![]() ![]() Rule 4: archers demand static, tightly-packed defensive formations to get the best results. This rule applies to humans as well, but to a lesser extent. It's easy to rush in with Character A to do a little damage now, but you can easily wind up blocking a Varl who's moving next who could be much more useful if they occupied the same square. Rule 3: Be careful how you move Varl around. Combine this with the spearmaster's ability to cause bleed damage with every square travelled to badly maul them. For instance - Dredge slag slingers must move three squares when they take damage. Remember that sometimes your abilities harmfully synergise with enemy traits. Rule 2: look for ability synergies and exploit the fuck out of them. Rule 1: Gang up on the big ones and weaken them first: it's best to leave them on 1 or 2 health and weaken everything else before finishing the fight, but killing a unit with a nasty special move is more valuable than slowing down the enemy turn sequence. Paired with Nid's Bird's eye this becomes pretty devastating. I paired him with a +3 armor break item as well, so he can remove an easy six armor right at the beginning of a fight (more useful at the later part of single player). Just be sure you consider your next few movements so you don't accidentally end up blocking them yourself! Also if you know a unit is going to die, weaken what you think will be the killing blow to reduce the inevitable injured status (remember if you weaken it too much there's a good chance it will deflect).įinally just a battle strategy I use - Once I saw that rook could get up to +3 armor break and stay raged, I realized he should almost always be going first. 4 tiled varles and dredge make excellent blocking tools so you can move up your archers without worry of them getting flanked. ![]() When starting a fight always stack your team on the side with fewer enemies, this reduces early damage and lets you make quick work of the weaker side. I always make sure to keep my units at least 1 square out of reach. Second big tip is positioning, you never want to set yourself up in such a way a full health enemy unit can just walk up to you next turn and swipe you. Sometimes it makes more sense to go in shield first, others times it may make more sense to just rush in and cleave two-three low level units who are in the perfect position. I can't tell you how many times I restarted a single player fight so I could maximize this. TEAM ORDER is really important, going from left to right at the ready up screen defines your order. In every other game you play, finishing off your enemies is essential. It just feels wrong to be leaving all these dredge with 1 strength instead of killing them. This is counter-intuitive, and in my opinion, not very fun. This leads to everyone figuring out that the best way to play the game is to not finish off weak enemies, but just leave them on the field as to give less turns to the other enemies that are still at full hp. But in The Banner Saga, if you kill that enemy, the next turn will be automatically given to another enemy. In every other game, killing an enemy just before their turn is a great strategy, as it essentially robs the other team of a turn. This is the goofiest aspect of the game, for me, since it means killing off a weak enemy just before it's turn to act is detrimental instead of beneficial. The turn system in The Banner Saga is kind of a hybrid of these two: It's like the second system, except there's a hard rule that no team gets to have two acts in succession. Sometimes your team will have 2 or more characters act in succession, sometimes that will happen for the enemy team. There is a turn order list, usually according to some kind of "speed" stat on the characters. In every game in this genre I've ever played, turns are handled one of two ways:Įveryone on team A acts, then everyone on team B, alternating like that.
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