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Awe (Strength)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Repel all enemies line up sideways in front, decreases enemy morale.
Special Notes: Good for starting combos and for holding off the opposition. |
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Boost (Strength)
Conditions: Adjacent to an allied unit directly in front of you.
Results: Allied unit's morale rises and moves one square in the direction the
acting unit is facing.
Special Notes: Great for starting combo's, but sometimes a setback since the allied
unit always moves in the direction the acting unit is facing. |
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Charge (Strength)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Drive back enemy unit and acting unit follows, enemy unit is now facing
acting unit (if it wasn’t already).
Special Notes: A basic tactic used a lot early in the game. The distance the enemy
unit is driven back depends on unit type and terrain. |
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Fire Arrow (Strength)
Conditions: At least two enemy units within targeted area.
Results: All enemy units effected are now confused and are driven back on square.
Special Notes: Good for holding off the opposition while preparing your forces. |
 |
Flank (Strength)
Conditions: Adjacent to an enemy unit's side directly in front of you.
Results: Following the attack the enemy unit will move one square in its current
direction.
Special Notes: Good for starting combos as well as continuing them. |
 |
Pierce (Strength)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Acting unit moves through enemy unit and continues to travel in its current
direction up to three blocks.
Special Notes: I suggest to only use when a player’s unit needs to escape
from the enemy. Usually not to much damage is caused by this tactic. |
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Raid (Strength)
Conditions: Adjacent to an enemy unit directly in front of you, can attack multiple
units lined up in a single row.
Results: Acting unit passes through all enemy units and ends up on the other side.
Special Notes: One of my favorite tactics visually, good for combos, does decent
damage. |
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Repel (Strength)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Attacks all adjacent enemy units, repels them back one block, enemy unit(s)
now facing the acting unit.
Special Notes: Good for starting and continuing combos, and of course good for
repelling units to give you some breathing room. |
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Pursue (Strength)
Conditions: Adjacent to an enemy unit's rear directly in front of you.
Results: Drives back enemy unit, acting unit follows.
Special Notes: Good to use after repel in a combo. |
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Volley (Strength)
Conditions: Archer Class only, two or more enemy units in target area.
Results: All enemy units in targeted area are driven back one square.
Special Notes: Very similar to Fire Arrow. |
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Ambush (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you, acting unit in
forest or grass terrain.
Results: Enemy is driven back, and is now confused.
Special Notes: Another good tactic to use when continuing a combo, and for holding
off enemy units. |
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Decoy (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Acting unit moves backward on square, enemy unit follows.
Special Notes: Yet another good tactic to use when trying to continue a tactical
combo. |
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Feint (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Repels enemy unit one square in the direction you are facing.
Special Notes: I like using this to lower the enemy unit’s morale as well
as continue a combo. |
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Fire Attack (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you, who is in wood,
plain, or grass terrain.
Results: Can attack multiple units, enemy units are driven back and are now confused.
Special Notes: This is another one of those tactics that are good for holding
off the enemy. |
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Flood (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you, in river or shoal
terrain.
Results: Can multiple units, all units affected move back one square and are confused.
Special Notes: I don’t like this tactic too much because maneuvering in
water is slow, thus making it difficult to set up a combo. On the other hand it is good
for holding off enemy units. |
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Gather (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you, other enemies
in a direct line to either the rear or sides of enemy unit.
Results: Adjacent enemy unit is attacked, other enemy units gather around the
attack unit.
Special Notes: I’m not a big fan of this one, but it can be useful for continuing
tactical combos. |
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Mislead (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Enemy pulls up to three squares away.
Special Notes: Another good tactic for holding off the enemy until your ready,
as well as continuing combos. |
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Muddle (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you, the adjacent enemy
unit must have at least one other enemy unit adjacent to itself.
Results: All enemy units attack each, acting unit pull away one square.
Special Notes: Good for slowing down the enemy’s advance. |
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Pit (Intelligence)
Conditions: Facing an enemy unit in a direct and obstacle free line, terrain in
front of acting unit plains, grass, or barren.
