The Banner Saga

The Banner Saga

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kebabsoup Jan 4, 2016 @ 4:43pm
Pursue after war? NOPE!
Wow! Don't ever pursue dredges after a battle! These smart and cunning tacticians somehow manage to turn your pursuit into a full fledged ambush! No seriously, the game shouldn't even suggest you are pursuing anything, because the truth is, they are pursuing you! The second phase of these battles (thank god they are optional) is more like jumping blindfolded with broken shields and cardboard swords back into a pile of angry dredges who just witnessed you killing their pals.

Maybe it's just the text that is misleading and it shouldn't be presented as a pursuit. The game should say that the tide of the battle is clearly turning to your advantage, should we press on ourselves or call in fresh reserve troops to finish the job? When you say pursuit, I think like shattered morale and fleeing troops like in an empire war game.
Last edited by kebabsoup; Jan 5, 2016 @ 4:55am
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kebabsoup Jan 4, 2016 @ 4:46pm 
*sigh* sorry about that it was chapter 3 Ridgehorn, no savepoint after go up and down the tower...

On a more constructive note, for pursuits, it would be cool if there was one "free" round in between the 2 fights to let you reposition your troops, conserve your turn advantage momentum. I suppose you should already reposition during pillage mode, but since next wave has not spawned yet, you are only left half prepared.

Anyway, it would be nice if devs made pursuits a viable option in hard mode.
Last edited by kebabsoup; Jan 5, 2016 @ 4:50am
Aleonymous Jan 5, 2016 @ 8:32am 
Yup, second round is very RNG-dependent and might turn out to anything between disaster and glorious victory :) Yes, a free deployment/repositioning round would be good to have.

Not sure how they will handle this in TBS2...
FatalFrosty Jan 5, 2016 @ 10:14am 
If the 2nd fight is too hard, chances are you fought bad in the first.

It is much better to rely on the 2nd fights to acquire some items and reknown, than to spend the reknown on items and have characters with less kills thus less ranks.

The strenght of the fights also seem to depend on how you approach them. If you charge in there is more enemies than if you access formations first.

Be brave, glory awaits.
Last edited by FatalFrosty; Jan 5, 2016 @ 10:22am
kebabsoup Jan 5, 2016 @ 11:10am 
Originally posted by FatalFrosty:
If the 2nd fight is too hard, chances are you fought bad in the first.

Nah i was doing ok 1st fight, it was just a really bad RNG throw, scourges just spawned and obliterated Gunnulf and Mogr who had almost full health but low armor.

I did learn my lesson, you really need to use pillaging mode to regroup in formation and prepare for the second fight. And it's very important with whom you deal the last killing blow because the second fight starts with the next guy in line. Maybe I will also look into stat regen items see if I cannot abuse those to regen armor by skipping turns during pillaging mode.

I do feel that the odds are stacked too much against you in the second fight, it would really be better if you could have a redeployment round, maybe get a armor heal, or have the possibility to swap out few characters for some people in the reserve. Like you say, in Hard mode, those extra renown points are so crucial, yet sometimes they feel so out of reach.
Last edited by kebabsoup; Jan 5, 2016 @ 11:13am
acid_mint Jan 5, 2016 @ 11:14am 
I found the second half of each war fight fairly easy even on hard mode. I didn't beat chapter 3 (got close to the end), but I did every war fight with the pursue option and won each battle fairly easily. This does however require some prior knowledge or reloading your save.

Every single initial battle in war scenarios is pre-determined, down to enemy positioning and turn order. This can be abused to optimize your battle strategy by testing out the battle first then reloading and doing it again.

Some other notes (and these apply to most battles anyways):

- This is the most important point: pay attention to turn order! Hit guys (DO NOT KILL) down to 1-2 str if possible if their turn is about to come up, and leave them alive until just about every enemy is in that condition. The only exception to this is if you can one shot that enemy (usually Hakon and Gunnulf can).

