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Might and Magic Heroes VI Hero Abilities Guide - Tactics Ability Tree

Below is the list of Tactics abilities in Heroes of Might and Magic 6

First Tier

Reinforcements 1
Target Core creature's number is increased depending on the original size of the hero's army.
Reinforcements above the stack's original limit cannot be healed and will not remain in the army after the combat
School: Tactics
Reputation: Tears
Active Combat Ability

Duck and Cover
Friendly creatures use covers 13% more efficiently.
Also applies to siege walls.
School: Tactics
Reputation: Tears
Passive Combat Ability

Battle March
Friendly creature's movements is increased by 2 in siege combats.
School: Tactics
Reputation: Neutral
Passive Combat Ability

Ambush
Increases the initiative of friendly creatures by 5 for the first three turns of the combat
School: Tactics
Reputation: Neutral
Passive Combat Ability

Tactics I
The Hero's army can be redeployed just before combat
School: Tactics
Reputation: Neutral
Passive Combat Ability

Siege Master I
The structural damage of the Hero's catapult is increased by 1
School: Tactics
Reputation: Blood
Passive Combat Ability

Second Tier

Reinforcements II
Requires Reinforcements I
Requires Hero Level 5
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 limit cannot be healed and will not remain in the army after the combat
School: Tactics
Reputation: Tears
Active Combat Ability

Tactics II
Requires Tactics I
Requires Hero Level 5
The area in which the Hero's army can be redeployed before combat is enlarged
School: Tactics
Reputation: Neutral
Passive Combat Ability

Siege Master II
Requires Siege Master I
Requires Hero Level 5
Poisons the supplies of defending armies.
Enemy living creatures are dealt 12 damage (Earth) each turn while they stand behind the walls.
School: Tactics
Reputation: Blood
Passive Combat Ability

Third Tier

Reinforcements III
Requires Reinforcements II
Requires Hero Level 15
Target Core or Elite or Champion creature's number is increased depending on the original size of the hero's army.
Reinforcements above the stack's original limit cannot be healed and will not remain in the army after the combat
School: Tactics
Reputation: Tears
Active Combat Ability

Siege Master III
Requires Siege Master II
Requires Hero Level 15
Catapult shots also deal 436 damage (Might) to stacks adjacent to their target.
School: Tactics
Reputation: Blood
Passive Combat Ability