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Guide Part 7: Advanced Tactics

 Official Game Guide
Author: RossD20Studios

Previously, we discussed how Abalon 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 Abalon 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.

Counter Attack

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 Abalon 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.

Combos

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 Abalon, gravity forces like knockback and pull always have value thanks to our unique combo system.

Combos work like this:

  1. Combo attacks are triggered during your turn when an enemy is knocked (pushed or pulled) adjacent to one of your allies. This can be achieved by a unit with knockback, grapple, or gravity spells.
  2. In order to combo, your ally must be facing the enemy and be able to attack. If your ally is showing the crossed out sword icon, then their attack has already been used and they cannot combo. Generally, you want to initiate combo attacks BEFORE you attack with the units you wish to combo with, because commanding a unit to attack exhausts their attack for the turn. The exception is Vigil units (who have unlimited counter/combo attacks).
  3. Performing a combo attack does not exhaust your ally's regular attack. You can command an ally who has combo attacked if they hadn't previously attacked this turn.
  4. Combo attacks cannot be countered by the enemy.
  5. Combo attacks deal half of your ally's power damage (rounded up).
  6. Combo attacks do not use abilities such as Inflict and only attack the unit that triggered the 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.

Shield Block

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.

Here's a video on how Sprintshot works in detail

And More

Counter attacks, combos and blocking are just a handful of the tactics available to you in Abalon. Stay tuned for future articles where we'll cover additional mechanics to expand your strategic arsenal.

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Guide Part 8: Void Spells

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