In many ways the games huge first chapter is one of the most difficult, with spells in short supply/limited equipment and parties facing large groups of enemies it can be a struggle. Thefore I was wondering what tactics people use to ensure their parties survival.
I know a lot of people discount druids (especially unmodded) but at lower levels I've found them to be much more useful than sorcerers.
My druid almost single handedly defeated Torak's orc armies in Chapter 1 with a combination of Entangle/Rainstorm later adding Spike Growth + Call Lightning (if outside)
Other honourable mentions go to Faerie Fire, Sunscorch, Barkskin, Beast Claw Call Lightning & Storm Shell
Anyone other comments or suggestions?
First chapter tactics (normal mode)
- Raven_Song
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- krunchyfrogg
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As for Torak's armies, I do a lot of range fighting, and I use the sleep spell. I send one guy out front to attract the runners, who place the fire kegs. Then he backs off to destroy the keg, with his bow. I sneak this guy up to destroy any already placed kegs.
At the dam I make good use of the sleep spell, to fight enemies only a few at a time.
At the bridge fight, I run everybody to the far end of the bridge, not stopping for anything. My diviner then puts one of the two ogres who are chopping on the bridge to "sleep," while everyone else attacks the other chopping ogre. After the first ogre is dispatched, they attack the "sleeping" ogre. This saves the bridge, and only then does anyone fight anybody else.
Outside the goblin fortress, I do a lot of powergaming with the respawning worg riders, to level up. But I'm not sure if this is still in chapter 1.
At the dam I make good use of the sleep spell, to fight enemies only a few at a time.
At the bridge fight, I run everybody to the far end of the bridge, not stopping for anything. My diviner then puts one of the two ogres who are chopping on the bridge to "sleep," while everyone else attacks the other chopping ogre. After the first ogre is dispatched, they attack the "sleeping" ogre. This saves the bridge, and only then does anyone fight anybody else.
Outside the goblin fortress, I do a lot of powergaming with the respawning worg riders, to level up. But I'm not sure if this is still in chapter 1.
"They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety." Ben Franklin
- Raven_Song
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Which do you find work best, I'm always really disappointed by bowsMissile weapons work wonders.
Sleeps great at early levels especially for dealing with enemy archersAs for Torak's armies, I do a lot of range fighting, and I use the sleep spell.
It is Chapter 2 doesn't begin until you leave Targos with OswaldOutside the goblin fortress, I do a lot of powergaming with the respawning worg riders, to level up. But I'm not sure if this is still in chapter 1.
- Elminister
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Throw a couple of flaming oil flasks at the orcs then use your range weapons to take out the remaining orcs. They won't stand a chance. Just make sure you take out any shamans first as they can be a pain in the ass when they get started. Throw the flaming oil flasks when they are unaware(Hide in shadows).
I make full use of my rogue and ranger for they can hide in shadows. I use them to sneak up on an important character to assassinate him/her.
I make full use of my rogue and ranger for they can hide in shadows. I use them to sneak up on an important character to assassinate him/her.
Focused fire is your friend. Almost dead enemies are just as dangerous as healthy enemies. If everyone focuses fire on one target he drops before he can hurt you, if you disperse your fire you'll have 6 angry half dead monsters that do full damage. AE attacks like flaming oil and Sleep spells are great, the more enemies in the area of effect the better. You should shun melee combat; you don't have enough health to sustain it and lack healing powers to keep going.
- silverdragon72
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.
...always played the undead mod in the first chapter...-...that increases the difficulty of the 2 hardest battles (palisade & Torak) by far - so the tactics may differ a bit to the unmodded game...
...the best tactic at the palisade battle is a "covered operation":
- let the rogue with evasion & the best reflex save sneak on caballus (or was it sullabac? ) if this rogue is quite fast and / or better can cast MMI or MI you have a 100% success chance
- melee attack caballus and he will throw at least with his 2nd spell a fireball at you and this will normally end in a mass suicide!
- with MMI or MI the fireball will just hit your image with evasion and maxed reflex save you have a very good chance to take no damage!
- if to many enemies survive run back to the rest of your party
- btw. you can enter the building with the healer at each point of the palisade battle and get unlimited free heal all!
against Torak the Pal 2 - Sorc X is just great (as in most critical battles in the early game):
with solid HPs, several MI and excellent saves you can just send him in the enemy crowd and then backstab and flank the enemies with the rogues you have - (2d6 extra sneak damage each turn (means each attack in the early game until L5 or L6) is quite deadly in chapter 1 & 2!
