Dynasty Tactics: Tactic Guide

Dynasty Tactics: Tactic Guide and Analysis

You are here: [ Home –> Games –> Dynasty Tactics –> Tactic Guide ]

It is our pleasure to present a Dynasty Tactics tactic mini-guide by Inhuman complete with illustrations. Each entry includes a tactic description, use factors, and a general analysis. Tactics are sorted by type, then by alphabetical order. All tactic graphics and the guide itself are copyright 2002 by Inhuman; you must have his advance permission before using them.

Legend

Key

Strength Tactics

Awe

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.

Boost

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.

Charge

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.

Fire Arrow

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

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

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.

Raid

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.

Repel

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.

Pursue

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.

Volley

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.

Intelligence Tactics

Ambush

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.

Decoy

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.

Feint

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.

Fire Attack

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.

Flood

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.

Gather

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.

Mislead

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.

Muddle

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.

Pit

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.

Taunt

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.

Switch

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.

Rockslide

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.

Leadership Tactics

Aid

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?

All Attack

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.

All Charge

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.

Circle

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.

Pincer

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.

Revive

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.

Shift

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.

Surround

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.

Swarm

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.

Credits

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.

Kongming’s
Archives

Sections

Dynasty Tactics

Images

Games »

Universal

January 16, 2023