Seven Things You Can Do To Succeed In Battle In Triangle Strategy

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Triangle Strategy might be one of deepest and most-engaging games I’ve played in a while, but at its core it’s also a darn tough tactical RPG, with loads of opponents who are just itching to introduce you to the business end of their weapons. You’ve got a unique crew at your disposal, but their numbers can be limited compared to the enemy (especially when reinforcements have a habit of magically emerging halfway through the fight), and you’ve got a lot to consider when deciding how to approach, engage, and bring down your foes. So with the odds stacked against you, what can you to make it a fair fight? Here are seven things you can do to turn the tide of battle in your favor and emerge victorious.

Image from Amino

#1: Know the terrain, and use it wisely.

Positioning is crucial when it comes to battle in Triangle Strategy, and holding the favored ground can give you a massive advantage. The best example of this is Obi-Wan Kenobi’s high ground, as TS grants characters a noticeable boost to both their damage and range when punching down on an opponent. If the ground is high enough, most units aren’t able to return fire, and in some cases the AI just ends up running around the map aimlessly because it can’t figure out how to heck to get you, leaving you to casually pick them off as they wander in range. (Seriously, I’ve cheesed a couple of fights and won battles I had no business winning simply because I held the high ground and played the long game.) If you can arrange your ranged attackers “on snipe” (Hughette on high ground is bad enough; if Frederica/Corentin/Narve get up there, you can really rock the house), you can turn a battle around no matter how bad the odds might be.

If you’re stuck on equal footing, seek out ground that limits how many opponents can attack your front lines at one time. Narrow chokepoints are a good place to start, but don’t sleep on the map boundaries either: If opponents can’t get around or behind you, they won’t be able to chain together powerful combo attacks that can drain your HP in a hurry. Backing into a corner isn’t always the worst strategy, as it means that only so many swords and shields can reach you.

So what do you do if the enemy holds the favored ground and is trying to funnel you through an unpleasant gauntlet? With the right skills, the terrain doesn’t have to hold you back: Hughette’s hawk lets you get over walls no matter how high they are, Jens’s ladder can let your entire army scale a barrier and open up some unconventional-but-safer paths to victory, and abilities like Anna’s Surmount or Milo’s Moon Jump can let you cross chasms and clear walls to commandeer more-favorable territory.

#2: Keep your units together and move an a unit. Triangle Strategy features two combat mechanics that can really punish solo units:

  • Attacks from behind are automatic critical hits.
  • If you attack an opponent and one of your allies is directly opposite of that opponent, that ally will throw in a follow-up attack. This can even be triggered by a range attack: If someone’s on the opposite side of the target, they’ll attack no matter how far away the original attacker is.

In other words, if one of your units pushes up too far and get caught out of position, the enemy will quickly surround them and combo them to death through back and follow-up attacks.

The best way to avoid this is try to keep your characters together, covering each other’s backs and denying enemies the opportunity to score follow-up attacks. If you have to push forward into an area, try to get your turns to line up so that you can move several people forward before the enemy gets a chance to respond. High-mobility characters like Hughette, Milo, and even Roland can be really useful here, and Anna is the perfect initiator because Surmount lets her scale tough terrain and Take Cover lets her stealthily take a position and hide until it’s time to strike.

So what’s the downside of staying together? Mainly it’s the threat of getting smacked with an AOE attack that can damage multiple characters at once. Mages are the primary purveyors of such attacks, so…

Image from DND Memes on Twitter

#3: Go after the weaker ranged characters first if you can. Mages can wreck you party in a hurry if you’re not careful, and even archers can be a pain by going after your backline units (seriously, it’s like Geela has a bright-red bullseye on her back), so taking care of them early can save you a lot of headache later on. In theory, this is a tall order because they’re usually hiding in hard-to-reach places and run away from the fight once they’ve tossed in their two cents. In practice, however, the allure of stepping up to attack Geela/Frederica/Corentin/Narve can sometimes entice them into a spot where Serenoa/Roland/Erador can step to them, and they don’t have the HP or defense to withstand a few hard blows.

Generally, there aren’t more than a few magical units on the battlefield (physical attackers outnumber magic users by a wide margin), so by clearing them out early, you can spend your time maximizing your defense against melee fighters and use your own ranged units to dish out the pain.

