Tactics on the battlefield | Sanctuary M&M: Heroes VI Guide
Last update: 01 February 2017
Basics
Battles commanded by leaders of the Sanctuary, are similar to chess - generals are trying to look ahead of enemy's movement and react properly. There is no place for mad charges or mindless attacks - everything should be well planned. Only thanks to good preparations Sanctuary's army is able to stand against the most powerful enemies.
Troops available for this fraction are equal support formations (coral priestesses, spring spirits) and warriors like Kenshi and Wanizame. What is curious - those subtle, women troops are real strength of this army - thanks to them soldiers can fight powerful monsters.
Such matter of facts imply specific kind of fighting - rather passive and basing on supporting few troops. That's how we obtain really deathly war machine, which can crush any walls. Even small Sanctuary army, well commanded, can smash much bigger opponent's squad.
Achieving such effect requires from a player sacrifice huge amount of time and concentration. Luckily, you'll find a description for an unbeatable army below.
Battles on the Field
Our tactic during encounters we should modify in reference to troops taking part in a battle - on both sides. So we have to act carefully - any mistake can have a catastrophic consequences. From the other side - good use of abilities and spells lead us to smooth victories. Power of Sanctuary's army is in cooperation.
The most important are coral and pearl priestesses - those very cheap units will be a core of our plans. Thanks to them our losses will be minimalised. It matters especially during long scenarios and campaigns.
Priestesse's abilities are mostly useful for Wanizame, Kappa and Kenshi - those "frontal" creatures, which we should sent into the middle of battles, with support are able to stand almost every enemy. If opponent doesn't have many shooters, you should fight in such way - control the center of the battlefield and fight there. Our units, which can slow enemies, shouldn't have problems with dominating this sector. If we have Spring spirits, Yukki-Onna and Kirins, fighting with our rules will be easy.
But what if enemy has powerful fire advantage? In such case we have to off defensive tactic and start playing offensive. Luckily, Sanctuary's forces are quite universal - they can work both as a complex machine or single blades stabbing enemy's back. In the second case we can attack with all our troops (besides priestesses) - quick maneuver at enemy's back can make a nice muddle. You should especially use abilities of Kappa and Mizu-Kami - thanks to big mobility and lot HP, they shouldn't have problems with sneaking there. Simultaneously, Wanizame and Kenshi will be a good reserve defending priestesses - put them in the middle of the battlefield - whoever wants move further, will have to do it over their corpses.
Such armed war machine is almost unbeatable. Hero's abilities make it even more awesome.
Siege
Castles are tough topic. Sanctuary has no flying creatures, so its offensive potential is decreased (much better in defense). Although, conquering fortresses shouldn't be a problem for an experienced player - a little of idea and good plan is enough.
During sieges, the most important is gate. You have to sent Wanizame and Kappa under it - those troops should destroy it quickly. In the same time, it's good to preserve them with supporting units, guarded by Kenshi and Kirins. In case of enemy's diversion we can modify this plan - our troops are quite universal.
When the gate is done, we should rush inside with all our melee fighters - there is no point in letting them outside. The best in looting are Kenshi - unlimited retaliation and multiple blows makes them ideal candidates. Behind them Kappa, dragons and sharks next. Such an assault squad will destroy anything (worth considering is letting Mizu-Kami to the melee fight).
If we are defenders, the task is a piece of cake. Usually it's enough to put Kenshi near the gate - healing and supported by spells, they will be almost immortal. And as there is not so many place near the gate, enemy will have big losses in every turn.