Well, let’s say you have a map. It’ll be something of a “grid” of course. So, your character’s start in some arrangement and your opponents start in some arrangement.
Attacks will have units (Characters/Enemies) run towards the targeted enemy and smack it.
Now, if you’re not worrying about where enemies are, aside from how the attacks get animated (The running to the enemy stage) this should be everything. Attacks will hit some predefined subset (Think like DQ where AoE spells hit the groupings listed in the enemy list), all enemies or a single enemy, regardless of where they are.
However, if you worry about placement, which can be fun, you can add fun stuff like directional AoEs and abilities that change enemy’s positions (Such as Knock Backs).
So, let’s assume we have three players and three enemies. The enemies are in a loose group, say in a row three units apart (The edge enemies will be six units apart). Your characters are arrayed five units apart in a row (So that the edge characters are ten units apart). If your edge characters can hit the edge enemies backwards, it’ll put them in a triangle, and probably knock them so that they’ll be closer than three units from the middle one.
Now, let’s say that the middle character has an AoE that hits in a radius of 2.5 around a target enemy. After that knock back, it’s liable that the AoE hits them. If they don’t, they’re not in range.
Now, let’s say you can get a character to move to where one of the edge enemies were, and the other enemies didn’t move during their turn. Then, if that character has a line AoE, he could hit the other two.
It’s less “Strategy”, because you should make it so that enemies can be defeated without worrying about position. But making it feel special that you managed to get this fantastic AoE combination.
If you need image examples, I’ll try. 