Before we start, I'd like to make a complaint about the game. Shocking, I know. My problem is with the game's map.
Or what the game calls a map. You see, it's rather stupid and annoying, since it only tells you the positions of the soldiers, and nothing about the terrain or map features. Both of which could be useful if, you know, you wanted to find out the best positions to place your troops. Or find the quickest way to line up against a shot against an enemy that another soldier discovered.
Thankfully(?) the map does have one other purpose. It's one of two ways that you can pick your soldiers to move them around. I wish I was joking. When you're on the battlefield, you can't just click on a guy and order him around. You either have to cycle through your soldiers until you find the right guy with the next/previous buttons in the lower-left corner of the screen. Or you can go to the map and click on the dot that represents the soldier you want to order around.
But because that would require too little time and effort, you can't just select troops straight from the default map either. You have to zoom in first before they become selectable. And if they aren't on the screen when you zoom in, you have to scroll to find them. Which wastes more time for absolutely no reason.
Anyways, enough complaining for now. It's time for the battle at hand.
Or at least it would be if it wasn't the very first turn. So instead I just move everyone up as far as they can go and end the turn.
The AI does the exact same thing, because their turn goes by in a flash. Which always surprises me, since later turns always take longer than the first. Even if both sides haven't seen each other yet and the AI is largely sending its troops out in formation. It's a bit weird, actually, but I suppose it's a good thing, as it shows that the AI is actually thinking a bit about what it's doing. Or at least for later turns.
The second turn starts the same as the first, with no enemies in sight.
That doesn't last very long though, as Nathi 'monk12' Slaap charges forward and spots a couple of enemy troopers far off into the distance.
Our militiamen also spot some pirates as they charge forward. Unfortunately we can't really deal with the enemies at the moment. They are at the extremes of our soldiers' movement range, and we really don't want to charge forward and miss all of our shots either. Or stand around stupidly with not enough actions. So instead we fall back a bit into cover, to avoid giving the enemy a clear shot at us. Let them waste their actions getting into position, so that we can snipe them on our next turn.
Nathi comes under fire after I end the turn, and several unclaimed soldiers get shot at too. Thankfully the volume of fire they face is rather reduced, as the AI doesn't send all of its troopers forward. Which I believe is due to the fact that it is defending the flag in this battle.
You see, in the capture the flag type battles, a flag spawns near the enemy's side of the map. And all we have to do to win the battle is touch the flag with a soldier. That's it. There's no time limit or number of turns we have to be touching it to win. Nor do we have to bring back to our spawn or anything like that. Just run a soldier over to it and we win. Which means that these types of battles are much easier than clearing the map. Once we get a soldier within 100~ meters of it, he can charge ahead next turn to claim it. Simple as that. So instead of sending its troops to flank or swarm us, I believe that the AI is keeping some riflemen back to nail any charging troopers with reaction fire, just in case.
Or maybe I'm reading too much into things and the AI is as dumb as a bag of bricks. I wouldn't be surprised either way.
Anyways, the militiaman on the right flank is the only person to get hit this turn, despite all of the shots being fired. In fact, he's the only soldier to get wounded at all this battle. I wish that I could put this down to superior battle tactics, but with the AI holding back its troops we simply killed the ones we saw and thus avoided an extended firefight.
Yeah, I'm disappointed too.
Since militia aren't very courageous, Ayize bottled it(?) and fled when our turn rolled around. Which could have been a problem if he wasn't a militia and thus not needed. Or if he wasn't immediately fine afterwards. That's not a joke. His moral fibre was back up to 100 when I checked on him that exact turn. It really does regenerate that quickly.
With a couple soldiers clearly in sight, Nathi inches forward and blasts away with his rifle. You know, I'm really glad I went with the rifles this mission, despite the fact that the visibility is only 100 meters. The reduced accuracy from the pistol wouldn't make up for the increased amount of shots we could fire. It took Nathi three shots to kill his target, and that kill was still far from assured.
Not wanting to risk Nathi with another pirate still in sight, I pull him back into cover to keep him safe. He is our first veteran and it'd be terrible if he dies. Unfortunately nobody else on the left flank can get a clear shot on the spotted enemy, so we have to resort to drastic measures.
Namely having Ndaba switch out for a grenade and send him charging forward, hoping that he'll avoid getting shot or running into another enemy along the way. And of course I ruined any tension with my earlier comments about the battle.
Though that doesn't make grenades any less satisfying to use though.
Our mooks on the right flank prove themselves to be just as competent, and they take down another pirate with massed rifle fire. 3 down, 6 to go.
With the AI being so strangely defense, its turn is very quiet and nobody moves up where we can see them.
Though it probably helps that a couple of the enemy go crazy and start firing wilding in the side of a hill, wasting all of their actions.
Which means that it's our turn again. Since we can't see any troopers to shoot, we start by moving everyone up to find someone to fight.
The mooks on the right flank spot an enemy as they advance, but they are mooks and thus miss their shots.
Luckily, grenades can't miss.
As Nathi
suicidally charges forward, wondering where all of the enemies are advances, he spots another pirate sulking about.
So there's nothing left to do but greet him with excessive force.
As Mangosutha rushes forward to put his grenade to good use, he spots the other pirates. Well, most of them. Still, we'll just have to kill the ones in front of us before looking for the last enemy slulking about.
OH COME ON. GODDAMN IT. I know you can't really tell from the screenshot, so let me explain. The grenade flew forward,
through the guy's legs, and hit the hill opposite him. Thus missing completely, doing zero damage. And after I said that grenades can't miss too...
At least I prove that I can learn from my mistakes, as the next trooper comes in at a lower angle so that the same problem won't happen again.
To continue the theme of me being smart, I decide that two close-range pistol shots are more than enough to kill someone. Unfortunately, as you can see, it wasn't. But the problem isn't that the shots missed, but the fact that they hit the lucky pirate's legs instead. You see, the damage formula in this game is surprisingly simple. Each weapon does so much damage. If you hit someone's head, they receive maximum damage. If they get hit in the chest, they take half to full damage. If they get hit in the limbs, they only receive a quarter to a half amount of damage. Which doesn't really explain how splash damage works, but whatever.
And to top things off, pistols do 150 damage. So those two shots could have easily killed the pirate despite hitting his legs. Oh well.
Fun Fact: This game has a button to reserve actions for reaction fire. Or stopping you from running too far and not having enough actions to shoot at nearby opponents. Which is definitely a thing that can happen, since the game never tells you how many actions it takes to move from place to place. Or even ask for a confirmation to move in the first place. Yeah, that's definitely a thing.
Fun Fact 2: The reserve actions button doesn't work with grenades. Leading to this situation up there.
Fuck this game. If you can't tell, this game can be extremely annoying and frustrating at times.
Somehow I still have enough troops in range to blast the remaining enemies with grenades. Well, except for the lucky militiaman who is right next to one of my guys.
Since I can't deal with the remaining pirates, and I don't want to end the turn and give the enemy free kill(s), I don't have much choice but to rush my remaining man forward to claim the flag.
Thus winning the battle.
It's that simple. Touch the flag and win. I wasn't lying.