
STR tactics
Awe
Rating:



Conditions:
Effect:
- Repel enemies lined up sideways in front
- Enemy morale decrease
Advantages:
- Works on multiple enemies
- Huge impact on morale (allow "entice" & disable enemy special skill)
- Easy to send repelled enemies in a pincer or surround combo
- Good for repelling the enemy commander if you don't want to deal with him now (especially if he is on horse)
Disadvantages:
Boost
Rating:



Conditions:
Effect:
- Unit's moral rises, moves forward 1 square (Confusion is also cured)
Advantages:
- Good for combos when the units can't reach the enemy unit
- Allow the army to move faster in difficult terrain (ex : mountain, forest)
Disadvantages:
Charge
Rating:



Conditions:
Effect:
- Attack, push the enemy back 3 squares (1 if Cavalry class)
- Enemy faces acting unit
Advantages:
- Good for pushing the enemy in your trap
- As the unit follow the enemy, it is easy to get his unit trapped and completely surrounded (for example a in a Flank-Flank-Pursue combo)
- Good for repelling non-Cavalry units with "Muddle" or "Awe" so they stay away from your carefully positioned army
Disadvantages:
Fire Arrow
Rating:



Conditions:
- Archer class only
- More than 1 enemy in range (3x3 in front on acting unit)
Effect:
- Attack all enemies in range
- Enemies pulls away 1 square and are 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
- Repel multiple enemies and they are confused as well !
Disadvantages:
- Need at least 2 enemy in range
- Demand significant thinking and preparation to succeed placing it in a combo
Note : If the unit is not an archer, remove this tactics from its list so that when all the other tactics are used up you can get healed and regain a tactic
Flank
Rating:



Conditions:
- Enemy adjacent in front facing sideways
Effect:
- Attack the enemy, lower the morale
- Push enemy forward 1 square
Advantages:
- Good for making a unit (that was just awed, feinted, etc.) continue moving toward your trap
- Good morale decrease
Disadvantages:
- Difficult to use on a surrounded enemy
Pierce
Rating:



Conditions:
Effect:
- Pass through enemy and advance 3 squares
Advantages:
- The enemy unit retains it's position and facing so it can be placed anywhere in a combo
- A true life saver, it allows to get away from the enemy troops quickly if you suffer from a Pit/Taunt
Disadvantages:
Pursue
Rating:



Conditions:
- Enemy adjacent in front facing away
Effect:
- Attack enemy, lower morale
- Push the enemy forward 1 square
Advantages:
- Try playing ping-pong when a repelled or charged unit comes up it front of you
- Good morale decrease
Disadvantages:
- Very hard to place in a combo, there is almost always a better tactic to use
Raid
Rating:



Conditions:
Effect:
- Attack all enemies lined up in front
- Pass through all enemies
Advantages:
- The enemy unit retains it's position and facing so it can be placed anywhere in a combo
- Hit multiple enemies and the acting unit stays available for tactics like "All Attack"
- Not really an advantage, but this is one of the coolest tactic to look at ;)
Disadvantages:
Repel
Rating:



Conditions:
Effect:
- Attack and push back all adjacent enemies
Advantages:
- Excellent when surrounded by enemies (should not happen very often)
- Good when you want the acting unit to stay in its place
Disadvantages:
Volley
Rating:



Conditions:
- Archer class only
- More than one enemy in range (5x3 in front)
Effect:
- Attack all enemies in range
- Enemy pulls away 1 square
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:
- Need at least 2 enemy in range
- Demand significant thinking and preparation to succeed placing it in a combo
Note : If the unit is not an archer, remove this tactics from its list so that when all the other tactics are used up you can get healed and regain a tactic