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DYNASTY TACTICS 2 FAQ
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Tactics FAQ
November 4, 2003 ver. 1.0
for the PS2 (English version)
produced by jiangwei487 ([email protected])


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Table of Contents
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1)      Copyright Information
2)      Introduction
3)      WAR Tactics
4)      INT Tactics
5)      LEA Tactics
6)      Closing


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Copyright Information
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This FAQ may not be reproduced under any conditions without
my permission. This cannot be used on any website except
GameFAQs.com without my permission. All registered
trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.



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Introduction
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In this FAQ you will find every tactic in the game,
categorized by what type they are. The success rate of a
tactic depends on the abilities of your officer and the
number of combo moves proceeding it. It's still a work in
progress, if you find any tactics I missed, email me at
[email protected].



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WAR Tactics
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Name: Charge
Success Rate: 80%
Conditions: Enemy directly in front.
Effect: Pushes the enemy back 1 space, and they will turn to
face you. Your unit will also advance.


Name: Charge II
Success Rate: 40%
Conditions: Enemy directly in front.
Effect: Attack and push the enemy back 3 spaces. If there is
an enemy unit in the way, they will be pushed as well.


Name: Pierce
Success Rate: 80%
Conditions: Enemy directly in front.
Effect: Attack and pass through the enemy 3 spaces.


Name: Flank
Success Rate: 80%
Conditions: In contact with side of enemy unit.
Effect: Enemy moves 1 space and loses morale.


Name: Flank II
Success Rate: 60%
Conditions: In contact with side of enemy unit.
Effect: Enemy moves 3 spaces and loses morale.


Name: Pursue
Success Rate: 80%
Conditions: Directly behind the enemy unit.
Effect: Push the enemy forward 1 space, and lower their
morale.


Name: Pursue II
Success Rate: 60%
Conditions: In contact with rear of enemy unit.
Effect: Push the enemy 3 spaces forward, lower their morale
and confuse them. If there is an enemy unit in the way, then
it will be pushed as well.


Name: Raid
Success Rate: 65%
Conditions: Enemy directly in front.
Effect: Attacks all enemies lined up, enemy moves forward 1
space in the direction they were facing.


Name: Raid II
Success Rate: 40%
Conditions: Enemy directly in front.
Effect: Attacks all enemies lined up, pierce through them
and then turn back around. Enemies become confused.


Name: Repel
Success Rate: 70%
Conditions: Enemy directly in front.
Effect: Attacks all adjacent enemies and pushes them back
one space. Enemies turn to face you.


Name: Repel II
Success Rate: 40%
Conditions: Enemy directly in front.
Effect: Attacks all adjacent enemies and pushes them back 3
spaces. Enemies turn to face you, and are confused.


Name: Arrow
Success Rate: 80%
Conditions: An enemy unit is 2 spaces away, to the front.
Can only be used by archer class or bow riders.
Effect: Attacks enemy and pulls them forward 1 space.


Name: Fire Arrow
Success Rate: 70%
Conditions: An enemy unit is 2 spaces away, to the front.
Can only be used by archer class or bow riders.
Effect: Attacks enemy and pulls them forward 1 space, and
confuses them.


Name: Volley
Success Rate: 70%
Conditions: Enemy within the area of effect. Can only be
used by archer class or bow riders.
Effect: Hits all enemies within the area of effect and
pushes them back 1 space.


Name: Fire Volley
Success Rate: 55%
Conditions: Enemy within the area of effect. Can only be
used by archer class or bow riders.
Effect: Hits all enemies within the area of effect and
pushes them back 1 space, and confuses them.


Name: Fire Volley II
Success Rate: 50%
Conditions: Multiple enemies within range. Can only be used
by archer class or bow riders.
Effect: Hits all enemies within the area of effect and
pushes them back 1 space, and confuses them.


Name: Awe
Success Rate: 80%
Conditions: Enemy directly in front.
Effect: Pushes all enemies within the area of effect back 1
space and lowers their morale.


