To the Group:<br/><br/>Tactical Analysis incoming.  Please wait warmly while the Tactician generates the stratagems.<br/><br/>Tactical Analysis<br/>Okay, from where I stand, I see the main party having two major options.  To note, these analyses revolve around Maribelle and her ability to grant two party members an extra turn.  For the record, those currently in range of Maribelle’s ability are: Nanami, Miranda, Edmund, Alice.  (Sorry, Claire, you’re 3 spaces.)<br/><br/>Option 1: If Maribelle dances for Nanami and Miranda, they can use their reach weapons to attack the three enemies distant to them.  Between the two of them, assuming their attacks hit, they can take out the Mercenary diagonal to both of them (Nanami should be the one to do this, since she can double him and take him out with one shot), take out the Fighter closest to Miranda (she’ll need to use both turns to do so), and reduce the Fighter two squares left of Nanami to 1 HP, meaning if he moves in for an attack, Nanami’s counter will finish him.<br/><br/>On the other side, Alice and Claire will doubleteam one of the Mercenaries, reducing him to 0.  Edmund could then move into the open spot and allow for further retreat, or Edmund could hit the Mage or the remaining Mercenary, however the Mage would deal more damage to Edmund than vice-versa, so the Mercenary, with his 0 Resistance, would be the better target.  This course of action would neutralize a fourth of the enemy reinforcement group, reduce one more to near-death, bring another town to less than half, and allow for a sustainable defense against the enemy - with the exception of the mages, but if they move into combat range, then Miranda and Nanami can counter them, and then neutralize them with one attack the following turn (that AS 6 is a pain in the butt – only Gideon and Valerie can double them).<br/><br/>Option 2: This course of action assumes that Maribelle dances for Miranda and Alice.  Alice can attack one of the Mercenaries, and then she and Claire can double-team the one that she didn’t attack.  Edmund can then move into the square that the fallen Mercenary occupied, and then use his action to fell him.  This will (save for the Mage and the Vandal) clear out the other side of the map, allowing for a more effective defense in the corridor, since they won’t need to worry about being attacked on both sides.<br/><br/>On the flip side, Nanami can take out the Mercenary diagonal to her, and Miranda will use her double action to take out the Fighter diagonal to her.<br/><br/>As for Gideon, Valerie, and Bricen…we’ll take out the Fighter next to us (Gideon will move into position and double him with his Bow, and then Valerie can deliver the final strike), and then we’ll all race over to your position to try and help out.<br/><br/>Also, Sabre, I think you forgot Valerie’s Weapon Preference Personal Skill – she has +2 Damage whenever she uses a Slashing sword, like the Iron Sword.<br/><br/>It doesn’t change anything now (she still takes out the Mercenary in 2 hits, and he gets a counter), but you might want to file that away for future reference…<br/><br/>PS.  I do believe some of these things have already been discussed in this thread.  I'm just providing a singular, comprehensive overview of an entire turn, potentially.