Combat and Tactics
 
    There are a few simple rules to follow when fighting in Natuk.  Although they are simple to understand, they might be harder to implement in some scenarios.  The key to success is to know when and how to apply each tactic to the situation.
 
    Rule #1: Box Yourself In
 
    There are no rapid fire missile weapons in Natuk, and only a few big area effect spells.  The benefits of sticking together in a tight group far outweigh those of spreading out.  Sticking together is easier to do if you can back yourself into a cave entrance.  This will allow you to not only put your back to the wall, thus ensuring that nobody gets behind you, but will also close off access to your group to large creatures.
    Wen you are backed in a cave entrance, you should be lined up in two columns of four, with four warrior types out front to do the fighting.  A nice narrow passage ensures they have no more than four opponents at once.  Keeping the spellcasters in the back, as you will see below, is very important.
    This sort of arrangement is also nice for keeping some creatures away from you while you concentrate on others.  For example, if you have four Hobgoblins in your face, they will block access for the three or four Ogriants behind them.  This gives your Witchdoctors and Shamen time to work on the Ogriants, possibly even Charming them into your service.  To this end it might be useful to just have your fighters sit there and not even attack the Hobgoblins, thus keeping them in front of the Ogriants until you are satisfied the Ogriants are no longer a threat.  Once the Ogriants are taken care of, then your fighters can take out the Hobgoblins.
 
 
    Rule #2: Don't Let Them Get To Your Spellcasters
 
    This is a very, very important rule.  Your spellcasters will be almost completely innefective if the enemy is allowed to get into hand-to-hand combat with them.  Make absolutely sure that the enemy doesn't have an avenue of attack to your spellcasters.  Often, the enemy AI will go directly for spellcasters if the option is open, so be careful.
 
    Rule #3: Concentrate On the Big Threats First
 
    It's no use slinging spells at a bunch of nobodies while the heavies are breathing down your neck.  Don't waste time on enemies that are of no consequence - Prioritize your targets.  You should attack enemies in the following order - Spellcasters, Unique (Chiefs and Bosses) characters, Missile Weapon Users (archers).  After that, then decide which enemies are more deadly in hand-to-hand combat and deal with them first.
 
    That's the three basic rules.  Here are a few advanced tactics that I've picked up so far:
 
    Tricky Assassin Tricks: Use your Assassin to take out those pesky missile weapon users and spellcasters by sneaking him up the side of a combat map (while hiding).  When he gets to the spellcasters he'll be able to take them out very quikly.  A Haste spell along with an enchanted item works wonders here.  A little drawback is that you'll have to be careful about that hole in your formation - refer to rule #2, above.
    Tricky Assassin Tricks, part 2: Make your Assassin hide after moving him out a few squares ahead of everyone else and off to the side of the enemy.  Make sure that at least some of the enemy are likely to cross his path (come into a square that is adjacent to his).  Then make him guard and watch as he takes whacks at every enemy who passes - and they can't touch him because he's hidden.  This is very useful, but beware - If someone bumps into him, he'll quickly be the center of attention, literally.  The enemy will often surround a revealed Assassin or Scout and beat him to a pulp.  While this takes the heat off of everyone else, it's not exactly healthy for the Assassin.  A quick Thunderclap spell would help, but only temporarily.
    Hasting The Enemy: If you'd rather have a cannon fodder type enemy whacking away at your impenatrable (to him, anyway) armour, then try hasting the little bugger so that he can get up close and engage you before his larger friends.  Don't attack him, just let him stand there hitting you without hurting you (much) and allow the spellcasters to take shots at the bigger foes.  Often the other opponents will throw rocks at you in frustration.  I'd rather have them throw rocks than swipe at me with some of the other weapons they have  : ).