Battle Strategy

## Battle

The **battles** are a staple of Occidental Heroes, and can decide the fate of your run. During a battle, you fight against against one of the groups of enemies, either because you encountered them in the wild, in a quest, or in the Fight Pits. You appear on a battlefield consisting of 56 (7\*8) tiles with random obstacles, your party spawning in the bottom-left corner and the enemies at the opposite. The movements order is randomly decided, and you move your characters one by one until one side or the other died (usually the enemies die, but some battles may have a different outcome, they are all listed here). Finally, each character has a different class which influences their gameplay, and you should consider that there is a finite number of characters in the game (15, or 16 with Expanded Edition). If too many die, you won't have any left to complete your team.

## Damage calculation

*Please note that everything in this section is theoretical as we don't have access to the game code, and for the use of advanced players. You don't need to know this to play the game normally.*

When any character attacks, they have a damage () range from which the amount of raw damage is randomly picked. For enemies, this range varies depending on your character's level: as you are advancing in the game, enemies hit harder and harder. For your characters, everything is at the bottom. Once a raw damage amount is picked, it is reduced by the defence () of the attacked. Defence and HP () of different enemies can be found on the enemies page. Finally, the remaining damages are applied and removed from the HP bar of the attacked. When it reaches 0 or less, they die.

### Critical hits

It is unsure whether critical hits () are determined before or after the determination of raw damage, but they have a small chance of happening (around 5-10%) for each attack. This chance can be doubled when archers fire from behind a friendly or when fencers use a sweep attack, and tripled when they lunge. Enemies can also deal critical hits, but their chances to do so are unknown (but maybe not as much as playable characters).

### Deterministic violence

At the beginning of a new run, you can choose the trait DV. It will remove every bit of randomness in damage calculation, preventing critical hits and reducing the damage range to only one possible raw damage, for all characters.

## Meta-Tactics

There will never be a perfect solution to every combat scenario, as each players team looks different. Characters classes, level, and equipment varies given where you are in your run. So, here are some simple things to keep in mind that can be applied to every combat encounter.

### Chokepoint Combat

Chokepoints are pretty simple concepts. In certain areas, usually forests or hills, the generation of objects on the map can result in there only being one path to your characters. Simply station your characters so they are all in position to attack the exit of the chokepoint, preferably without putting them in the line of fire from the other side. Obviously the "wait" mechanic will be critical in this scenario (Once a characters goal is achieved, they will reach the peace of mind required to neither attack or move in battle). This is one of the easiest methods to pull off flawless victories, due to three attacks almost always killing the enemy you're fighting, and the chokepoint not allowing more than one person through

### Non-Chokepoint Combat

The main thing to understand is that the combat in Occidental Heroes is almost always in favor of the enemy, number-wise. To succeed in any given situation, you must split the enemy into manageable chunks. Depicted on the right is a battle with no chokepoints, only a few stray objects. The most valuable formation you will find in a situation such as this is the Covered Triangle. By using an object as cover, the most exposed characters (Fencer and MAA in this image) are protected from ranged attacks from the top right, which is where the enemy is most dense. The archer positioned in the back has free sight in both directions, almost as if through two chokepoints. This works best against enemies without lunge attacks, but with a little sidestepping and smart movement, Flawless victories are easily obtainable even against Yagight or Deserters.

Forests, Hills, and any terrain with obstacles are the easiest to battle on. Be careful traveling on grasslands or farms, as those tend to have zero cover. Much more dodging is required in these scenarios, and the value of fencers shine quite a bit more, with their ground covering attacks.

Remember, you are almost always outnumbered. Fighting offensively may be necessary to chase down archers, but against a fully armed team of enemies, it will always be better to fight defensively.

\*Temporary: The new classes, Grenadier and Beastmaster, change combat in quite a few ways. So far, there are only one of each. Professor Irumea Risa, the grenadier, allows you to lock down large swaths of the field with her fire and smoke bombs. Due to the nature of her attacks, the aforementioned tactics are rendered slightly more flexible. The smoke acts as a sort of cover, and the enemy's AI tends to funnel them around it. Use her attacks with caution, though, as she is the only character who can hurt other heroes.

## Three Person Fighting Styles

There are a few different party builds that might appeal to different players.

* The basic: one man-at-arms, one fencer, and one archer
	+ This is pretty simple, and has some good synergies. The basic premise is that the MAA (man-at-arms) protects the archer while the fencer takes down isolated enemies with its high damage attacks. In practice, it can be effective at any level, though if executed poorly can end with many dead fencers, and a very low resolve man at arms. As a reminder, it is impossible to obtain 100% if any of your characters die.

* Fencer army, two versions
	+ 3 Fencers. This isn't really brilliant, but early game it works fine, since it's just a swarm of very mobile fighters. Later game it will be harder to play like this, since there are always a lot of enemies on the other side, and leads to the squishy fencers being absolutely destroyed by arrows and spears.
	+ 2 fencers, 1 archer. This works well early game and late game. Basically, use the fencers to position enemies where a follow up attack by an archer will take them down, keeping in mind not to leave the fencer themselves in peril. Again, squishy fencers, but it works better than 3 fencers.

