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They're pretty okay at normal/hard difficulty at the recommended level, but otherwise they can indeed give your squishier characters a very bad day, and there's not much of a counter (except "make your characters less squishy." I.e. the teamwork talent that gives damage reduction based on adjacent allies can help with such starting line ambushes, as long as you put your wizard in the middle. Bishops are a lot less squishy than (high) mages.)
The spiders are annoying more than dangerous. There are good counters to them (priests can make your whole party immune) but you might not have those available at recommended levels.
What I ended up doing in my last playthrough was rush my fastest character at them and activate Heroic Dodge. Queue every web missing him. Then the rest of the team (who had delayed their turn) comes in and kills them all. Feels a bit cheap, but very effective.
For my money the really annoying enemies are those rabbit folks at higher difficulties. Poison + stealth + very accurate snipers, and especially the elite elders with lightning spells. Haven't lost a character to them yet, but they did force a death-roll or two by moving ahead and lightning-bolting a squishy character before I could do anything.
Oh, and that wolf I met with 210 dodge, but that turned out to be a bug. :-)
A wolf that turned out to be a bug? What is this sorcery!?
The bug was the 210 dodge. Elite stat bonuses were accidentally doubled for a day or so, which led to some VERY annoying enemies.
Nice one :-D !
Back to the topic, I'd say my worst ones are :
- Low level Elite (alpha) wolves, although nerfed since EA (high dodge, high crit, and sometimes iron skin and/or magically void... hard for a low lvl party)
- Maniacs at lvl 12+ (with dagger mastery, they can use move + TP + hit in 1 turn, effectively moving 8 tiles before hitting... and very often critting...)
- Lightning elementals, although nerfed since EA (high ini, high mobility, although their dmg was nerfed)
- Dryads & treants
- 2-turns Invisible Lephoz
- Ashenland general (turtles / phoenixes mostly)
I stopped playing this game when a battle started, boar ended up going first and charge stunlocking my fighter, who died in the second round. All the other characters then also died. 5 chars, lvl 2,3,3,3,4 vs 5 boars and 1 wolf.
This game is exactly what I would like but I stopped playing and am probably going to uninstall.
I hate earth elemental the most. They hit above their difficulty class, won't die easily without magic and are ranged. Really I think they just hit a bit too hard.
You can just make sure boars can never line up. You can also avoid the encounter all together in exploration map.
Reduce difficulty is a good way to go.
But ofc uninstall is also an option
^This.
TBF, I kinda see boars like rooks in chess (albeit with limited range). Positionning is key vs them (get obstacles in the way, etc...)
People need to quit opening their mouth when they have nothing to say.
The truth is, in the very early game, a couple of bad rolls can indeed make a fight harder than it is supposed to be. But usually, you can avert disaster.
Even if the boars go first, no more than one should be hitting each of your front liners. One hit should be survivable. Even if the tank gets stunned, priests get "Cleanse Mind" as their starting ability. It will remove the stun, and allow the tank to chug a potion of healing, instead of wasting the turn.
Now, rolls can conspire to make the fighter go first, and thus lose the turn, before the priest can act. Then you may be tempted to cast heal on the fighter, instead of casting a "Cleanse Mind". No, use a potion of healing AND "Cleanse mind". This way you will be still within 4 APs, and the fighter will be somewhat protected against a stun on the next turn.
To prevent rolls mattering so much, you may want to use whatever rings you get in the early game to increase your healer's initiative, and your tank's hit points and dodge. Try to make sure that whoever is in line for a boar charge has high hit points, either high dodge or an active block up, and preferably both damage barrier and an anti-stun buff. Both are buffs that can be obtained at level 1 or 2.
But yes, sometimes the rolls will turn against you. Cut your losses and flee when you see that you'll be losing adventurers with exceptional potential. Also remember, it is OK to avoid fights in the early game, pick quests that can be solved while avoiding the enemies, rest a lot to be in top shape when starting a hard fight, and finally flee.
Adventurers die. When one dies, more are likely to follow. Cut and run!
I usually opt out of fights with these elementals