- Expanding the above, keep turn order in mind when positioning your characters. Do not move a character to attack an enemy if several enemies are coming up that can just move to that character and attack them. Force enemies to waste turns moving closer to you as much as possible.

- And finally, last point on positioning. If an enemy is blocking several enemies that are about to move, ESPECIALLY IF THAT ENEMY IS LOW ON STR, do NOT kill it!!!! Killing that enemy would allow another enemy to attack that otherwise would not be able to reach you. In this situation, it is much better to simply move or rest if the only other alternative is to kill that weakened enemy.

- Yrssa is broken OP ♥♥♥♥. Her ability lets you do AOE strength damage that bypasses armor and never misses. It also leaves behind a tile that deal strength damage to anyone that walks on it. I don't know how long you have her in the game, but use her liberally. If you can predict enemy pathing, you can deal several STR damage to them while they're on their way to attack someone, leaving their ability to do damage crippled.

- Hakon is also OP. He can one shot many mobs, and any mobs he can't one shot, he can cripple pretty badly. Enemies that are clustered together are especially good for him to attack because if you do 3 or more str damage (I believe), any adjacent enemies get hit for armor damage, and this chains.

- Use your tanks to.. tank. Let them soak up most of the damage if possible. Enemies tend to waste their time with armor damage on tank characters leaving them open to get slaughtered by Gunnulf and Hakon. If your tank is the first one to die, usually that means you're well on your way to winning.

- If possible, do not let Hakon and Gunnulf get hit, at all. Sacrifice your other characters if you must. I managed to deal with most second waves using those two to mop everything up.

Really the key is using your weak characters as meat shields in the first wave and then mopping up what's left with your good characters on the second wave. It's all about conserving your strength really.
kebabsoup Jan 5, 2016 @ 11:33am 
Originally posted by acid_mint:
I found the second half of each war fight fairly easy even on hard mode. I didn't beat chapter 3 (got close to the end), but I did every war fight with the pursue option and won each battle fairly easily. This does however require some prior knowledge or reloading your save.

Every single initial battle in war scenarios is pre-determined, down to enemy positioning and turn order. This can be abused to optimize your battle strategy by testing out the battle first then reloading and doing it again.

Nice, you touch exactly one point that annoys me about these battles. To perform at max efficiency, you basically need to scout ahead and reload your game. That shouldn't be necessary in a well designed game. If only we could see enemy turn order during deployement, and get redeployement round for 2nd battle, we could adapt our tactics on the fly and it would feel much more rewarding and less like cheating.

Maiming no killing tactic is definitely the only viable way to play the game, I couldn't have reached Chapter 4 without it. The more difficult question is when is the optimal moment to stop maiming and start killing so that I still keep some armor for the second fight?

Thanks for the other tips as well, Yrsa is definitely OP when she' s not burning stuff those 3AB + 3 Exertion shots are shredding those stoneguards armors into woodchips. Using your wounded units as meatshield and bait is definitely something to keep in mind. Best advice ever.

I would just warn against over-upgrading Guunulf or Hakron strength to a point where they are too powerful to maim and not kill. I'm having that issue with Guunulf sometimes, and I really regret it. (Typically some trash mobs that walked into flaming slag first...)

Last edited by kebabsoup; Jan 5, 2016 @ 11:39am
FatalFrosty Jan 5, 2016 @ 11:39am 
Originally posted by kebabsoup:
I do feel that the odds are stacked too much against you in the second fight

Well yeah, but that's kind of is the point. You're pursuing enemies that were already outnumbering you (or were borderline equal) as they regroup and reform. Or, depending how you approached the fight (charge, formation, etc) you engage leftovers. That approach can change weither you face just as much enemies in the 2nd fight as in the 1st one, or less of them.
kebabsoup Jan 5, 2016 @ 11:46am 
Originally posted by FatalFrosty:
Originally posted by kebabsoup:
I do feel that the odds are stacked too much against you in the second fight

Well yeah, but that's kind of is the point. You're pursuing enemies that were already outnumbering you (or were borderline equal) as they regroup and reform. Or, depending how you approached the fight (charge, formation, etc) you engage leftovers. That approach can change weither you face just as much enemies in the 2nd fight as in the 1st one, or less of them.

