TA
Season 2
Tactician
Complexity: 5/6
Health / CP (1v1): 50 / 2 CP
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
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Saber Strike | 3× ⚔ Saber | 98.4% | 4 damage | Normal | – |
| Carpet Bomb | 2× ⚔ Saber + 2× ★ Medal | 49.2% | 2 damage | Collateral | All opponents |
| Profiteer | 1× ⚔ Saber + 3× 🚩 Flag | 71.6% | about 5 damage | Normal | – |
| Strategic Approach | 3× ⚔ Saber + 2× ★ Medal | 31.5% | 7 damage | Normal | constrict |
| Flank | Small straight (4 in a row) | 58.7% | 6 damage | Normal | – |
| Maneuver | 4× ★ Medal | 10.4% | 5 damage | Undefendable | – |
| Exploit | Large straight (5 in a row) | 24.9% | 9 damage | Normal | constrict |
| Higher Ground! Ultimate | 5× ★ Medal | 1.3% | 12 damage | Ultimate | targeted, 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.
Works well with
- Moon ElfRank #1/373 documented interactions between both effect sets (direct synergy 54).Adds new roles: damage.
- NinjaRank #2/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- IcemanRank #3/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- RavenessRank #4/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- Headless HorsemanRank #5/37Adds new roles: damage.No documented direct interaction – the rating relies solely on role and survival balance.