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How To Beat An Enemy Holding The High Ground

A defending AI on a hill gets flank protection, slower attackers, extra fatigue and up to 30% more damage. You do not have to charge it. Three ways to take those advantages away, with the casualty tables from the same battle fought twice.

Intermediate 12 min read 1 viewsUpdated 3 hours ago
Adapted from Zerkovich — How to beat one of the WORST BATTLE situations!

🎯 The core idea

You do not have to charge the hill. Do a small amount of damage at range and the defending AI flips into attacker behaviour, walks down, and hands you every advantage it was holding. In Zerkovich's own controlled test that turned 786 casualties into 245.

  • free costs nothing, just do it
  • cheap risks one unit at most
  • setup needs positioning first
  • grind costs real battle time
  • skip the thing to avoid

Why the high ground is worth this much trouble

Four advantages, all stacking, all in the first minute of the video.

AdvantageWhat it does
Flank protectionYour flankers have to swing much wider to get round
Slower movementUnits running uphill move slower, so the defender gets more shooting time
FatigueEverything climbing tires faster, infantry worst
DamageUp to 30% more melee damage from above, and up to 30% more on projectiles fired down

The two damage figures are the ones people quote, and they scale with how much higher you actually are — they are not flat bonuses.

He gives "up to 30%" for both without a source and hedges it again later ("probably giving them that 30% boost"). Treat it as his rule of thumb rather than a confirmed constant.

The attacker–defender rule that makes it all work

This is the mechanic the whole counter-play hangs on, and it is worth understanding before the steps.

Every battle has an attacker and a defender, and the deployment screen labels them. If you attacked on the campaign map, you are the attacker.

What matters is that the AI plays the role, not the position. Zerkovich shows a Kislev army holding a hill with artillery and a mass of missile units against Greenskins with no artillery at all — and on Start Battle they walk down off it. They are the attacker, so they attack, and they give away flank protection, damage and fatigue to do it.

The inverse: a Vampire army with no ranged units at all sits perfectly still against Ogres who will shoot first, because the Vampires are the defender. And that is correct play — the attacker loses when the clock runs out, the defender wins.

Where the AI is weak
It obeys the clock but does not understand how much of it there is. A better player would hold the hill, bait with artillery and magic, and only come down about half an hour in. The AI never does.

So the hard case, and the only one this guide is about, is an AI defender sitting on high ground with missiles and artillery.

Track 1: make them come down

Bait them off the hill

The whole method is one sentence: damage them a little at range and they turn into the attacker.

  1. 1:08
  2. 4:18
  3. 5:34
  4. 5:53

Those three — magic, artillery, skirmish cavalry — are what he calls the main options. In the Slaanesh-against-Dwarfs example a single skirmish cavalry unit was enough: Slayers chased it, damaging the Slayers convinced the AI it was losing, and the whole Dwarf line advanced.

If you have none of the three

  1. 7:12
  2. 7:36
  3. 7:39
He calls it lightly cheesy
His own words: "slightly on the side of being an exploit or cheesing the AI, but only lightly." He does not consider himself a cheese player and thinks this one is inoffensive. If you disagree, Track 2 below is the honest version.
From the comments (not in the video)
- The trigger damage has to be ranged — summons will not pull the enemy army no matter how much damage they do, which contradicts the summons fallback — armyantsrule - You need to damage them twice, not once — esbenandersen2168 - The AI behaves identically with the battle timer switched off, which undercuts the clock-based explanation even though the behaviour is real — Stinker4583 - Different experience: AI armies that sit and lose half their units to magic before moving. In his games the AI reacts more reliably to artillery than to spells — curtisbrown547 - Sometimes you want them to stay put — a lord like Settra can cycle-charge a static formation and win the fight alone — Saniraf808
Track 2: take the height yourself

Out-climb them instead

No AI manipulation in this one. It costs time rather than trickery, and it only works when the map gives you somewhere to go.

  1. 9:32
  2. 9:46
  3. 9:55
  4. 10:05

The tooltip in that frame is the proof of why step four exists — the unit has arrived Winded after the climb. Rest first, fight second.

