: [[Iron Golem]]s. * Castle: [[Halberdier]]s and [[Crusader]]s. * Cove: [[Seamen|Seamen]]. * Fortress: [[Gnoll Marauder]]s and [[Mighty Gorgon]]s. * Rampart: [[Dendroid Soldier]]s and [[Battle Dwarf|Battle Dwarves]]. Note that [[Haste]] gives on Basic/Advanced/Expert level +3/5/5 Speed. Tactics lets your army start 3/5/7 hexes farther ahead. Expert Haste allows less creatures to strike immediately than Expert Tactics. With Haste and Expert Tactics, any creature can immediately reach the other side to strike. ---- Tactics is a helpful skill if used properly. It becomes really valuable on advanced and expert levels, allowing ranged units to shoot without a penalty (while it's a double-edged sword since enemy shooters will do it as well), and fliers with mediocre speed, e.g. basic [[Griffin and Royal Griffin|Griffins]], to reach the opposite battlefield edge in one turn. The latter is especially vital when sieging a town. Tactics may help to save your troops from a strong and fast enemy stack, to defend your shooters, and to avoid dragons' [[breath attack]], [[Lich and Power Lich|Liches']] [[death cloud]], and spells like [[Meteor Shower]] which damage multiple stacks adjacent to each other. Tactics is one of the best secondary skills in the game. At expert level, it allows a hero's army to advance 7 hexes, which is almost half of the battlefield's total length of 15. This also allows hero to arrange his troops most in suitable way for his army's capabilities. Furthermore, hero may take full advantage of the [[obstacle]]s on the battlefield as a tactical element. Also a valid action is to "turtle" the troops, meaning that arrange the [[melee]] units to protect the [[Ranged attack|ranged units]]. Combining Tactics with speed increasing spells like (mass) [[Haste]] or (mass) [[Prayer]], allows even the slowest army to reach enemy lines on the first round of combat. The downside of the skill is, that same level Tactics cancel each other out. When heroes with the same level in the skill confront each other, neither of them may benefit from the skill, and therefore have one secondary skill less to utilise during the combat. }}{{end of user commentary}} {{secondary skill 'see also'}} [[Category: Secondary skills]]
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