Back to Table of ContentsHachi's TagsHachi on his own is already one of the most interesting COs to play as. When combined with other COs for Tags, Hachi usually becomes a secondary CO who leads Tag Breaks. His abilities will typically be used to supplement the other CO's existing strengths with units they would ordinarily not have access to. Since this means that
Tech Banking will be in force for most of the match, most any Hachi Tag can be thought of as "Hachi+."
Sensei - Grizzled VetsMega Spam: By alternating between Copter Command and Merchant Union, the Hachi/Sensei Tag can flood the map with Infantry providing a screen for high-tech units backed up by squads of Tanks and Md Tanks. The switch should occur immediately after either power is used in order to maximize the charging rate, as well as the turn following any Copter Command so that power can be used a second time before Merchant Union charges.
Mech Spam: Calling back to one of Sensei's tactics, switching to Airborne Assault may be called for against more resilient opponents or if the player is approaching the unit limit. The latter in particular is likely to come up due to the nature of these two COs.
Disadvantages: Grizzled Vets itself causes these COs to step on each other's toes, as it were, and hence is inefficient compared to the above tactic.
ColinTech Bank Snowballing: By combining the
Tech Banking and
Tech Snowballing concepts, the Hachi/Colin Tag can create more high-tech units on Merchant Union than Hachi can by himself. For review, this involves a combination of spamming Colin's COP and Hachi's SCOP, and not teching above Recons except when using the latter. Switch COs at the end of any power turn to cancel out post-power weakness. Gold Rush may be used more than once before Merchant Union is used.
Disadvantages: Tag Break itself is extremely inefficient for this Tag. It requires using the lesser of Colin's two powers, and this power must necessarily be used before the Merchant Union turn to be useful. In most any other Tag, these powers would be used in the opposite order for maximum efficiency.
KanbeiMega Unit Spam: During Tag Break, this Tag has Hachi lead and Kanbei end the turn. The result takes Hachi's access to top-tier units and applies Kanbei's near-invulnerability to them. This is not so useful for the upper tier units like Megatanks, but greatly increases the lifespan of any cheaper escorts produced during Hachi's turn. As such, the already-insurmountable force Merchant Union would create becomes even less open to counter-attack.
Disadvantages: The Tag suffers from some inefficiency due to the fact that most Merchant Union units such as the Megatank are already near-indestructible, and whose main benefit from Samurai Spirit can be found in the firepower COs as well. Additionally, Kanbei's prices cause slight difficulties in
Tech Banking, to the extent that cheaper escorts for the expensive units may not always be affordable; thus compounding the inefficiency already present. The Tag is also lacking in utility due to the defensive nature of Samurai Spirit; like all Kanbei Tags, adopting a SCOP-centered strategy loses charging efficiency compared to other Tags due to the loss of the defense bonus if Kanbei switches out on the Samurai Spirit turn.
SamiBetter Economic Out-Pacing: By having Hachi out front initially, but using Sami as the primary, this Tag is able to set up a superior unit infrastructure for Sami to use. Sami will not resort to the normal
Mech Rush and
Copter Rush, as the combat economy will be provided for by Merchant Union.
Door Busting: Hachi will lead TB if possible. He attempts to deal damage without suiciding any soldiers, as well as getting into position for Victory March. After buying Black Bombs, Megatanks, and/or supporting (Md) Tanks, Sami will then use these units to clear as many paths as possible to enemy properties, particularly production facilities and the Hq, before moving in all available soldiers for capture.
Disadvantages: None. This is a perfectly synergistic Tag that can operate both with and without TB as needed.
EagleTech Concentration: Hachi acts as the primary CO, and stays out until Merchant Union has been used, at which point Eagle switches in. Lightning Drive is used once to destroy opponent's front line before switching back to Hachi. If at any point Eagle's bar is charged enough, Lightning Drive will be used twice before switching back to Hachi. All other concepts from these two COs apply.
Disadvantages: This Tag has a very inefficient TB due to the need for Eagle to go first. Additionally, if Eagle does go first he will have few to no units for Lightning Strike to use.
KindleUrban Synergy: By using Hachi as the primary CO, using Merchant Union, and then changing to Kindle to continue charging, this Tag is able to breeze through heavily urbanized areas. When Kindle uses Urban Blight, she will also have access to the Black Bombs and Megatanks Hachi produced in addition to any escorts built, and is able to use the weaker units combined with the Bomb to clear off properties while the heavier units focus on pushing back the enemy front line. The disruption in enemy captures and repair costs also pushes the economic advantage already held by Hachi even further in this Tag's favor.
Disadvantages: While servicable, this Tag's TB is not as effective or powerful as simply using the COs with their SCOP and COP respectively.
