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Guide Part 7: Advanced Tactics

Previously, we discussed how Summoners Fate uses unique mechanics to make turn-based tactics more fast, fun and accessible without sacrificing deep strategy. Today, we're going to talk about how our advanced mechanics take turn-based tactics to the next level of awesome.

Advanced Tactics

The top down perspective of Summoners Fate was purposively chosen to ensure that the characters' directional facing has tactical significance. A quick glance at the battlefield provides instant information on which characters pose a counter attack threat and which could potentially be backstabbed. This dimension of directional facing powers advanced tactics that clever players can leverage to outwit even the most steadfast of opponents.

[h2]Counter Attack[/h2]
Each character gets one counter attack per round unless they are:
  1. Backstabbed
  2. Overkilled
  3. Not able to attack (ex: frozen or out of range)
The Marauder will counter attack if targeted from the front, knocking the insectoid into the spikes. By backstabbing, the insectoid denies the enemy a counter attack.

Characters who have used their counter attack for the round can be recognized by their idle stance. Notice that the Marauder's sword is no longer raised. Additionally, the icon of the sword crossed out over the character indicates that there is no danger of being counter attacked.

If the damage dealt by an attack is greater than the target's remaining life (bringing them to a negative life total) they are “overkilled” and get no counter attack.

I think we can all agree the squirrel is "overkilled"

A seasoned tactician in Summoners Fate recognizes that winning the war of attrition means maximizing your attacks each round while denying your opponent their counter attacks. You must carefully consider the order of your attacks against the enemy to achieve the best outcomes. For example, if you can sneak a unit behind an enemy to backstab, this might whittle him down enough to enable another one of your units to attack them from the front. Where they might have previously been injured by a counter attack, they can now overkill the enemy and survive to fight another day.

[h2]Combos[/h2]
It's always satisfying to push an enemy into a trap using a knockback attack. But what happens when there isn't terrain available to take advantage of? In Summoners Fate, gravity forces like knockback and pull always have value thanks to our unique combo system.

Combos work like this:
  1. Combos trigger during your turn whenever an enemy is knocked next to one of your units.
  2. The combo attack cannot be countered attacked by the enemy.
  3. The combo attack uses up your unit's action for the round.
  4. Units that have already attacked this round cannot combo.

Combos can be used in numerous ways to gain advantage. For example, you can team up with a unit that has knockback attack (like a Barbarian) to knock a more powerful enemy towards your awaiting allies and have each unit make an attack without the repercussion of a counter attack from the enemy.

Enemies cannot counter attack gravity combos, enabling these heroes to take down the Mountain Troll without getting sledged.

Combo attacks can also be used to close the gap on units out of attack range. Use a grapple spell to pull enemies into your waiting attack swing. You can also use combos to gain bonus actions during a round. For example, you can heal an ally with a cleric, then, use a knockback to trigger her combo attack.

Combos are especially fun for inspiring “game the system” moments where you try and rack up the highest combo chain possible to gain the strategic advantage.

Treant, Dreadnought Titan, and Barbarian engage in a game of Occuloid catch thanks to gravity combos. Occuloid is not amused.

[h2]Shield Block[/h2]
Equipment also plays a role in advanced tactics, and shields are a prime example of that. Characters wielding shields can block all physical attack damage (swords, arrows, etc.) that hit them from the front or sides. The act of blocking with the shield staggers its user, causing their shield arm to drop and leaving them vulnerable to subsequent attacks. The shield can be rearmed for another use by moving to a new position.

After blocking, the shield arm is staggered and lowers to the side, leaving its wielder vulnerable to subsequent attacks.

To use the shield again, the character must move to reposition their stance and regain their bearings.

Shields only protect the front, adding additional strategic value to unit positioning and backstab.

[h2]And More[/h2]
Counter attacks, combos and blocking are just a handful of the tactics available to you in Summoners Fate. Stay tuned for future articles where we'll cover additional mechanics to expand your strategic arsenal.

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