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TA

Season 2

Tactician

Complexity: 5/6
Health / CP (1v1): 50 / 2 CP
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Community-derived: this data does not come from official boards and is less certain.

How to play Tactician

Overview & game plan

A commander: stockpile Tactical Advantage and buy exactly the answer you need.

If after roll 1 5× Star for Higher Ground! are reachable. Keep 5× Star and reroll all dice not needed, aiming at Higher Ground! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Exploit. Higher Ground! deals a documented 12 damage and applies targeted/constrict, so the 5 committed dice stay on the table.

Strengths

  • Tactical Advantage is universal currency: CP, rerolls, cards, targeted, protect
  • Profiteer grants an ENTIRE second attack phase
  • Higher Ground!: 12 damage + targeted + constrict + a full TA stock

Weaknesses

  • Saber Strike is the weakest core attack of the season (4–6)
  • Needs 2–3 turns of economy before the toolbox carries

Dice & symbols

Saber · 3/6 (faces 1, 2, 3)🚩 Flag · 2/6 (faces 4, 5) Medal · 1/6 (faces 6)

Most likely attack

Saber Strike
Normal

Requirement: 3× ⚔ Saber · Chance: 98.4%

Damage: 4 damage

Attacks & odds

AbilityRequirementChanceDamageDamage typeEffects
Saber Strike3× ⚔ Saber98.4%4 damageNormal
Carpet Bomb2× ⚔ Saber + 2× ★ Medal49.2%2 damageCollateralAll opponents
Profiteer1× ⚔ Saber + 3× 🚩 Flag71.6%about 5 damageNormal
Strategic Approach3× ⚔ Saber + 2× ★ Medal31.5%7 damageNormalconstrict
FlankSmall straight (4 in a row)58.7%6 damageNormal
Maneuver4× ★ Medal10.4%5 damageUndefendable
ExploitLarge straight (5 in a row)24.9%9 damageNormalconstrict
Higher Ground!
Ultimate
5× ★ Medal1.3%12 damageUltimatetargeted, constrict

How you defend

Countermeasures: 4 dice – prevent 1 per flag (~1.3 on average), retaliate 1 per 2 sabers, gain 1 TA per medal.

Concrete dice decisions

  • If after roll 1 5× Star for Higher Ground! are reachable. Keep 5× Star and reroll all dice not needed, aiming at Higher Ground! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Exploit. Higher Ground! deals a documented 12 damage and applies targeted/constrict, so the 5 committed dice stay on the table.
  • If after roll 1 a large straight for Exploit are reachable. Keep a large straight and reroll all dice not needed, aiming at Exploit (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Higher Ground!. Exploit deals a documented 9 damage and applies constrict, so the 5 committed dice stay on the table.
  • If after roll 1 3× Sword + 2× Star for Strategic Approach are reachable. Keep 3× Sword + 2× Star and reroll all dice not needed, aiming at Strategic Approach (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Higher Ground!. Strategic Approach deals a documented 7 damage and applies constrict, so the 5 committed dice stay on the table.
  • If after roll 1 a small straight for Flank are reachable. Keep a small straight and reroll all dice not needed, aiming at Flank (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Higher Ground!. Flank deals a documented 6 damage, so the 4 committed dice stay on the table.
  • If after roll 1 4× Star for Maneuver are reachable. Keep 4× Star and reroll all dice not needed, aiming at Maneuver (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Higher Ground!. Maneuver deals a documented 5 damage and bypasses the defence roll, so the 4 committed dice stay on the table.

Concrete playing rules

Resources

  • Tactical Advantage: Start 2, max 5 (ultimate: 6). Exchange rate: 1 = 1 CP or 1 reroll, 3 = 1 card or targeted on a foe, 4 = protect or a status transfer. Maneuver +5, the Profiteer flag +4, Flank +1, Exploit +2, Countermeasures per medal. Rerolls towards straights/4× targets first; targeted (3 TA) once the focus target is set; protect (4 TA) before enemy burst turns.

Statuses & timing

  • Tactical Advantage: positive; per the setup notes the Tactician starts with 2 Tactical Advantage.
  • Constrict: negative, triggered by Strategic Approach, Exploit and Higher Ground!.
  • Targeted: negative, triggered by the ultimate; per the burst note, +2 damage on every attack against a marked target.
  • Without documented cap/expiry values for Tactical Advantage in the dataset, no reliable resource threshold can be stated; exploit Targeted immediately after the ultimate for the +2 bonus.
  • Tactical Advantage: Maneuver +5, the Profiteer flag +4, Flank +1, Exploit +2, Countermeasures per medal.
  • Tactical Advantage: Rerolls towards straights/4× targets first; targeted (3 TA) once the focus target is set; protect (4 TA) before enemy burst turns.

Avoid these mistakes

No reliable data is available for this section.

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