RachelOf Missiles and Megatanks: This Tag will lead TB with Hachi and finish with Rachel. Two strategies can be pursued here: either Hachi buys his usual Merchant Union build, or buys a brigade of Md Tanks after the Black Bomb. The latter helps Rachel dismantle the enemy front line after the missiles drop, while the former allows continued projection of power during regular day-to-day sequences.
Adaptable: This Tag can use both TB and alternating SCOPs effectively. The latter gives the benefit of avoiding post-power weakness.
Von Bolt- -10 firepower penalty in TB.
Of Lightning Bolts and Megatanks: This Tag will lead TB with Hachi and finish with Von Bolt. Two strategies can be pursued here: either Hachi buys his usual Merchant Union build, or buys a brigade of Md Tanks after the Black Bomb. The latter helps Von Bolt dismantle the enemy front line after Ex Machina, while the former allows continued projection of power during regular day-to-day sequences. The usual build is arguably better, as it is desirable in most cases to let the disabled units block the opponent's movement, and focus on those targets still able to move. In cases such as overcoming Samurai Spirit, though, attempting to destroy the disabled units immediately may be more beneficial.
Adaptable: This Tag can use both TB and alternating SCOPs effectively. The latter gives the benefit of avoiding post-power weakness, while the former has the benefit of Von Bolt's increased defense.
OlafEconomic Triple-Whammy: By leading TB with Hachi, Olaf is able to compound his mass damage with a Black Bomb and tech units. The total effect of the Economic Triple-Whammy removes the opponent's ability to respond to these units, except in cases of tier parity.
Disadvantages: This Tag suffers from slight inefficiency due to the need for Olaf to remain for the duration of the snow effect, preventing the Tag from benefitting fully should the player choose to alternate SCOPs.
HawkeEconomic Triple-Whammy: By leading TB with Hachi, Hawke is able to compound his mass damage with a Black Bomb and tech units. The slight healing effect repairs most damage incurred while Hachi attacks during the Merchant Union half of TB. The total effect of the Economic Triple-Whammy removes the opponent's ability to respond to these units, except in cases of tier parity.
Adaptable: This Tag can use both TB and alternating SCOPs effectively. In fact, alternating SCOPs is slightly more efficient in this Tag due to the length of Hawke's CO Power bar.
DrakeEconomic Triple-Whammy: By leading TB with Hachi, Drake is able to compound his mass damage with a Black Bomb and tech units. Since Hachi leads the Tag, he also won't be impaired by Drake's rain-fog, and will have time to reduce the enemy Recon count somewhat to help Drake blind the opponent. The total effect of the Economic Triple-Whammy removes the opponent's ability to respond to these units, except in cases of tier parity.
Adaptable: This Tag can use both TB and alternating SCOPs effectively. Neither tactic is more or less preferable than the other, as Drake's rain-fog will never last long enough to impact Hachi in either case.
SonjaSpeed: With two 5-star CO Power bars, this Tag is tied as one of the 6 fastest to charge its TB. As a result, in addition to Hachi's economy and Sonja's defensive potential, this Tag also has the advantage of frequent two-move turns.
Disadvantages: The Tag is not able to shift to an effective SCOP-swap tactic due to Sonja's need to stay out for her defensive benefit. This is minimized by the other advantages, though.
JessTech Concentration: By use of TB, this Tag is able to immediately move Merchant Union tech through the front lines, though this is limited to land vehicles. Combined with Jess' firepower, this affords the Tag the option of using multiple Md Tanks in place of a Megatank to rush out and attack multiple points of the enemy front line; though this isn't to say that a fast Megatank wouldn't have its usual lasting impact.
Adaptable: This Tag is able to use a formidable SCOP-swap strategy in addition to TB, allowing Merchant Union and Overdrive to come more frequently than should normally be the case.
MaxFirepower: Max's firepower offers a choice between Hachi's usual high-tech units, or multiple "lower" tech units that can attack in multiple places. Using Md Tanks (or perhaps Neotanks) in place of Megatanks does trade off some of the long-term benefit, and can't really be used against a high-defense opponent such as Kanbei and his Tags. Most COs, however, do not have access to Md Tanks in large numbers, and Max Blast-enhanced Md Tanks will be able to make short work of these very quickly before turning their attention to the larger front.
Adaptable: Max and Hachi can pull off both TB and SCOP-swapping as needed.
GrimmFirepower: Grimm's firepower offers a choice between Hachi's usual high-tech units, or multiple "lower" tech units that can attack in multiple places. Using Md Tanks (or perhaps Neotanks) in place of Megatanks does trade off some of the long-term benefit, and can't really be used against a high-defense opponent such as Kanbei and his Tags. Most COs, however, do not have access to Md Tanks in large numbers, and Haymaker-enhanced Md Tanks will be able to make short work of these very quickly before turning their attention to the larger front. Grimm's firepower is also high enough to take advantage of this even in d2d.