After that it is an ordinary battle with the roles reversed: use whatever choke points the new position gives you, put the missile units where they shoot downhill, front line engages, cavalry flanks.

Entirely map-dependent. He shows a Beastmen-versus-Dwarfs hill where no equal ground exists anywhere, and the method simply does not apply there.

The proof

The same battle, twice

Same map, same two armies: an Empire force from Reikland against Clan Mors holding the hill with missiles and artillery. He fights it once head-on as a control, then again properly.

Run 1 — straight up the hill

DeployedLossesRemaining
Player (Reikland)1374786588
AI (Clan Mors)21291549580

He wins, and calls it "a pyrrhic victory by all means." By the time the line reached contact, four or five units were down to roughly half health from the climb alone.

Run 2 — with the high ground taken

DeployedLossesRemaining
Player (Reikland)13742451129
AI (Clan Mors)21291578551

Player casualties fall by 541 men — a 69% reduction — and survivors nearly double, from 588 to 1129.

The detail worth noticing is on the enemy side: their losses barely moved, 1549 against 1578. The entire benefit landed on the player. Taking the hill did not kill more Skaven, it stopped the Skaven killing you.

He says "and still the 1,500 losses for the Skaven," which rounds both figures. Enemy casualties were actually slightly higher in the tactical run, not identical. Also worth keeping in proportion: this is one trial each, not a controlled experiment.

Track 3: if neither works

Roll the line from one flank

The fallback when the map gives you no height and you would rather not bait.

Come in from one side of the enemy army rather than across its whole front. Leave a few units out wide on the far side so their line cannot rotate to face your main body. Then start at one edge and sweep, so only a few of their units fight your entire army at a time.

He is honest that it will not work every time, and that plenty of maps do not allow it.

From the comments (not in the video)
- Height changes firing arcs as well as damage: a front line higher than the enemy screens your own guns, and an enemy too low and too close falls under the artillery arc entirely — so your shots land on your own troops. Holding the bottom of a hill trades the damage bonus for a completely exposed target — JGeMcL - Alternative anti-artillery approach: run a fast flyer to the edge of artillery range and strafe. Most shots miss, and after fifteen or twenty minutes their guns are out of ammunition — 風来坊指揮官 - Same trick, reported results: three enemy artillery units neutralised before contact, hero usually down to about half health — alien4811 - March into position at a walk rather than a run, and you arrive without the fatigue in the first place — Villefere-1 - Moving fast cavalry on both flanks and the centre makes the AI shuffle out of position, bunch up and face random directions — Blighthex

Sources

Built from Zerkovich, How to beat one of the WORST BATTLE situations! — Total War Tactics, 12 minutes, and the top comments underneath it. Screenshots are frames from that video, including both post-battle casualty panels.

No patch number is stated anywhere in the video, so none of the mechanical claims here are pinned to a specific build. The "damage them a little" threshold is never quantified — commenters report both single-hit triggers and armies absorbing half a roster of magic damage without moving.

Frequently asked

Why does the AI leave a strong position when I damage it?

It switches from defender behaviour to attacker behaviour. The attacker loses when the battle clock runs out, so once the AI thinks it is attacking it has to come to you — and it abandons the hill to do it.

How much damage do I need to do to trigger it?

The video never quantifies it. A single spell, or one skirmish cavalry unit harassing the edge of their line, was enough in every example shown. Commenters report mixed results — some say it takes two hits, others report armies absorbing far more before moving.

Does it work with summons or a melee hero?

The video says yes and lists both as fallbacks. At least one commenter insists only ranged damage triggers the switch and that summons never do. Test it in your own battle before relying on it.

What if I do not want to use an AI quirk?

Find ground at the enemy’s height or above, march there staying outside their artillery range, stand still until your units are Fresh again, then fight the same battle from the better position. It costs several minutes of battle time and only works when the map has somewhere to go.

How much difference does taking the high ground actually make?

In the video’s controlled test the same army lost 786 men attacking uphill and 245 after taking the height — survivors went from 588 to 1129. Enemy casualties barely moved, 1549 against 1578, so the whole benefit lands on your side.

ArtilleryBattle tacticsCombatTerrain

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