Mhh. I have to disagree here. Look at the text you get after the first battle. It really sounds like the second fight should be a breeze compared to the first shock.

You take a moment to survey the battlefield. The enemy is being pushed back all the way down the line.

But nope, apparently you didn't survey the battlefield well enough because hulking dredge scourges manage to sneak behind you and take you by surprise.. *Shia Surprise!* :steamfacepalm:

It just makes your characters look like complete tools, not something you would find writen in a Norse Saga.
Last edited by kebabsoup; Jan 5, 2016 @ 11:51am
Aleonymous Jan 5, 2016 @ 11:52am 
With how fragile Gunn and Hak are (and how much you rely on them to clear the board), all it takes is a Dredge-Scourge spawning in-range of them (and acting before them) to ruin your day...

Maybe if the 2nd-wave meanies were spawned off-range of *all* your units, as located at the end of the 1st-wave? This "simply" requires an analysis of the board and turn-order before the enemy spawn-locations are calculated...
kebabsoup Jan 5, 2016 @ 11:58am 
Originally posted by Aleonymous:
Maybe if the 2nd-wave meanies were spawned off-range of *all* your units, as located at the end of the 1st-wave? This "simply" requires an analysis of the board and turn-order before the enemy spawn-locations are calculated...

Mhh I'm really only a newb programmer, but shouldn't it be easier to just save the current stats of your units and call a new instance with new battlefield and start over with redeployment code and apply previous stats?

I really think redeployment is necessary. It is also implied by the fact that you are "pursuing" the enemy. So you have to run a certain distance in his direction. And if you are smart, you would do it in some kind of formation. Currently it really looks more like you are getting ambushed.
Last edited by kebabsoup; Jan 5, 2016 @ 12:02pm
acid_mint Jan 5, 2016 @ 12:29pm 
Originally posted by Aleonymous:
With how fragile Gunn and Hak are (and how much you rely on them to clear the board), all it takes is a Dredge-Scourge spawning in-range of them (and acting before them) to ruin your day...

Maybe if the 2nd-wave meanies were spawned off-range of *all* your units, as located at the end of the 1st-wave? This "simply" requires an analysis of the board and turn-order before the enemy spawn-locations are calculated...

Well you could argue that problem exists for any character on the battlefield. In the pillaging phase of the first battle, you can always reposition your units so that your heavy hitters are protected by your other characters. I believe in the second fight, the enemies generally spawn on the outer portions of the map, so taking that into account, you can reduce the probability of unforeseen setbacks.
acid_mint Jan 5, 2016 @ 12:32pm 
Originally posted by kebabsoup:
Originally posted by acid_mint:
I found the second half of each war fight fairly easy even on hard mode. I didn't beat chapter 3 (got close to the end), but I did every war fight with the pursue option and won each battle fairly easily. This does however require some prior knowledge or reloading your save.

Every single initial battle in war scenarios is pre-determined, down to enemy positioning and turn order. This can be abused to optimize your battle strategy by testing out the battle first then reloading and doing it again.

Nice, you touch exactly one point that annoys me about these battles. To perform at max efficiency, you basically need to scout ahead and reload your game. That shouldn't be necessary in a well designed game. If only we could see enemy turn order during deployement, and get redeployement round for 2nd battle, we could adapt our tactics on the fly and it would feel much more rewarding and less like cheating.

Maiming no killing tactic is definitely the only viable way to play the game, I couldn't have reached Chapter 4 without it. The more difficult question is when is the optimal moment to stop maiming and start killing so that I still keep some armor for the second fight?

