
INT tactics
Ambush
Rating:



Conditions:
- Acting unit in Forest or Grass
- Enemy adjacent in front
Effect:
- Attack and confuse the enemy
- Enemy pulls away 1 square (3 if cavalry)
Advantages:
- Good for repelling an enemy you aren't ready to mess with.
- Forest are on most maps
Disadvantages:
Decoy
Rating:



Conditions:
Effect:
- Attack enemy
- Lead enemy back 1 square
Advantages:
- The single most useful tactic in the game for doing multiple-hit combos.
- With a little thinking you can set up a very good trap.
Disadvantages:
- Square behind acting unit must not be occupied.
Feint
Rating:



Conditions:
Effect:
- Enemy faces away from acting unit
- Attack enemy, lower morale
- Push enemy forward 1 square
Advantages:
- Good for sending enemy unit in your carefully placed trap.
Disadvantages:
Fire Attack
Rating:



Conditions:
- Adjacent to enemy in Grass or Forest
Effect:
- Burn adjacent enemy and all enemies in range (3x2 in front)
- Enemy pulls away 1 square and is confused
Advantages:
- Better than ambush in every way
Disadvantages:
Flood
Rating:



Conditions:
- Adjacent to enemy in River or Shoal
Effect:
- Attack all enemies in range
- Enemy pulls away 1 square and is confused
Advantages:
- Good for holding a marching army at bay while you are arranging your army and/or wait for the depot to enable your special skills
Disadvantages:
- Terrain dependent
- Very hard to set up a combo because moving your army around a river is slow
Gather
Rating:



Conditions:
- Enemy adjacent in front
- Other enemies lined up to the rear or to the side
Effect:
- Attack adjacent enemy
- Other enemies gather around target enemy
Advantages:
- Excellent if you have allies with surround, pincer, raid, etc. around
- Allows to easily surround the enemies unit with your troops and thus, capture many officers in the same combo
Disadvantages:
- Must have other enemies lined up with target
Muddle
Rating:



Conditions:
- Enemy adjacent in front
- 2 Enemy units adjacent to each other
Effect:
- Enemy units fight each other
- Enemy morale decrease
- Acting unit pulls away 1 square
Advantages:
- Damage can be huge when multiples units are affected
Disadvantages:
- Hard to place in the middle of a combo
- Enemies have a sixth sense for not placing themselves in a place where they could be muddled
Mislead
Rating:



Conditions:
Effect:
- Enemy pulls away 3 squares
Advantages:
- Good for repelling an unwanted enemy while you are preparing to combo someone else near.
Disadvantages:
Pit
Rating:



Conditions:
- Enemy in a direct line ahead of acting unit
- No obstacles(tower, depot, fence) between enemy and acting unit
- Terrain in front is Plains, Barren or Grass
Effect:
- Lure the enemy into a Pit
- Pit must also have some kind of blinding effect on the target as the soldiers continue to rush even when they see other soldiers in front them fall to their deaths ;)
Advantages:
- Useful to capture a wanted officer easily.
- Good for bringing over a enemies that don't charge at you (like spies and sometimes enemy commander
- Pit enemies with Pit/Taunt before they use it on you.
Disadvantages:
Note : Never place your unit on the same line as the enemy unit you want to "pit" before you are ready to "pit".
RockSlide
Rating:



Conditions:
- Enemy adjacent in front
- Acting unit is on Mountain or Hill
Effect:
- Attack all enemies in range(1x3 in front)
- Enemy pulls away one square and is confused
Advantages:
- If your army starts on top of a mountain it can be useful to slow the enemy down while your army goes to a more interesting location.
Disadvantages:
- Terrain dependent
- Very hard to set up a combo because moving your army in mountain/hill is slow
Switch
Rating:



Conditions:
Effect:
- Exchange places with enemy
- Face enemy and attack
Advantages:
- If you have an enemy in front an some ally to your back/side you can setup some pretty combos.
Disadvantages:
Taunt
Rating:



Conditions:
- Enemy in a direct line ahead of acting unit
- No obstacles(tower, depot, fence) between enemy and acting unit
Effect:
- Enemy pulled adjacent in front of acting unit
- Attack enemy
- Enemy moral rises
Advantages:
- Useful to capture a wanted officer easily.
- Good for bringing over a enemies that don't charge at you (like spies and sometimes enemy commander
- Taunt enemies with Pit/Taunt before they use it on you.
Disadvantages:
- The rise of enemy moral means the enemy could play early next turn and use multiple target tactics on your army. But anyway, when you do a combo with Taunt, the enemy unit should be dead before that ;)
Note : Never place your unit on the same line as the enemy unit you want to "Taunt" before you are ready to "Taunt".