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Tactics

Tactics icon.

Tactics is a set of hero abilities in Might & Magic: Heroes VI.

Abilities[]

Tier I[]

Tier I abilities have no requirement.

Number of abilities: 6
Icon Ability Type Description Effect
Ambush Neutral Reputation (passive, combat) Increases the Initiative of friendly creatures by 5 for the first three turns of the combat.
Battle march Neutral Reputation (passive, combat) Friendly creature’s Movement is increased by 2 in siege combats.
Duck and cover Tears Reputation (passive, combat) Friendly creatures use covers X% more efficiently. Also applies to siege walls.
Reinforcements I Tears Reputation (active, combat) Target Core creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat. Charges: 1
Siege master I Blood Reputation (passive, combat) The structural damage of the Hero's catapult is increased by X.
Tactics I Neutral Reputation (passive, combat) The Hero's army can be redeployed just before combat.

Tier II[]

Tier II abilities require hero level 5 or higher.

Number of abilities: 3
Icon Ability Type Description
Reinforcements II Tears Reputation (passive, combat) Target Core or Elite creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat.
(Reinforcements I ability required)
Siege master II Blood Reputation (passive, combat) Poisons the supplies of defending armies. Enemy living creatures are dealt X Damage (Earth) each turn while they stand behind the walls.
(Siege master I ability required)
Tactics II Neutral Reputation (passive, combat) The area in which the Hero's army can be redeployed before combat is enlarged.
(Tactics I ability required)

Tier III[]

Tier III abilities require hero level 15 or higher.

Number of abilities: 2
Icon Ability Type Description
Reinforcements III Tears Reputation (passive, combat) Target Core, Elite or Champion creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat.
(Reinforcements II ability required)
Siege master III Blood Reputation (passive, combat) Catapult shots also deal X Damage (Might) to stacks adjacent to their target.
(Siege master II ability required)


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy