ChaosFlux91 Aug 5, 2013 @ 5:59pm
Combat-related help (unit combinations strategy)
I just finished beating a group of guys in a mine near the beginning of the Hispaniola game, their leader was a Sergeant.

I have a hunter leveled up to the 3rd level, and leveled up a doctor to the 2nd level.

I read about the stun+point blank soldier/hunter combo and will start working on that.

I feel that my fighting group could be more efficient, I use:
Level 3 hunter
Level 2 doctor

Two level 1 scouts

Two level 1 soldiers

I think I'm trying to be too "all-around" and need to specialize my party for the particular battle objective they are facing.

I'm playing on the easiest difficulty while I learn the game, 1 doctor doesn't seem enough, in the mine fight I had to gang up on the enemy because 1 on 1 my people would have been killed.

Should I be using two doctors? And maybe I focused too much on leveling one hunter?
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I'm gaming Aug 5, 2013 @ 8:57pm 
You will fight with 8 powerful enemies or 10+ enemies as game progress to the ending. Doctors useful at defensive battle with many enemies, but 2 or more soldiers will be needed to defend your hunters and maintain front line with barricades.
[MDN] Keymar Aug 5, 2013 @ 10:42pm 
Hold the line with 2 or 3 soldiers
1 scout for best attack with feint, evasive movement
1 doctor to only heal
1 hunter with upgrade and high level (i dont think they are very useful, except when u recruit a native one...)
nanaki Aug 6, 2013 @ 12:41am 
I use 1doctor 2scouts 2 hunters and 1 soldier. Works well in almost all situations.
Though you need to upgrade your troops WAY more. Recruit soldiers/scouts will die like flies vs veteran or higher enemies
illuminazero Aug 6, 2013 @ 2:23am 
You don't need a static team, as you mentioned I will frequently change my team based on the objectives as well. You will have more than enough experience to have a team of level 3s.

I've never needed more than 1 doctor. 2 Doctors hurts your damage output too much IMO, which would paradoxically cause you to take more damage. Although if you have an extremely strong defensive position, 2 soldiers/2 doctors/2 hunters would probably work very well... I just love scout's "Feint" move for instant flanking shenanigans.

If your doctor is getting killed you need to work on positioning more.

I generally alternate between: 2 Hunters/ 1 Scout and 1 Hunters/2 Scouts.
With 2 Soldiers + 1 Doctor being more or less consistent.

Originally posted by ChaosFlux91:
I'm playing on the easiest difficulty while I learn the game, 1 doctor doesn't seem enough, in the mine fight I had to gang up on the enemy because 1 on 1 my people would have been killed.
You should ALWAYS be ganging up. Every enemy killed is one less enemy attacking your team. This is likely the real reason you feel one doctor isn't sufficient.
Last edited by illuminazero; Aug 6, 2013 @ 2:32am
Fugitive Unknown Aug 6, 2013 @ 2:42am 
I might be screwed when I get to the second island, but playing with all (6 + Isabella ) soldiers worked pretty well so far.

I had two hunters for food and doctors in case someone got injured (and to tinker) but generally I use straight up sword and board soldiers with block and the hardened veteran promotion.

50% damage reduction, 25% block, +5 defence upgrade, and plentiful stuns.

I only ever used the doctor in the fights where isabella got kidnapped and the one where she ran off to save whatshisface from the rebels. I've got enough spare XP to give a level or to to my hunters/doctors ocasionally.
nanaki Aug 6, 2013 @ 3:01am 
Originally posted by RPG_NET Fugitive Unknown:
I might be screwed when I get to the second island, but playing with all (6 + Isabella ) soldiers worked pretty well so far.

I had two hunters for food and doctors in case someone got injured (and to tinker) but generally I use straight up sword and board soldiers with block and the hardened veteran promotion.

50% damage reduction, 25% block, +5 defence upgrade, and plentiful stuns.

I only ever used the doctor in the fights where isabella got kidnapped and the one where she ran off to save whatshisface from the rebels. I've got enough spare XP to give a level or to to my hunters/doctors ocasionally.

while this will work in open fights where you get attacked but it will not work vs defensive ennemies with traps or in fights where you have to reach an escape zone/pevent the enemy from reaching one.

Also what 50% dmg reduction are you talking about? there is no such passive, only a passive that reduces the chance for enemy critical hit. Unless you mean the active ability that only lasts 1 turn and costs your unit a turn
Nova  [developer] Aug 6, 2013 @ 3:40am 
Block is a 25% chance of success and a 25% damage reduction.
ChaosFlux91 Aug 6, 2013 @ 10:58am 
Nice advice so far.

Okay so I have 3 injured units due to a slave rebellion event and one scholar critically poisoned, worse the the sole doctor I had I let go on a short adventure or something so he is not in the party presently.

Which means only the Capitan is available to treat wounds. Letting the doctor go was a huge mistake, and now it looks like I'll have to choose who will live and who will die because of their illness/injuries right?
Fugitive Unknown Aug 6, 2013 @ 11:11am 
Originally posted by nanaki:
Also what 50% dmg reduction are you talking about? there is no such passive, only a passive that reduces the chance for enemy critical hit. Unless you mean the active ability that only lasts 1 turn and costs your unit a turn

Armor.

Its what, 25% to start, and 5% per level + 20 for max equiptment? Its meh to start, but a veteran is running around with 55% mitigation fully kitted. Lt's have 65%(!!!)

Block raises that to %70, basically meaning that you take 1/6th less damage from melee attacks (30% damage instead of 35%).

I'd say polearms are a better choice than shields though if you go this route, since shields don't raise your defense, they just give you a 25% chance of blocking 25% of the damage after mitigation.

Anyway, I've already got a crapton of equiptment, and I'm not even done all the sub quests and exploring in Hispanola. By the time I'm 1/3rd through Mexico I expect all my soldiers to have the heaviest armor in the game and fully upgraded weapons.

I had one of those escape zone missions. I just killed them all. I will admit, I got totally screwed the first time I ran that mining pit mission and didn't ambush them (lost that encounter hard). That was before I really had a lot of upgrades though.

I do have two hunters and two doctors though, so if I'm forced into a really screwed up encounter where I can't even use traps, I've got a hope in hell (I'll have to upgrade them though).
Last edited by Fugitive Unknown; Aug 7, 2013 @ 5:12pm
Jonas  [developer] Aug 6, 2013 @ 3:21pm 
Originally posted by ChaosFlux91:
Which means only the Capitan is available to treat wounds. Letting the doctor go was a huge mistake, and now it looks like I'll have to choose who will live and who will die because of their illness/injuries right?
Precisely. Pay close attention to the deterioration risk of each follower - it might pay off to gamble on a follower with low deterioration risk not getting worse while you focus on treating somebody else. Remember: when you treat somebody, they will ALWAYS get better. If you don't treat them, they MAY get worse. If you have enough medicine, you may be able to juggle characters for a while based on their deterioration risk until you can start to get them back on their feet.
Last edited by Jonas; Aug 6, 2013 @ 3:22pm
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Date Posted: Aug 5, 2013 @ 5:59pm
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