COMBOS

Here are a few combos you should have the opportunity to do from time to time. Each combo presented here have a multitude of variation, I simply present some typical models.

Here is a standard high-hitting combo. (in this case a 7-hits combo). A big combo usually finishes in a trap that look like this. You have the enemy surrounded by officers using hard hitting tactics. Others officers gather around and use helping tactics like [Aid], [Revive] and [Boost].

However, enemy officers sometimes have a bit of intelligence and won't walk in the center of your trap. One officer will "pit" the enemy, then a second officer will charge him, leading him directly in the trap. Also, if the enemy officer is not a cavalry type, the [Charge] repel him by up to 3 squares. Because of this, you could move the officers with [Pit] and [Charge] further to the right and still make the enemy officer fall in the trap. (right diag.) Or you can cover all the battlefield with a dual pit/taunt combo (left diag.)

I find [Decoy] to be one of the most useful tactic to make good combos. They are very easy to chain together and you can be really creative with it.

Try to use tactics that complement each others. On the left diagram, [Surround] is used to bring the officer with [Pincer] closer to the enemy. On the right, you can see the very efficient [Gather] tactic at work.

When you can hit multiple enemies in one shot, use tactics that works on more than one enemy. Here the "Awed" units will fall in well-placed trap.

When planing a complex combo, try to place the officers that have tactics with specific conditions (like [Flank], [Pursue], etc..) before the rest.

Circle is a good tactic to use on the first contact with the enemy, when your troops are still cluttered together.

Did you know [Aid] can be used on multiple units at once ? Always place [Aid] units beside units that have lower morale than them. This way, they will always go first but won't prevent other officers from doing theirs tactics.

[Repel] is the best tactic to use in combination with Flankers and Pursuers. The repelled unit will always face the unit with [Repel].

For massive damage, try a trap with a switcher in the middle. The officers on the right of the formation should have higher morale than the unit with [Switch] so they have a chance to attack the enemy before he gets switched.