8 minute read
First Time Players
Tactics
Sun Ce
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Zhou You, let us now attack Jian Ye in our bid to conquer Jiang Dong!
We should depart for the front with spears, Sun Ce. Zhou Yu Sun Ce’s Spears APT is ranked ’S’.
I’ve got it! Zhou You, we’ll travel together – bring another unit! The territory of Jian Ye Well, what shall we do about our enemy, Taishi Ci? The unit’s Attack Power has increased and it can use advanced Tactics.
I will build “Embers”.
WAAAH !
If we fight fair and square, we’ll sustain too much damage… We should use a Tactic!
Taishi Ci
Ah! If we can combine Traps and Tactics well, we will defeat all of our enemies, even the strong ones.
Sun Ce will launch an assault! Whoa! We inflicted great damage with our Tactic and Fire! If we join together, we will be twice as strong… Just like our friendship, eh, Zhou Yu…
Tactics
You can perform powerful attacks by selecting the unit command “Tactic”, but be aware that Will is depleted when these are used. If Will reaches 0, it will become impossible to use tactics. There are also certain forms of terrain (P.27) where tactics cannot be used. When the unit’s Aptitude (P.31) is high, many tactics can be used.
Offensive / Defensive Advantages of Tactics
● Major damage can be inflicted by ensnaring enemy forces in traps. ● Drive the enemy back and into another unit, trap, base, facility, etc., dealing even more damage by using Thrust, Assault, and Clash.
*Allied Forces and Allied Bases can also sustain damage if caught in a Tactic.
Tactics list
Tactics do not succeed all the time, but when they do, it will result in effects such as pushing units back a square or setting something on fire. Plus, the range of some tactics will increase with skills.
KEY Unit: A land-based unit, Building: Base or facility, Will: Cost in Will points, Target: Objects that can be used as targets :Enemy, :Self, → :Movement due to tactic, :Attack range Spear Tactics
Thrust Confused
Rush Assault
Will 15
Target Unit / Weapon
Drives the enemy back 1 square. Spears APT must be B or higher.
Rake
Will 15
Target Unit / Weapon
Lures the enemy towards you. Pikes APT must be B or higher.
Incinerate
Will 20
Target Unit / Weapon
Immediately after an attack, the enemy unit will be confused. Spears APT must be “A” or above. Pike Tactics
Sideswipe
Will 20
Target Unit / Weapon
A simultaneous attack by your unit, directed at the 3 squares in front. Pikes APT must be “A” or above. Crossbow Tactics
Target
Penetrate
Will 25
Target Unit / Weapon
Immediately after an attack, the enemy unit will be pushed back 2 squares. Spears APT must be “S” or above.
Whirlwind
Will 30
Target Unit / Weapon
An omni-directional attack. Pikes APT must be “S”.
Target
Shower
Will 10
Target
Unit / Weapon / Ship / Building / Trap
May set fire to the target. Crossbow APT must be B or higher.
Onslaught
Will 15
Target Unit / Weapon
Drive back the target one square. May result in a duel. Cavalry APT must be B or higher.
Smash
Will 15
Target
Unit / Weapon / Ship / Building / Trap
Any units, buildings or traps between you and your target will suffer damage. Crossbow APT must be A or higher. Cavalry Tactics
Breach
Will 20
Target Unit / Weapon
Drive through the target. May result in a duel. Cavalry APT must be A or higher. Weaponry Tactics
Catapult
Will 25
Target
Unit / Weapon / Ship / Building / Trap
Any units within 1 square of the target unit will also suffer damage. Crossbow APT must be S.
Charge
Will 25
Target Unit / Weapon
Drive back the target two squares. May result in a duel. Cavalry APT must be S.
Blaze
Will 10
Target Building / Trap
A tactic for the ram, this delivers heavy damage to bases and facilities in front of it.
Will 10
Target
Unit / Weapon / Ship / Building / Trap
A tactic for the catapult, inflicts heavy damage by hurling rocks at the target.
Will 10
Target Unit / Weapon / Building / Trap
A tactic for the juggernaut. May cause the target to catch fire.
Incinerate
Will 10 Target Unit / Weapon / Ship / Building / Trap A tactic for the tower. May cause the target to catch fire.
Naval Tactics
Clash
Will 10
Target Ship
Incinerate
Catapult
Will 10 Target Unit / Weapon / Ship / Building / Trap
A Tactic for Boats, Ships and Warships. The target may catch fire. Naval APT must be B or higher.
Will Will 15 15 Target Unit / Weapon / Ship / Building / Trap
Military Facilities
Yuan Shao
Right! Let’s have a showdown with Cao Cao!