Results: Enemy pulled adjacent to acting unit.
Special Notes: The most useful tactic in the game. You can take out a major general
within the first day if used correctly in a combo. |
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Taunt (Intelligence)
Conditions: Facing an enemy unit in a direct and obstacle free line.
Results: Enemy pulled adjacent to acting unit, enemy unit's morale rises.
Special Notes: Same as pit except enemy morale rises and in most cases does less
damage. |
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Switch (Intelligence)
Conditions: Adjacent to an enemy unit directly in front of you.
Results: Switch places with the enemy.
Special Notes: Good for setting up for tactics like pincer and surround. |
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Rockslide (Intelligence)
Conditions: Adjacent to an enemy unit in front of you.
Results: Attack all enemies in range, enemy unit(s) pull back one square and are
confused.
Special Notes: Not a big fan of this one either, only equip this if you know for
certain that the battle field will be mountainous. |
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Aid (Leadership)
Conditions: Adjacent to an ally unit to the side who is also adjacent to an enemy
unit directly in front of the allied unit.
Results: Both units attack enemy, allied unit's morale rises.
Special Notes: You kind of get the best of both worlds with this tactic, you attack
and rise morale; what more could you ask for? |
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All Attack (Leadership)
Conditions: Adjacent to an enemy unit who also has at least one other allied unit
adjacent to it.
Results: All units adjacent and facing the enemy attack, if possible the enemy
unit moves one square in the direction that the acting unit is facing.
Special Notes: I like the name of this one, and it also does pretty good damage. |
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All Charge (Leadership)
Conditions: Adjacent to an enemy unit directly in front of you, allied unit adjacent
to the side.
Results: Charge enemy unit with ally, push enemy back up to three squares.
Special Notes: Same as charge in looks, except more useful when trying to continue
or put together a large combo. |
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Circle (Leadership)
Conditions: Adjacent to an enemy unit directly in front of you, square to the
enemy’s rear is free.
Results: Acting unit moves to the rear of enemy, enemy unit moves forward on square
and is now confused.
Special Notes: Good for starting and continuing combos. |
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Pincer (Leadership)
Conditions: Adjacent to an enemy unit directly in front of you, and caught between
you and an allied unit.
Results: Can attack multiple units, enemy unit(s) are now confused.
Special Notes: One of my favorite tactics in the game, also one of the most damaging. |
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Revive (Leadership)
Conditions: Adjacent to an allied unit directly in front of you.
Results: All adjacent ally’s morale rises, including acting unit.
Special Notes: One of the most useful tactics in the game. |
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Shift (Leadership)
Conditions: Ally adjacent to an enemy unit in front, acting unit adjacent and
facing allied unit.
Results: Allied unit and the acting unit switch places, allied unit’s morale
rises.
Special Notes: Good for getting weakened allies away from enemies. |
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Surround (Leadership)
Conditions: Adjacent to an enemy unit directly in front of you, ally in a direct
line in front with a clear path to the enemy.
Results: Ally moves adjacent to enemy, enemy is now confused.
Special Notes: Great for setting up tactics like pincer in a tactical combo. |
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Swarm (Leadership)
Conditions: Adjacent to an enemy unit directly in front of you, ally adjacent
to your rear.
Results: Enemy is pushed back one square.
Special Notes: Good for starting and continuing combos. |
Of course I have to thank Koei for creating Dynasty Tactics, the developers
that came up with the tactics, and the people who drew the original tactic diagrams. A huge
thanks goes out to James of Kongming’s
Archives who helped a great deal when putting the tactic descriptions together with
the illustrations, and for dealing with my constant questions.
If you find I left something out or there’s a flaw in one
of the diagrams please drop me a line with “Dynasty
Tactics FAQ” in the subject. Make sure to include a name or something along those
lines so I can give you credit for you additions.
Dynasty Tactics is a trademark of KOEI Corporation and KOEI Co., Ltd. © 2002 KOEI Co., Ltd. All rights reserved.
Dynasty Tactics tactic mini-guide copyright © 2002 by Inhuman, used with permission.