Thanks for the other tips as well, Yrsa is definitely OP when she' s not burning stuff those 3AB + 3 Exertion shots are shredding those stoneguards armors into woodchips. Using your wounded units as meatshield and bait is definitely something to keep in mind. Best advice ever.

I would just warn against over-upgrading Guunulf or Hakron strength to a point where they are too powerful to maim and not kill. I'm having that issue with Guunulf sometimes, and I really regret it. (Typically some trash mobs that walked into flaming slag first...)

Generally Hakon or Gunnulf one shotting units because their strength is very high usually won't be a problem I think. So long as nothing else on the battlefield can reach them easily, it should be fine. The enemies tend to be pretty spread out during battles at the beginning.
kebabsoup Jan 5, 2016 @ 12:49pm 
Originally posted by acid_mint:
I believe in the second fight, the enemies generally spawn on the outer portions of the map, so taking that into account, you can reduce the probability of unforeseen setbacks.

Mhh you may have a point here. I usually move toward a corner, but RNGesus sometimes will spawn enemies right next to me. Maybe center is the way to go.

Originally posted by acid_mint:
Generally Hakon or Gunnulf one shotting units because their strength is very high usually won't be a problem I think. So long as nothing else on the battlefield can reach them easily, it should be fine. The enemies tend to be pretty spread out during battles at the beginning.

I would still have prefered to keep my strength at 16, to keep those slingers alive and keep my turn advantage maxed out. Then I didn't finish the game yet, maybe 18 strength will be handy in the future. But from personal experience, no need to get 18 strength before at least chapter 4.

Originally posted by Aleonymous:
Yup, second round is very RNG-dependent and might turn out to anything between disaster and glorious victory :) Yes, a free deployment/repositioning round would be good to have.

Not sure how they will handle this in TBS2...

Haha! Actually, I just watched a let's play, when you escape from Ridgehorn, after the fight to break free, you are given a chance to redeploy new troops before second fight. Of course I missed that during my playthrough, I ran like a coward too afraid that some of my characters would get killed outside from combat. So the mecanics are already there. It's just a pity it wasn't applied to all the war fights. (EDIT: ah nvm looking better into it, all units are healed, it's like a separate fight.)
Last edited by kebabsoup; Jan 5, 2016 @ 12:58pm
Aleonymous Jan 5, 2016 @ 1:57pm 
Originally posted by kebabsoup:
Mhh I'm really only a newb programmer, but shouldn't it be easier to just save the current stats of your units and call a new instance with new battlefield and start over with redeployment code and apply previous stats?

I really think redeployment is necessary. It is also implied by the fact that you are "pursuing" the enemy. So you have to run a certain distance in his direction. And if you are smart, you would do it in some kind of formation. Currently it really looks more like you are getting ambushed.

Yes, re-deployment would definitely be the easiest way to go. Maybe you should also be given a more advantageous deployment-zone, compared to the first fight, given that you beat them in the first wave. Finally, there's the question if your units should stay at their current (reduced) stats, or full healed back to full-stats...
kebabsoup Jan 5, 2016 @ 3:42pm 
Originally posted by Aleonymous:
Yes, re-deployment would definitely be the easiest way to go. Maybe you should also be given a more advantageous deployment-zone, compared to the first fight, given that you beat them in the first wave. Finally, there's the question if your units should stay at their current (reduced) stats, or full healed back to full-stats...

I don't think you would have time to re-equip and heal between the two fights. It would also make it too easy maybe. One could imagine swapping out 1 or 2 heavily wounded for some fresh reserve troops. In a tactical context, it would also make sense to keep and use reserve troops. Like during napoleonic wars, both sides were keeping fresh cavalry just to charge into fleeing troops and pursue them to make sure they never regroup.
Last edited by kebabsoup; Jan 5, 2016 @ 3:47pm
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Date Posted: Jan 4, 2016 @ 4:43pm
Posts: 17