A well-known Chess phrase says:
In the opening a master should play like a book, in the mid-game he should play like a magician, in the ending he should play like a machine - Rudolph Spielman.
This sentence contains three basic principles that every strategist in this sport must obey if he wants to stand up to his opponent. Now, turn-based tactical RPGs are very different from Chess. They have their own peculiarities, rules and tropes that must be learned in each title. However, the combat structure of every tactical game is similar as a whole, as it puts the player in front of a challenging AI and rules system that requires from us high doses of concentration, patience and iron pulse.
In this post, we are going to learn more about the combat structure that, as a general rule, exists in all turn-based tactical strategy video games, whether they are RPGs or not. I will try to offer a detailed explanation of the different phases of combat, and how we must adapt our tactics according to the development of the game.And it is true that, although each SRPG has its own rules and interprets tactical combat in its own way, the explanations that you can read below can be extrapolated, in general, to the vast majority of titles of the style.
For example, there are tactical video games that present an approach to combat more focused on melee -this is the case of Lost Eidolons-, and others at a distance -Xcom-. On the other hand, there are those that allow us to manage a few units and others, on the contrary, put us at the controls of a small army.
I hope that this manual will help you in your games and will allow you to know better the structure of combat. And if you have not yet decided to play a tactical RPG, I hope this text will allow you to take the leap and enjoy one of the most fun, intelligent and motivating video game genres.
Now, here we go!
DEPLOYMENT PHASE
This is a pre-combat preparation phase that not all SRPGs include, but in those that do we must keep in mind two important things.
The deployment phase is a moment prior to combat where we are allowed to take a first look at the battlefield, manage the first positions of our units and make sure that they are well equipped.
- Observe the deployment of enemy units, their equipment and their formation. This will allow us to place our units with head to occupy the first positions of advantage.
- This is the time to make sure that our units are properly equipped for battle. Here we will review the equipment - weapons, armor, spells... - and, depending on the enemy units, we will make changes in our starting equipment. That is to say, if we observe that the enemy uses many cavalry units, perhaps we should substitute some units for others more effective for this combat, if the rules of the game allow us to do so. An oversight here can cost us dearly at some later point in the combat.
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| In Lost Eidolons, for example, it is essential to build a starting grid consistent with the enemy units. |
By the way, another thing: the position of our units is VITAL. And when I say vital I mean that it is absolutely determinant to develop the game. Later we will talk about the importance of the "positional advantage", but for now let me tell you just one thing: take your time to observe the map, don't be in a hurry. Study the terrain orography, as some SRPGs like Divinity Original Sin offer a tactical advantage due to the height difference. Pay attention to blind spots - like the fog of war in Xcom or Phoenix Point -, corridors, open areas... in general, to the whole layout of the map. THIS is the time to design your long term strategy, after that it will be too late.
INITIAL PHASE
Chess players would call it an "opening".Hold it right there. Your game has no preparation phase? Well, this is the time to take all of the above into account. Study the map and remember that position is vital.
Now the game begins. There is an unwritten rule shared by many developers: in general, enemies should be no less than three turns away from our units. There are two reasons for this. First, it gives us enough time to deploy our units and oxygenates the first two or three turns. And second, because, due to that space, we can develop the first movements assuming advantageous positions.
As the combat has not yet started, it is important to deploy the units in a coherent and balanced formation. For example, when advancing the battle line, be sure not to break formation excessively. The layout of the map and the location of objectives play a key role in deciding whether to split the team or advance as a whole. The strength of our army can easily be diluted if we split it up. So how do we know whether or not splitting the group is a good idea?
Pay attention to two points:
- The maximum objective of the initial phase is to secure the first positions; this will make us able to resist the first enemy onslaughts successfully.The initial phase stands out because we have maneuverability. Then we will not have much time to recompose the front if we are overcome.
- Every action in a tactical RPG is paid for with a valuable resource: time; that is, the turns that elapse. Unifying a solid combat line can be impossible if we have divided the team unnecessarily.
In summary: the initial phase stands out because we still have room for maneuver. Our first tactics must be designed to occupy the first advantageous positions.
And when does the initial phase end and the mid-game begin? The initial phase begins with your first moves. As mentioned, in about three turns we should already have direct contact with the enemy units, and it is at that moment, when we enter into direct combat, that the next phase begins.
The first phase is the shortest of all, but it is very important. Remember: study the map, make sure your units are properly equipped and start occupying the first important squares. Do not close in behind, because when the enemy advances your units you will find an invisible wall behind you and the opponent in front of you. Do not advance your units in a mad rush; remember that haste is not a good advisor, and you do not want to see your first units unprotected against an enemy that you had not seen before.In the next "Combat Structure" entry I will talk about the mid-game, the most difficult and longest phase.
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