Basic information on how combat works in Warhammer Quest 2 The End Times.
During your exploration of the realm of the Old World, there will be times when you have to face monsters of the Chaos Legion and thus have to fight them for your survival. The monsters might randomly ambush you during your travel between places of interests, or you might encounter them in dungeon rooms during your dungeon explorations. When such situation occurs, there are only 2 possible outcomes, either your party prevailed over the monsters, or your entire party were knocked out by the monsters thus suffering some defeat penalties.
Combat in Warhammer Quest II: The End Times is a turn based combat. Your party always starts the turn, and when you have already issued action orders to all of your party members and are satisfied with it, you have to pass the combat turn to the monsters by tapping ‘End Turn’ button below the screen.
When you select one of your heroes, you will see some information displayed regarding your currently selected hero. You will see that your selected hero is surrounded by a red semi circle bar, and a couple of small white dots. The red semi circle bar is your hero’s rough health indicator. As your hero takes damage, the length of the red semi circle bar will become shorter until your hero is completely out of health then he or she will be taken out of combat for the combat or the entire dungeon exploration process and might be randomly assigned some defeat penalties.
The small white dots surrounding your hero represent his or her remaining action points for the turn. Movement, attacks, casting spells, using certain equipments or using certain skills take certain amount of action points to execute and will diminish the white dots according to the action points used so far. Moving around costs 1 action point per tile, other actions may cost variable action points depending on the condition of weapon, equipments, and skills usage or the cost of the spells.
On the bottom left corner of the screen you will see an information box regarding your currently selected hero, such as your hero’s Name, his/her total action points pool, his/her current Health Points, the name of the weapon currently selected for use and its damage type, the range of the damage value incurred to the target per hit, number of attacks per use, and critical chance value of the selected weapon.
On the bottom left side of the screen you will see the weapons, armour, items, skills, and spells that your selected hero are currently equipped with. Weapons, items, skills, and spells might have action points costs and the cost to use them will be displayed as series of white dots. Each action will deduct certain amount of action points from the total action points pool of your selected hero. Wearing certain armour type might incur action points costs, too; but for armour the action points costs are deducted right away the moment you enter combat and will be deducted permanently from your hero’s total action points until the dungeon exploration process is completed or your hero is defeated and thus taken out of combat permanently for the current exploration session.
To select and use weapons, items, skills, or spells you may tap the corresponding symbol of them and double tap on the screen at the location where you want the intended effect to happen.
Weapons and spells have their own damage type as well and the damage type is displayed inside the weapons’ or spells’ symbols.
When you encounter monsters during your explorations or when they ambushed your party, you will start the turn seeing the current locations of the monsters. The monsters in the screen are also surrounded by a red semi circle bar denoting their health points, and a series of semi circle arranged white dots denoting their action points. To see more information regarding a monster, you may tap a monster to select it then an information box will be displayed on the bottom right of the screen giving you information of the monster’s type, its total action points pool, its health points, the weapon it is currently using, the action points costs to use the selected weapon, the damage type, how many attacks per action point costs it will do, range of damage value per attack and the chance of critical damage for its currently weapon of choice. All of this information should be considered carefully before you decide on how best to engage the inhabitants of any dungeon room.
First select the hero you want to perform the attack or spell casting by tapping him or her. Monsters that are available for your selected hero to attack will be highlighted with red boxes, those monsters is said to be within your hero’s line of fire or line of attack, depending on the weapon or spell you hero is currently equipped with. You then target a monster in a red box you want to hit with your currently selected weapon or spell by tapping the monster on the screen. Double tap on the monster to perform the attack or to cast spell upon the selected monster. You can target monsters in all directions, as long as it is possible to attack those monsters. Line of fire can be blocked by immovable objects in the dungeon room, or by living bodies of those present in the room;
Monsters behave differently in combat and their behaviour is dictated by the attack range of the weapons they are equipped with.
There are 2 groups of monsters based on their attack range.
Monsters equipped with melee weapons need to be adjacent to their intended target to attack, so they will actively move closing on your nearest party members if they have line of sight to those party members.
Monsters equipped with ranged weapons or spells on the contrary will only move to have line of fire to your front most party members within the maximum range of their weapon’s range. They will not actively move towards your party to close in the distance between your party and them and will keep on attacking the same target unless they lost line of fire or line of vision to the target.
When you enter a new dungeon room, take time to study the layout of the room. The shape of the room, the locations of the immovable objects scattered around the room, the locations of monsters which inhabit the room.
Study the monsters; which ones are melee attackers, and which ones are ranged attackers, how many total action points they have, any special abilities they might possess i.e fire attack, freezing ice attack, poisons, or disease/plague. Try to determine which monsters are the most dangerous; these most dangerous monsters should be your number one priority to get rid of as soon as possible. Try to predict the monsters’ movements based on their attack range type.
Analyze the layout of the room further by trying to spot for choke points and position your heroes accordingly to always take advantage of those choke points and not to be trapped inside of those choke points instead. If you have heroes equipped with ranged attack weapons, do not block their line of fire by making the mistake of placing another hero in his/her line of fire. Line of fire blocks works both ways, you might accidentally blocked the line of fire of your own party members by wrongly positioning one of your hero in front of your ranged attackers.
Try to consider the available action points of your selected heroes and also the monsters’ total action points. Do not make moves based on dumb decisions to place your hero in a dangerous situation which might have him surrounded by several enemies. Sometimes it is better to wait for your enemies to make the first move, choosing to pass the turn although you still have some action points left on each of your hero.
Focus attack or focus fire on one target at a time. Especially the most dangerous monster in the room should be got rid off of combat as soon as possible, and focusing attacks on that monster will help to achieve that sooner. Alternatively, try to put the monster out of combat temporarily with immobilizing effect such as freezing spells or freezing attacks, or make it suffer extra damage per turn in the form of being burnt in flame (if your heroes posses such effects).
Try to position your strongest heroes in front (your ‘tank’). His/her task is to tank for damage and shield your weaker heroes behind, allowing your ranged attackers and spell casters to do the damage to the enemies instead. Support your ‘tank’ with protection effects and healing effects, that will allow you to keep him/her in place longer to soak up damage for the party.
Use crowd control effects such as explosive blasts, fire blasts, freezing blasts, and area of effect spells to deal with tightly packed monsters. This way you may attack several monsters at once with one action and if the attack hit then you will do damage to several monsters at once, the sooner you
whittle down the number of the monsters in any combat, the better chance your party have at winning the combat against those monsters.
Use special effects such as freezing area spell, freezing attack, fire attack, fire area spell to create temporary trap between your party and the melee attacker monsters. You can make melee monsters have to suffer some penalties if they still want to close the distance and attack your front most heroes.