Tactics Ogre Reborn - November 11 (PS4/PS5/Swtich/Steam)

Not that I am particularly knowledgeable about this game, the more expert might need to correct me here and there. But here’s some stuff for the first chapter or so:

  • The game breaks you in very gently. Early battles, you control only Denam and you can win without doing much of anything. The game then adds all kinds stuff, including various character classes, gradually.

  • But first problem for me, and for a lot of people apparently, is seeing which units are on which side. The solution is to use the HP bars. HP bars can be toggled at any point in battle – on PC you call up the menu with a right click. You can use that toggle for team HP bars, elemental HP bars, or no HP bars.

  • The next big problem is interpreting all that info on the unit page. But you can use the question mark icon in the upper right to get everything explained. Practically everything that you’d want to know is explained this way.

  • Also the Warren Report, which gives up-to-date news plus works like a manual. Plus, in the “Talk” section, actually opens up areas of the game as time goes along.

  • There are three different attack types (four if you consider finishers separate.) Melee, ranged, and magical. Melee and ranged often invite counter-attacks.

  • Friendly fire is a thing here.

  • Ranged attacks have a longer range than advertised. You can always check the unit’s actual ability to hit a target by clicking the target and checking the blue arc. Sometimes it can be surprising what ranged and magical attacks can and cannot hit.

  • Finishers, skills, and status effects soon turn out to dominate the game.

  • Each unit levels up on its own, sharing in the EXP from the battle, but this is capped at the union level, which increases gradually but is never allowed to become overpowering. However, unit weapon skills also level up, somewhat more slowly, and these are what grant skills and finishers. If you decide to grind, this will be the purpose – to keep weapon skills all the way to the union cap, not just the unit level.

  • Grinding is done through training battles, available in most locations. No drops, no money, no risk of death.

  • Aside from weapon skills, there are other support skills, auto skills, and action skills. Support skills like weapons skills are always in effect – ie. the knight’s rampart skill creating a zone of control. Auto skills kick in intermittently at the start of a unit’s turn.

  • The usefulness of many skills is obvious, but maybe not the auto skills that include 100% accuracy. After all, at least as far as I have progressed, accuracy is very high anyway. However, whenever an auto skill activates, granting you 100% accuracy (often along with some other bonus) that means that any special effects from that attack are also guaranteed. So, for example, if you have a weapon that poisons or stuns, the poison or stun is guaranteed. And that is huge.

  • As you level up, you also gain action skills, and the way the interface works, it is sometimes easy to forget these, but they are your bread and butter. For example, my terror knight has an action skill “fearful impact” which not only guarantees a weapon hit, but also guarantees the status effect “frighten.” But whereas auto skills fire at random, these action skills are more under your control: they are purchased with MP.

  • Each status effect does something literal, but they also make that unit far more vulnerable to attack. It seems to cancel armor. This is the key to dealing with tough opponents. Many battles look tough if you think you have to kill everyone, but usually all that is required is to kill the boss, and once status effects become available, that’s the way to go. (Early on, you can apply poison with spells, but early in chapter 2 you get to craft items, which opens up lots of status effects.)

  • Action skills, finishers, and magic spells all use the same resource: MP. You start battle with zero and gain some each turn. There are skills and items that that increase the gain. However, the this item (magic leaf) is one that you cannot purchase in unlimited quantities.

  • Don’t overlook consumable items. You can equip each unit with up to four, and these can heal, apply status effects, cure status effects, and protect against various attacks.

  • Once you understand the basics, scouting becomes extremely useful. Prior to most battles, you are given the opportunity to scout out the battlefield and opponents. Partly a matter of mobility and height advantages. But also the details as to the class, skills, levels, and finishers available to enemies. This should tip you off as to what units to bring to battle, how to equip them, which spells and skills to activate. Many battles reputed to be tough turn out to be quite manageable if you simply bring the right counters.

  • In general, I would not obsess over the elements, but in a tough battle I always scout out the element of the boss and try to bring units that can attack – especially magically attack – with the proper element against that. Also, magic dealers will usually perform better when using spells that match their element.

  • The impact of hit points falling to zero:

    • Your units will be incapacitated, and a counter will be set to 3. (The incapacitated unit still occupies the tile and blocks line of sight.) You then have three battle rounds to get a unit with a blessing stone (an item) adjacent, to revive the unit. Otherwise, it is permadeath.
    • Enemies simply die.
    • Undead set a counter to 3, and will rise again unless exorcised with a spell or item.
  • Turn order and frequency is determined by RT (recovery time) and weight. Each unit has a basic recovery time, with low RT being one of the most important aspects of a great unit. You always want to be careful about the RT and weight cost of more advanced weapons and equipment. Is the benefit worth slower recovery time?