...the bridge shouldn't be a problem, as you should have already a powerfull party at this point of the game - just take the time in the 1st 2 or 3 rounds after entering the map to cast all available buffs on your party - instead of running directly into the battle!
.
...always played the undead mod in the first chapter...-...that increases the difficulty of the 2 hardest battles (palisade & Torak) by far - so the tactics may differ a bit to the unmodded game...
...the best tactic at the palisade battle is a "covered operation":
- let the rogue with evasion & the best reflex save sneak on caballus (or was it sullabac? ) if this rogue is quite fast and / or better can cast MMI or MI you have a 100% success chance
- melee attack caballus and he will throw at least with his 2nd spell a fireball at you and this will normally end in a mass suicide!
- with MMI or MI the fireball will just hit your image with evasion and maxed reflex save you have a very good chance to take no damage!
- if to many enemies survive run back to the rest of your party
- btw. you can enter the building with the healer at each point of the palisade battle and get unlimited free heal all!
against Torak the Pal 2 - Sorc X is just great (as in most critical battles in the early game):
with solid HPs, several MI and excellent saves you can just send him in the enemy crowd and then backstab and flank the enemies with the rogues you have - (2d6 extra sneak damage each turn (means each attack in the early game until L5 or L6) is quite deadly in chapter 1 & 2!
...the bridge shouldn't be a problem, as you should have already a powerfull party at this point of the game - just take the time in the 1st 2 or 3 rounds after entering the map to cast all available buffs on your party - instead of running directly into the battle!
.
- krunchyfrogg
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If I ever need to be close to a flaming barrel, I use both bows and crossbows from a distance and have my Monk get close. With one guy to concentrate on, the Orcs all get caught in the blast radius, while my Monk usually evades the explosion.
At the Bridge, kills the Ogres before anything else, even the Wizard. You get bonus XP that way.
At the Bridge, kills the Ogres before anything else, even the Wizard. You get bonus XP that way.
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
- Jackie Robinson
One tactic I would mention for killing Orcs:
Use crossbows on characters with low strength and darts/sling for characters with high strength. Like someone said earlier, concentrate fire. BUT you don't want to put 4 missiles in one orc when 2 works just the same. You can micromage your missiles. Have 2 characters fire. Pause. See if the enemy dies. Now fire 2 more (at the wounded if he's still alive or if he is dead select another target). Pause. Now fire the final 2 missiles. Pause. By this time the first group is reloaded so rinse and repeat.
As an added bonus if an orc shaman is casting you always have 2 characters with ammunition loaded and ready to fire so you don't get caught 'in between' rounds and have to eat orc spells.
So basicly it is a balance between concentration of fire and efficiency of targets (ie not making a pincushion of 1 orc and leaving the other 5 standing).
Use bard song if you have it available. And later when you face enemies with high HP (Verbeeg etc) have everyone fire on the Verbeeg at once just like normal concentration of fire, because you are not really going to waste many missiles when they have high HP.
Edit: casters should at crucial times use spells but they will still be able to fire missiles in addition because they get spell action in addition to attack(s) action.
myrophine
Use crossbows on characters with low strength and darts/sling for characters with high strength. Like someone said earlier, concentrate fire. BUT you don't want to put 4 missiles in one orc when 2 works just the same. You can micromage your missiles. Have 2 characters fire. Pause. See if the enemy dies. Now fire 2 more (at the wounded if he's still alive or if he is dead select another target). Pause. Now fire the final 2 missiles. Pause. By this time the first group is reloaded so rinse and repeat.
As an added bonus if an orc shaman is casting you always have 2 characters with ammunition loaded and ready to fire so you don't get caught 'in between' rounds and have to eat orc spells.
So basicly it is a balance between concentration of fire and efficiency of targets (ie not making a pincushion of 1 orc and leaving the other 5 standing).
Use bard song if you have it available. And later when you face enemies with high HP (Verbeeg etc) have everyone fire on the Verbeeg at once just like normal concentration of fire, because you are not really going to waste many missiles when they have high HP.
Edit: casters should at crucial times use spells but they will still be able to fire missiles in addition because they get spell action in addition to attack(s) action.
myrophine