Name: Awe II
Success Rate: 50%
Conditions: Enemy directly in front.
Effect: Pushes all enemies within the area of effect back 3
spaces, lowers their morale and confuses them.


Name: Boost
Success Rate: 85%
Conditions: Allied unit directly in front.
Effect: Pushes ally forward 1 space and raises their
morale(cures confusion).


Name: Boost II
Success Rate: 70%
Conditions: Allied unit directly in front.
Effect: Pushes all allied units in range forward 1 space and
raises their morale(cures confusion).



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INT Tactics
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Name: Ambush
Success Rate: 75%
Conditions: Enemy directly in front. Your unit is in forest
or grass.
Effect: Pushes enemy away 1 space and confuses them.


Name: Ambush II
Success Rate: 45%
Conditions: Enemy directly in front. Your unit is in forest
or grass.
Effect: Attack and confuse all enemies within range.


Name: Muddle
Success Rate: 45%
Conditions: An enemy unit directly in front, that is also in
contact with another enemy unit.
Effect: The enemies turn to attack each other, morale
decreases. Your unit turns away and retreats 1 space.


Name: Muddle II
Success Rate: 45%
Conditions: An enemy unit directly in front, that is also in
contact with another enemy unit.
Effect: The enemies turn to attack each other, morale
decreases and they become confused.


Name: Muddle III
Success Rate: 50%
Conditions: 2 or more enemies anywhere around the acting
unit.
Effect: Enemy units gather together and attack each other.
Enemies pull away 1 space and are confused.


Name: Decoy
Success Rate: 80%
Conditions: Enemy directly in front.
Effect: Attack enemy and lead them back 1 space.


Name: Decoy II
Success Rate: 60%
Conditions: Enemy directly in front.
Effect: Attack enemy and lead them back 3 spaces. Enemy
becomes confused.


Name: Mislead
Success Rate: 90%
Conditions: Enemy directly in front.
Effect: Enemy faces away and moves 1 space.


Name: Mislead II
Success Rate: 60%
Conditions: Enemy directly in front.
Effect: Enemy faces away and moves 3 spaces. Enemy becomes
confused.


Name: Taunt
Success Rate: 80%
Conditions: An enemy within 5 squares to the front, with no
obstructions in between.
Effect: Enemy is pulled directly in front, and morale rises.


Name: Fire Attack
Success Rate: 70%
Conditions: Enemy within the area of effect, and in forest
or grass.
Effect: Attacks all enemies within the area of effect who
are in forest or grass. Enemies pull away 1 space.


Name: Fire Attack II
Success Rate: 45%
Conditions: Enemy within the area of effect, and in forest
or grass.
Effect: Attacks all enemies within the area of effect who
are in forest or grass. Enemies pull away 1 space and are
confused.


Name: Flood
Success Rate: 75%
Conditions: Enemy adjacent in front in River or Shoal.
Effect: Attack all enemies within range in River or Shoal.
Enemies pull away 1 space and are confused.


Name: Flood II
Success Rate: 50%
Conditions: Enemy adjacent in front in River or Shoal.
Effect: Attack all enemies within range in River or Shoal.
Enemies pull away 1 space and are confused.


Name: Rockslide
Success Rate: 75%
Conditions: Acting is on Mountain or Hill and enemy adjacent
in front.
Effect: Attack all enemies in range. Enemies pull away 1
square and are confused.


Name: Rockslide II
Success Rate: ?
Conditions: ?
Effect: ?


Name: Pit
Success Rate: 60%
Conditions: Enemy within 5 spaces to the front with no
obstructions in between. Terrain in front of acting unit is
Plains, Barren, or Grass.
Effect: Lure enemy into a pit and attack.


Name: Pit II
Success Rate: 30%
Conditions: Enemy in front and no obstacles between. Terrain
in front of acting unit is Plains, Barren, or Grass.
Effect: Lure enemy into a pit and attack, enemy is confused.


Name: Switch
Success Rate: 75%
Conditions: Enemy directly in front.
Effect: Your unit and the enemy switch places, face enemy
and attack.