Xu You
Archer Turrets are now surrounding the Embankments.
Right, well, I’ll start building straight away! What are you doing, Xu You? It’s unlikely, but if Cao Cao attacks from the river, we’ll launch an automatic counter-attack.
We’re building Archer Turrets around Bai Ma to prepare for Cao Cao’s invasion.
He worries too much – well, I mean he’s very cautious… Really? What will it be this time?
Of course, Facilities can also be built in enemy territory.
It’ll take a long time to destroy those Turrets. I want to attack something… I wonder if there’s something we can do, like “Attack Facility”.
Wait! Speed is of the essence when you build Facilities in enemy territory! Let’s use them to our advantage.
You need to have the Facilities built before the enemy forces can launch counter-attacks! Build in collaboration with our army… I can’t believe it – he’s already gone! He doesn’ t listen to advice…
Preparing to Build
Organise the appropriate units with the “March” option under the “Military” base command.
March your units out to a place where you can build military facilities and select “Build”. If you want to build in a far off location, highlight the location with the cursor and select “Build”. “Repairs” are performed automatically until the building is completed. When these repairs are finished, the facilities themselves will be able to carry out any further maintenance. Units will wait at the building location once construction is complete.
Officer Repairs will occur faster for officers and deputies with higher POL ratings. Equipment Equip your units in case of possible attacks while carrying out repairs. Troops Be sure to have enough gold when building your facilities. Gold Take at least 200 days’ worth of food.
Food The force's speed of movement.
Military Facilities
Military Facilities cannot be built on land that is within two squares of bases or other military facilities, or land that is already occupied by a base or other government or military facility. When you become able to build enhanced Facilities by means of Technique Research (P.18), you will no longer be able to build the previous Facilities, Obstacles, or Traps. (Buildings already in place will also change to the enhanced versions.)
You cannot build in the areas displayed above.
Camp
Cost:1500 HP:1100
Decreases damage taken and food consumed by adjacent allies. Launches a counterattack when attacked.
POWER UP
Outpost
Cost:1500 HP:1100
An enhanced version of the camp. Requires the Technique Reinforce Facilities. Decreases the damage taken and food consumed by allied units within 2 squares of it.
POWER UP
Fort
Cost:1500 HP:1100
An enhanced version of the outpost. Requires the Technique Reinforce Ramparts. Decreases damage and food consumed by allied units within 3 squares.
Archer TurretCost:600 HP:700
Attacks any enemy within 2 squares on each turn. POWER UP
Crossbow TurretCost:600 HP:700
An enhanced version of the Archer Turret. Requires the Technique Reinforce Facilities. Range increases to 3 squares.
Drum PlatformCost:500 HP:800
Increases the damage inflicted upon the enemy by allied units within 2 squares.
Band Platform
Cost:800 HP:800
The Will of allied units within 2 squares recovers on each turn.
Catapult PlatformCost:800 HP:1000
Requires the Technique Develop Catapults. Attacks enemy within 2 squares on each turn.
Eight Pillars
Cost:1200 HP:1000
Requires the Technique Stone Construction. May confuse enemy units standing next to it. After an attack, the damage you can inflict on the enemy unit will increase.
Obstacles
EmbankmentCost:300 HP:400 Stone Wall
Cost:300 HP:400
Prevents the enemy army from advancing. Most effective if used to surround military facilities.
POWER UP An enhanced version of the embankment. Requires Stone Construction. Surround your facilities with obstacles.
Traps
Embers Fires
Confusion
Hell's Embers
Cost:200 HP:200
Will trigger the strategy, Fire Stratagem, or the tactics Incinerate or Blaze, when a unit lands on it.
POWER UP
Cost:200 HP:200
An enhanced version of Embers. Requires Gunpowder Training.
POWER UP
Cost:200 HP:200
An enhanced version of Fires. Requires Explosives Training. May confuse surrounding units.
Fireball Inferno Ball Hell's Fireball
Confusion
Cost:200 HP:200
Will trigger the strategy, Fire Stratagem, or the tactics Incinerate or Blaze, when a unit lands on it.
POWER UP
Cost:200 HP:200
An enhanced version of Fireball. Requires Gunpowder Training.
POWER UP
Cost:200 HP:200
An enhanced version of Inferno Ball. Requires Explosives Training. Will also pass through facilities.
Pyre Ship
Cost:200 HP:200
Will trigger the strategy, Fire Stratagem, or the tactics Incinerate or Blaze, when a unit lands on it. Can only be set in rivers and seas. May confuse surrounding units. KEY : Self, :Trap