Adaptable: Grimm and Hachi can pull off both TB and SCOP-swapping as needed.
AndyHealing Blitz: This Tag can take advantage of Hachi's ability to create swarms of cheaper units thanks to the healing capacity of Hyper Upgrade. Though not
always advisable (there is not a Hachi Tag where Hachi's concepts don't apply), it does allow for a certain degree of recklessness on your part. A swarm of Tanks backed up by a B-Bomb, unlimited reinforcements, and a healing factor cannot be said to be easy to deal with.
Healing Wall: The ability to heal Hachi's high-tech units is also something to be considered. The Megatank, for example, is normally intended to be a unit that will eventually be taken down at great cost to the opponent (or against Kanbei, to break defense), and impossible to cost-effectively kill when bought by Merchant Union. With Hyper Upgrade, there is a greater possibility that the Megatank just won't be killed, period, and will be joined by many more. The only downside is that an APC
may be needed to keep up its low ammo supply if you intend for it to continue killing vehicles.
Disadvantages: This Tag is inefficient when it comes to TB, at least during the first round, because none of the units Hachi needs repaired at that point will be ones that are usually worth healing. Subsequent uses don't have this problem, though.
KoalTech Concentration: Koal's movement allows any and all tech units produced during Hachi's half of TB to run out and kill stuff. This is especially useful for the Black Bomb, which occasionally doesn't have the movement range needed to get into a perfect spot to blow up.
Adaptable: Koal and Hachi can pull off both TB and SCOP-swapping as needed.
AdderTech Concentration: Adder's movement allows any and all tech units produced during Hachi's half of TB to run out and kill stuff. This is especially useful for the Black Bomb, which occasionally doesn't have the movement range needed to get into a perfect spot to blow up.
Adaptable: Adder and Hachi can pull off both TB and SCOP-swapping as needed.
SashaAuxiliary: Sasha is a fund-gathering auxiliary during TB. Hachi will be used during most of the game, even using SCOP, while Sasha's role is limited to following up Merchant Union with War Bonds and getting a few extra Infantry or a Recon up front after she uses the high-tech units.
NellAuxiliary: Nell is a damage-dealing auxiliary to Hachi. Hachi will be used during most of the game, while Nell's role is limited to following up Merchant Union with Lady Luck and trying to get some lucky rolls with the weaker units.
JuggerAuxiliary: Jugger is a damage-dealing auxiliary to Hachi. Hachi will be used during most of the game, while Jugger's role is limited to following up Merchant Union with System Crash and trying to get some lucky rolls with the weaker units.
FlakAuxiliary: Flak is a damage-dealing auxiliary to Hachi. Hachi will be used during most of the game, while Flak's role is limited to following up Merchant Union with Barbaric Blow and trying to get some lucky rolls with the weaker units.
JakeTech Concentration: By use of TB, this Tag is able to immediately move Merchant Union tech through the front lines, though this is limited to land vehicles. Since Jake's firepower is limited to plains, it is best to stick with a normal Merchant Union build rather than try other tactics.
Adaptable: Jake and Hachi can pull off both TB and SCOP-swapping as needed.
LashMinor Boosts and Mobility: During TB, Lash will provide some stat boosts to units as they cross terrain, allowing the high-tech units of Merchant Union to be slightly more indestructible than they already are. She also lets units like the Megatanks and the Recons get through difficult terrain more easily during this turn; especially valuable for the former, whose movement range is already quite small.
Auxiliary: Lash is an auxiliary to Hachi due to the gulf in power between them, coming out only during Tag Break.
JavierTowers: Provided there is at least one tower on the field, Javier can provide Hachi's units with valuable defense during TB. At one tower, he can be treated like Sonja; at two towers and above, use him like Kanbei without the price-related difficulties.
Auxiliary: Without towers, Javier simply gives Hachi a Lightning Strike turn every now and again to go with Merchant Union.
Disadvantages: When the Tag has towers, SCOP-swap can't be used efficiently due to Javier needing to stay out for the defense boost.
GritAuxiliary: If you don't feel like being creative, using Grit as a two-turn auxiliary to Hachi is a perfectly viable strategy.
But where's the fun in that? You have 25 other COs to pick from who can do the exact same thing if you really want them to. On with the show!Indirects: Indirects are normally produced for clog control, and typically don't get more powerful than the Artillery. Since you have Grit paired with a CO who can afford his strategy, though, you may as well get a little creative. During TB, much fun can be had plopping some Artillery onto forward cities near the heart of the action, and bumping your Megatank and/or Black Bomb further back to let Grit do his work. If you use Grit as an auxiliary, you don't even have to choose since you'll have already used Merchant Union once to get some good stuff up front. You could even put up a Rocket or a Piperunner on one of these cities just to give the opponent grief. Efficient? No. More effective than playing it straight? Probably not. Hilarious?
Oh god yes.