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tldr: Use beastmasters and hunters to spam traps as you head east, killling along the way. Traps should buy you enough time to exit before being overwhelmed.
When there's grinding in tactical games there's also scaling or a time rush. I think Urtuk gave up on the time rush, there's a scaling, but it is relative when it leads to Champions and 2000 damages in day 100.
The design of FFT could not be reproduced in Urtuk, in FFT there's a lot of story combats plus random combats that allow grinding, which allows design a long progression of items unlock, this can't be done in Urtuk with 4 or 5 chapters.
Most open tactical games use a time rush which is an old trick used by all the first classic Roguelikes but also Jagged Alliance 1&2, old and new xcom series, Phoenix Point, Massive Chalice, Battle Brothers, Darkest Dungeon (but a player option allows disable it), many more open Tactical Games.
RPG don't count or true Tactical RPGs that are very special and more tactical games than RPGs. RPGs don't count because no matter the goodness of their combats, open RPG allowing grinding don't bother on many buildings making combats trivial, it's part of the fun. For many RPG players, trivial combats are the reward for their build efficiency, and the fun from the reward is enough, the result of boredom combats is neglectable.
Maybe my DPS is too weak. when I try to move to the west, I'm always entangled with swamp monsters and then the beasts from the east soon catch up with me.
No, Urtuk is not a pure "tactical" game. Instead, Urtuk - like most games of its genre today - blends both tactics and role-play. Battle Brothers, arguably the lead game of its genre and which inspired Urtuk, is likewise such a hybrid. Otherwise you wouldn't have such a dizzying "build" variety - among other departures characteristic of this hybrid genre.
Contrary to your claim, games with role-playing elements commonly assign a strict division of labor - where "one character" does indeed do most of the damage. So your Urtuk and Amos do damage; Guardian and Spearman tank; Priest heals. How is this any different from many RPG/tactics hybrid games?
Just false. You take on late-game Bounty Hunters in Desolation and then tell me if the scaling doesn't encourage you to "rush." Many veterans - including several leading Youtubers - have said that theyskip much of zones 3 and 4 and rush to the final boss precisely to avoid the scaling being too punishing late-game.
It obviously is. For instance, you can have this guy by day 100. (On this particular playthrough, I picked him up on day 127, but only because that was my first playthrough, and I did not understand how to farm him.) He's got 500 damage on the character sheet. You can imagine what he can do with various damage modifiers and multiple attack tools the game gives you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2439220247
You can still get beastmasters if at least 1 survives and you can escape if the beastmasters are not "activated" (i.e. still count as neutral objects)
The last beastmaster is surrounded by a lot of enemies. When I activate him, he will probably be engaged, and be killed soon... The first and middle beastmasters are not that fast, so it is also hard to escape.
You just need to save 1 Beastmaster to recruit one.
Further, you do this mission primarily for the Mutators, not the Beastmaster recruit. Who cares if you can't save any - at worst?
This JA2/BT genre is a tiny minority genre among RPG, it's more a very rare exception like 0.1% of RPG and even less for games since the 80"s. But again, Urtuk doesn't match.
It's a minority subgenre among tactical games released the last 10 years or even since BT EA (2015), you just don't know them.
2015 releases or later, tactical games no way inspired by Battle Brothers or Jagged Alliance 2 nor even with Urtuk approach:
XCOM2
Ultimate Space Commando
Massive Chalice
Darkest Dungeon
The Storm Guard: Darkness is Coming
Super Dungeon Tactics
Templar Battleforce
Vigilantes
Pathway
Battletech
Warhammer 40,000: Mechanicus
Phantom Doctrine
Ash of Gods
Overland
Fell Seal: Arbiter's Mark (sure the building is complex but inspired by FFT, no BT like, and no RPG)
Tactics V: "Obsidian Brigade"
Robothorium
Mutant Year Zero: Road to Eden
The Dark Crystal: Age of Resistance Tactics
Iratus: Lord of the Dead
Fort Triumph
The Dungeon Of Naheulbeuk
Many more.
You'll have a hard time if you try to make a list of Battle Brother's inheritance or even Urtuk like.
Yes not many tactical games allow such a large amount of builds, but it's nothing new starting with Final Fantasy Tactic or even Ogre before, but perhaps some others I don't know or forgot and that are older.
I agree it's singular for a tactical game but it's not making it a RPG.
What? It's not about doing more damages or any role, it's about doing 2K damages and having one unit doing the job of a party of 6 (Champions).
Ok at Adventurer Bounty Hunters aren't significant so I didn't notice the point. Still grind up to have 6 Champions in the first area, this is hinting that the time pressure doesn't work at all, at least not in the first part.
That is what I said; where then exactly is the disagreement? I described Urtuk as a "hybrid" or "blend" of tactics and role-play. It seems like you are stuck on semantics. "Tactical game with RPG [elements]" means tactics and RPG are blended or mixed.
You seem fixated on the 2k damage numbers without knowing what it really means; and I think part of the difficulty at this point with you and the OP is that you are too new to the game and thus lack sufficient information - sufficient information to both tackle game's challenges and to fairly evaluate whether something is over-powered or under-powered. Please understand that I am not trying to be condescending. When people threw around these type of numbers a month ago, I had the same reaction you did.
Okay, first, 2k damage on day 100 is really NOT THAT MUCH. I know it seems obscene on Adventure mode that you currently play, but you will feel differently once you understand all the game mechanics and play Desolation. (And you are right when you complained on another thread that the game lacks documentation about some of the mechanics; but it is a small indie studio, and most peer games suffer a similar lack of documentation.) Just to get an idea: I loaded up a day 150 save of a Desolation game and entered the nearest mission (I didn't have a day 100 save). And guess what? Marshbeast Elites have 5k HP and a boat load of sustains. And there are about 30 enemies total - all concentrated in one area to the extent you cannot separate them piecemeal. In the context of facing that, 2k damage is nothing.
Second, I continue to be baffled by your difficulty in understanding the concept of division of labor. One or two characters doing the majority of damage does not mean "one unit doing the job of a party of 6." No, Amos or my Urtuk cannot tank nor heal - nor stun (which is very useful higher difficulties). Amos and my Urtuk can only do damage. They are extremely good at that; but they cannot do anything else. Why is this difficult to understand or accept? If Amos or my Urtuk can truly "[do] the job of a party of 6," then they would solo. And they cannot solo. So your claim is false.
Please understand that I am a notorious min-maxer, as folks who know me from other forums - such as Battle Brothers' forum - will recognize. You do not need to grind 6 Champions in zone 1 to succeed - even at Desolation. In fact, I only know one other person who does this - though it's not exactly something that I ask veterans about. Perhaps more important, I "shop" terrain - that is, re-load to get the best terrain to grind Champions. Some people think this is "lame" - and I partly agree with them. (For instance, some maps such as Intruders and Catapults can be duo-ed, if you get a map with just two entrances.) So getting 6 Champions in zone 1 requires an abundant amount of "cheese."