Speaking of ranged units…

Hey, if I christened Lysithea from Fire Emblem as “Patrick Mahomes” and Frederica is just as good, then… (Original Image from Buffalowdown.com)

#4: Power up Frederica and watch the world burn. While I haven’t unlocked every character yet, Frederica is the clear class of the field among your units. With her AOE attacks and literal firepower, she is the Kensa .52 Gal of Triangle Strategy (rumor has it she started that fire Billy Joel talks about), and the synergy of her abilities is frightening:

  • Her “Clear Skies, Fire Damage Up” ability boosts her damage in sunny weather…which describes every battle I’ve had so far. It’s pretty much a free buff.
  • Her “KO TP+” ability (TP = tactical point, basically the game’s MP substitute) means she recharges her magical reserves every time she takes out an opponent, which means she’s out there taking out even more opponents while Corentin and Narve are sitting around waiting for their magic to recharge.
  • She’s got an ability that will bump up the damage of Scorch (an AOE fire attack) or Blazing Chains (higher damage to a single opponent), which kicks her magical might up even more.

You want more? Let’s talk support:

  • The Red Anklet accessory will boost her magic attack for 3 turns after taking out an enemy, which pairs perfectly with “KO TP+”.
  • Julio has several abilities that grant TP to his allies, so if he’s constantly feeding TP to Frederica…

Put it all together, and suddenly Frederica is flexing on opponents and winning impossible 1v4 battles like it ain’t no thang. If she’s got HP and TP to spare, you’ve always got a chance.

#5: Participate in mental mock battles. A lot. This might sound like standard RPG fare (grinding for experience is a painful-yet-still-time-honored tradition), but it’s crucially important in TS because of an unexpected limitation: Item availability.

Normally, games like this let you stock up on as many items as you can pay for, but they’re harder to come by here: The encampment merchant doesn’t have a ton in stock (especially the good stuff), and what’s there is fairly pricey (so apparently Norzelia is having trouble with supply chains and inflation too). Some traveling merchants occasionally show up with rarer goods in exploration scenes, but it’s a one-time-only offer, so you’d better be able to put cash on the barrelhead right there. Mock battles, then, become a crucial source of cash in addition to experience, because with Geela and maybe Narve or Medina as healing options, you’ll be burning through items more here than you might in other games. Use these battles to keep the coffers full and the pantry stocked.

#6: Use the Y button to keep an eye on your turn order. I don’t find the graphical list on the bottom of the list to be terribly useful, but pressing Y when the cursor is not over a character will overlay each character with a number showing their current position in line (#1 is acting now, #2 will be next, and so on) as well as their current TP stock. Having all of this data in front of you is really helpful in planning your next move: For example, if a unit needs healing, will a healing character be able to act in time, and if not, who’s available to use a healing item or act as a meat shield? If there’s a weak enemy, how much time do we have to get rid of them before they act again, and is there an enemy healer we’ll need to worry about in the meantime? Having this info at your fingertips is super helpful for plotting out your strategy and deciding when to make your next move.

Image from MemeGenerator

#7: Use the Vanguard Scarf to get started off on the right foot. In a game where battles can take 90-120 minutes, you wouldn’t think a single turn, even at the start of a match, would have that much of an impact. However, if we go back to our ‘positional is crucial’ statement from point #1, putting the right person in the leadoff spot can make a world of difference, and the Vanguard Scarf can give you the power to make it happen. For example, suppose you find yourself at the bottom of a tall canyon and thus at a significant height disadvantage. No problem: Give Jens the Vanguard Scarf, stick a ladder on the wall, and suddenly your entire force can climb out of the hole with ease. Need to seal off a chokepoint before the enemy can get through? Easy peasy: Even a notorious slowpoke like Corentin can go to the front of the line with the Vanguard Scarf and put an Ice Wall in place to buy you some precious time. Want Erador to stake out an aggressive position and use Provoke to draw some attention? There’s a scarf for that. Heck, even if you just want an extra person to help notorious speedsters like Anna, Roland, and Hughette set up your initial push, you can use the Vanguard Scarf to make it happen. The Scarf can’t be purchased, but can be found early in the game, so be sure to hunt for it!

With these tips, you’re well on your way to finding success in Triangle Strategy. It’s a tough-but-rewarding experience, but with the right approach, you can find your way to victory.

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