* MAAD strategy, or the Man-At-Arms Defensive strategy
	+ 3 Men at Arms
		- It's a good strategy. Enemies don't even stand a chance, there's simply too much HP in play. However, there is a risk of losing a lot of resolve quite fast, and in the end archers are simply too useful.
		- Additionally, equipping each MAA with the highest level of equipment (Keening Steel Armor & Keening Steel Shield) is quite difficult, as each piece requires a quest in Hettering
	+ 2 Men at Arms, 1 Archer
		- This, along with any of the strategies combining one archer with two of the other classes, is one of the most versatile strategies. Compared to those others, this one prioritizes maintaining resolve and keeping your archer safe. It works quite well with several of the meta-tactics

* Bunch of cowards (3 archers)
	+ This is self explanatory. Just hope for the best that a map has a bottleneck / chokepoint that your archers can pick enemies off at. Make sure not to get your archers surrounded, or have no escape, as this ends in your archers not being able to shoot. This, though, can be solved by equipping one or two of the archers with a spear obtained either from Vorascombana by earning their trust or from completing the **Dangerous Game** quest

## Four Person Fighting Styles

If at the beginning of the game you select the Safety in Numbers trait, you gain the ability to have four members in your party after the game starts. This lets you use some more interesting tactics at the cost of gaining experience much slower.

* The archer shield, there are a few ways of doing this. Either entirely men at arms, entirely fencers or one of each
	+ Two men at arms plus two archers, it allows you to either give half of the enemies to whatever half of the party you choose (not advised if you have low leveled archers) or to line the men at arms ahead of your archers and form a line. This strategy is okay for the beginning of the game but becomes harder in the later game. It’s best to split your troops when there are almost entirely mobile enemies like fencers and archers so that you can kill them more effectively or faster. However, it’s better to stick together when dealing with other men at arms so that they don’t separate and overwhelm your archers.
	+ One man at arms and one fencer is a much better and much stronger strategy. It allows for the versatility of the fencer whose faster movement can allow for new ways of defending and attacking. It can allow for moves that could potentially stop archers from dying and it makes it easier to undo a misclick.
	+ Two fencers and two archers is a terrible idea, you first off have to give both fencers at least a steel cuirass otherwise everyone dies. Even still, you no longer have a unit that can sponge damage so the game becomes harder on its own.

* The… four musketeers?
	+ The use of four fencers. It basically turns the game into a “how fast can I die” simulator, as, on the contrary of the 3 fencers tactic, it doesn't allow to gain levels fast. No defense, no advantageous tactics, your troops are spread across the field and die because theres no way to get to them in time. The only time this is useful is if you huddle them all together on a forest map and swap them out for whoever has the least health.

* A large amount of MAA
	+ Same problems as using only fencers. Expect death in a 6 person fight.

* The balanced team, with either one man at arms, two fencers and an archer or two men at arms, a fencer and an archer
	+ Having two fencers makes it easier to support each member of the team however it’s important to remember to hold them back. If you let them run ahead of the group, they become separated and can easily die. The best way they work is together. Keep the man at arms in the front and give him the best armor so that no one loses morale. Keep the fencers on either side and an archer behind one of them so they can expand out and surround an enemy or quickly support the man at arms
	+ Having two men at arms can be more difficult to manage since it makes fighting much slower and fighting archers and fencers that much more deadly. Sticking to one side of the map but leaving enough room to flank is advised. This allows you to defend yourself without worrying about being surrounded. It’s important to leave that room to flank in case the group gets stuck or someone is close to dying. The additional man at arms does allow for more protection of the fencer and archer though.
* Bunch of cowards 2.0
	+ Similar to a 3 man setup, but with the addition of another. Just pray that you find a bottleneck to snipe enemies away from.

The best character combo for a 4 man strategy an editor have found is: choose, at the beginning, A lord's second son as your founder, Jeri Wind-Sense (a civilized native), Dr. Kirran Laviotti (a wandering naturalist), and for the additional party member that you'll recruit later, Simi the boxman (an unscrupulous war profiteer). But if you don't fiend him, Ryke or others like him work too... Why? A lord's second son (Vissnir du Cireon): you need him for he is the strongest character having the highest HP from all the heroes. Jeri the Wind-Sense: You need him to be able to skip fights with the natives (they are arguably the most dangerous enemies because of their high numbers and their ability to hit you from the distance with pretty much any character. Dr. Kirran Laviotti: You need him because he doesn't need supplies and you can negate the negative effects of the storms (losing some ). Simi the boxman: You need him because he is able to earn you more money from quests like the smuggling operation. Ryke is also very good for it allows you to skip fights with the deserters. Try completing the mission of the additional party member (Simi or Ryke, etc) and after you complete the mission, try to earn enough money so he can retire, and after you are lvl 10-11 get him out of the team and hire another hero in his place, do the same with the other one. You should be strong enough after this to be able to defeat any enemies with just 3 of your party members (the oldest ones)(why should you be able to defeat anyone with just 3 members? Because when you are that late in game enemies are very strong and so, at some point you will have to hire squishy heroes like fencers and they can easily be killed, so it's better to have them on the side until you are certain that they can't die (or until you can retire them and hire someone else)).

## Things To Keep In Mind

* If possible, avoid taking to much damage, as this causes a loss in resolve.
* Flawless and Epic victories both restore resolve, and can both be a game saver if achieved.
* Generally, the setup shown in the image works best when your characters have unlocked their 'wait' ability (which mean the achieved their goal, except for Benay Brassi, who unlocks it at the beginning), as it allows them to constantly stay in the correct position.
* If you are quite confident with battles at the beginning of the game, then you could try the trait Higher stakes, which prevents your party members to survive after losing all their  in a fight but gives you a useful experience boost.