Name: Feint
Success Rate: 80%
Conditions: Enemy directly in front.
Effect: Attack enemy, enemy faces away and moves 1 space,
morale decreases.


Name: Flank III
Success Rate: 65%
Conditions: Directly behind the enemy unit.
Effect: Attack enemy, and push them forward 1 space. Troops
are restored to the acting unit.



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LEA Tactics
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Name: All Attack
Success Rate: 60%
Conditions: Enemy unit directly in front, with other allied
units also in contact with it.
Effect: All allies attack enemy, enemy pulls forward 1
space.


Name: All Charge
Success Rate: 75%
Conditions: Enemy directly in front, and also in contact
with allies facing the same direction.
Effect: Charge enemy with ally and push enemy back 1 space.


Name: All Charge II
Success Rate: 75%
Conditions: Enemy directly in front, and also in contact
with allies facing the same direction.
Effect: Charge enemy with ally and pass through enemy and
advance 2 spaces.


Name: Pincer
Success Rate: 65%
Conditions: Enemy directly in front, between you and an
allied unit.
Effect: Attack all enemies between acting unit and ally.
Enemies are pushed forward 1 space and become confused.


Name: Pincer II
Success Rate: 55%
Conditions: Enemy adjacent in front, with an ally in a
direct line in front with a clear path to the enemy.
Effect: Attack enemy, ally faces acting unit. Enemy pushed
in front of ally and confused.


Name: Aid
Success Rate: 75%
Conditions: In contact with an allied unit facing the same
direction, and with an enemy directly in front of it.
Effect: Attack enemy with ally, ally morale rises.


Name: Aid II
Success Rate: 85%
Conditions: An allied unit, with an enemy directly in front,
is within the range of effect. Can only be used by archer
class or bow riders.
Effect: Attack enemy with ally, ally morale rises.


Name: Shift
Success Rate: 70%
Conditions: Ally adjacent in front, with an enemy in front
of ally.
Effect: Ally attacks enemy, exchange places with ally face
enemy. Ally morale rises.


Name: Shift II
Success Rate: 70%
Conditions: Ally adjacent in front, with an enemy in front
of ally.
Effect: Ally attacks enemy, exchange places with ally face
enemy. Ally morale rises.


Name: Revive
Success Rate: 75%
Conditions: An allied unit directly to the front.
Effect: Morale of acting unit and allies in range
rises(cures confusion).


Name: Revive II
Success Rate: 55%
Conditions: An allied unit directly to the front.
Effect: Morale of acting unit and allies in range
rises(cures confusion).


Name: Vise
Success Rate: 70%
Conditions: Enemy directly in front. An ally to the front
with no obstacles between it and the enemy.
Effect: Attack and turn around enemy, ally moves adjacent to
enemy and attacks. Enemy becomes confused.


Name: Vise II
Success Rate: 50%
Conditions: Enemy directly in front. An ally to the front
with no obstacles between it and the enemy.
Effect: Ally presses in on enemy, attack enemies between
acting unit and ally.


Name: Circle
Success Rate: 75%
Conditions: In contact with front or side of enemy. No
obstacles or other units behind the enemy.
Effect: Move behind enemy and attack from rear. Enemy is
pushed forward 1 space and confused.


Name: Surround
Success Rate: 80%
Conditions: Enemy adjacent in front, allies lined up to the
rear or side of the enemy.
Effect: Allies surround and face the enemy.


Name: Call
Success Rate: 75%
Conditions: Ally to the front.
Effect: Allies move adjacent to acting unit and face it if
there are no obstacles in between.


Name: Scatter
Success Rate: 85%
Conditions: Ally adjacent to acting unit.
Effect: Ally pulls away 1 space.


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Closing
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Special thanks:
- KOEI for making such a great game.
- GameFAQs for allowing to make this FAQ.
- My friend GUANYU13 for helping me make this
- And you, for reading it.


If you have any questions, comments, or contributions you
would like to tell me, email me at [email protected]. I plan
on revising it in the future.