Tactics: Difference between revisions
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* {{H2|Ignatius|Demoniac}} | * {{H2|Ignatius|Demoniac}} | ||
* {{H2|Kalt|Planeswalker|himage=(HotA)}} | * {{H2|Kalt|Planeswalker|himage=(HotA)}} | ||
* {{H2|Lacus|Planeswalker}} (Advanced | * {{H2|Lacus|Planeswalker}} (Advanced) | ||
* {{H2|Mutare|Overlord}} {{withmaped}} | * {{H2|Mutare|Overlord}} {{withmaped}} | ||
* {{H2|Mutare Drake|Overlord}} {{withmaped}} | * {{H2|Mutare Drake|Overlord}} {{withmaped}} |
Latest revision as of 02:08, 18 December 2024
If two opposing heroes both have Tactics, the following applies:
- Same level of Tactics:
- Cancelling each other out, neither hero may arrange their army before combat
- Advanced Tactics (2) vs Basic Tactics (1):
- 2 - 1 = 1, therefore the hero with Advanced Tactics instead "gains" Basic Tactics, and the hero with Basic Tactics may not arrange their army before combat
- Expert Tactics (3) vs Basic Tactics (1):
- 3 - 1 = 2, therefore the hero with Expert Tactics instead "gains" Advanced Tactics, and the hero with Basic Tactics may not arrange their army before combat
- Expert Tactics (3) vs Advanced Tactics (2):
- 3 - 2 = 1, therefore the hero with Expert Tactics instead "gains" Basic Tactics, and the hero with Advanced Tactics may not arrange their army before combat
Heroes with Tactics as a starting skill:
- Boragus the Barbarian
- Charna the Death Knight
- Dace the Overlord
- Erdamon the Planeswalker
- Gunnar the Overlord
- Ignatius the Demoniac
- Kalt the Planeswalker
- Lacus the Planeswalker (Advanced)
- Mutare the Overlord
- Mutare Drake the Overlord
- Shakti the Overlord
- Terek the Battle Mage
- Thunar the Planeswalker
- Torosar the Alchemist
- Tyraxor the Barbarian
- Tyris the Knight
- Xeron the Demoniac
- Cassiopeia the Captain
- Dargem the Navigator
- Illor the Captain
- Sam the Mercenary
- Murdoch the Mercenary
- Todd the Artificer
Chance to get[edit | hide | hide all]
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 7 |
Castle | Cleric | 2 |
Rampart | Ranger | 5 |
Rampart | Druid | 1 (lowest) |
Tower | Alchemist | 4 |
Tower | Wizard | 1 (lowest) |
Inferno | Demoniac | 6 |
Inferno | Heretic | 4 |
Necropolis | Death Knight | 5 |
Necropolis | Necromancer | 2 |
Dungeon | Overlord | 10 (highest) |
Dungeon | Warlock | 1 (lowest) |
Stronghold | Barbarian | 8 |
Stronghold | Battle Mage | 5 |
Fortress | Beastmaster | 6 |
Fortress | Witch | 1 (lowest) |
Conflux | Planeswalker | 8 |
Conflux | Elementalist | 1 (lowest) |
Cove | Captain | 6 |
Cove | Navigator | 4 |
Factory | Mercenary | 8 |
Factory | Artificer | 3 |
User commentary
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Overview
With upgraded creatures and Expert Tactics, all your creatures can strike immediately except:
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 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, 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 obstacles 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 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. |