  • You can always hire basic unit types at the store, and you soon gain the ability to change unit class. However, you often do better to recruit during battle. But this is quite a fussy undertaking. You have to get an enemy unit’s HP down very low, generally below 10%. And then you have to have the right friendly unit with the right recuitment skill approach the unit. And the odds of success are not usually all that high. However, the benefits can be well worth it. This is how you can get dragons and gryphons and so on. Not to mention flying versions of the more mundane classes, which can be a pretty big deal. Just beware: your newly recruited unit has very low HP and better be moved to safety immediately.

Well said, a lot of points I’d kind of forgotten/taken for granted at this point.

@easytarget I imagine many of these bullet points are a little confusing, so play for a few hours, you can’t make any wrong choices in the first half a dozen battles in the game or anything, and then come back here and read these tips a second time when they should click a bit better for you.

A couple of minor addendums:

On controller this is clicking in on the Right Stick.

Also, for the group, I found there IS an MP item you can craft that I’d missed - Fruit of the Adpet restores 10% HP and MP, which isn’t a ton but it’s a free 100hp and 36mp at the end of chapter 4, so I’ve started giving this to many of my units with powerful spells and finishers.

Magic spells seem to respect the range limit - you can’t get more range thanks to height/gravity with Magic like you can physical bullets such as bolts, arrows, or… er, bullets. You CAN game the Direct type spells that have a minimum range (you can’t usually hit an adjacent target with a ranged spell) by targetting something behind the targt you want to hit - the spell (or missile) will strike your adjacent actual target that way.

My one piece of advice is to be level 8 before fighting Nybeth – that dude can kick your ass.

Still early for me. I have a few melee skills for 40 MP that are powerful. Archers suck until you get the 50 MP skill. The best magic spells I’ve found are sleep and stinking cloud (poison). Direct damage is weak.

Hopefully it opens up later, battles are an attritional slog.

Archers benefit a lot from the physical buff cards. Up high they can pick on enemy casters from really far away too. But they certainly aren’t universally powerful against all targets.

Thanks for going to the trouble to knock this out for me, I much appreciate it as I didn’t want to get 10 hours in and discover it was all ultimately going to go sideways (something I’ve been known to do in CRPGs regularly).

Got it, I’ll get through some of the game and circle back.

Another important thing is don’t be afraid to use the Chariot Tarot to rewind time and redo some turns. From what I’ve seen the only downside to that is missing out on some titles?

I use it a lot for recruiting skills as the percentages are always so low. Also for turns where I just did something dumb.

Yeah, I use this a lot myself, it’s one of my favorite things! There are some objectives later that require you not use it for what looks like solid rewards but I have yet to successfully pull that off haha!

I would not be patient enough to recruit all my monster friends without it. A second octopus, two cockatrices, and whatever the divine dragon is called on this run though the woods.

I finally recruited my first beast. I don’t use the Chariot tarot. Well I used it once when a NPC that I was trying to save went down in battle. Man the NPCs / guests are suicidal sometimes. I’m still in chapter 2 - I was about to get on the ship but then i decided to circle back and visit the forest. It was a good choice because i got my griffin.

One of the worst things about Tactics Ogre is how much it spoiled me with its recruitable monster units! Some of them, like the Griffon and Cyclops, are more fun than most of the human classes. It’s like being able to recruit Mutons in Xcom!

Outside of UI complaints I think this is my top complaint with the game. I don’t mind if I fail to recruit a monster but I am not letting a guest die if it’s at all avoidable but they sure don’t do much to help themselves.

I had to restart one battle twice and add a cockatrice loaded up with healing items and put it in the closest starting spot to the guest because they were determined to die charging right into the midst of the enemy rather than towards me where I could provide some backup.

One trick is remove all the armor off Canopous, fly him right at the VIP. His turns come up faster without gear on and he’ll be a very enticing target to pull focus. Load him up with healing items and he’ll buy you lots if time.

I can’t rotate the map, and as a result can’t select a square behind a wall. Does this work better with a controller? And is there a map rotation command I just don’t know?

Got goodies I can’t pick up on two different squares because I simply cannot select them as they are behind a wall and down making it impossible to highlight the square to move to it.

Edit: maybe I can select it using overhead view, what is command for that view? And in that view can you issue commands?

Yeah that view is somewhat important, but I’ve only played with a controller so I can’t help there. It IS the solution you need though. Is it listed in the Warren Report?

Edit: you can review key binding in options- it’s J and L.

Thanks, don’t think I can get to anything under options while in battle, I’ll look it up after this.

Odd I googled just a list of commands for PC and got zero hits.

Edit: btw, I keep seeing at the end of battles I’ve gotten some finishing moves but I can’t assign them to anyone, I assume I’ve not gone far enough yet to do this then?

It’s probably just skills, that level up screen is a bit confusing. Your finishing moves will auto equip once you actually start to get them at weapon skill level 10.

Is it clicking the middle mouse button?

Options=>Assist Features=>Auto Center Selection On automatically moves to the flat overhead view for movement and targeting.

Not sure whether or not you can get to this during battles

Just to clarify, the answer (J and L) I obtained while in a battle when I posted that and thought it was strange that the options on the Switch version have the keyboard layout, lol.