Tactics Ogre: Reborn — Early-Game Strategy Notes and First Impressions

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For my first run of Tactics Ogre: Reborn, I answered the tarot questions honestly — whatever felt true. My cards were The Lovers, Empress, Fool, Hanged Man, and Magician. I said I valued youth and beauty in a lover, believed wisdom was my strongest attribute, would bring family on adventures, would defend my life, and would choose liberty and turmoil over concession to an evil order.
I chose Lyuneram (Ice) as my goddess.

Those answers gave Denam high physical attributes (Strength and Dexterity), low Intelligence, and very high Mind. During the introduction, I was apologetic to Lanselot, read every Warren Report, and equipped Denam with a full set of weapon skills and a Mend Leaf.

Early Battles and Tactical Lessons

The tutorial at Almorica Castle taught me the most important early-game lesson:
don’t take unnecessary full actions — they increase RT (recovery time) and can leave your units vulnerable.
The Mend Leaf proved essential, since Vyce tends to charge recklessly into danger.

After that, I equipped Vyce with a handaxe, buckler, and defender’s ring to improve survivability, plus Fists, Axes, Pincer Attack, and Mighty Impact.
I changed Denam to a Knight to suit his attributes and my playstyle, using Heal, Swords, Pincer Attack, and Rampart Aura. Note: the defeat condition on every map is “Our hero cannot die!” so the most unkillable class, the knight, certainly has logic behind it!

For support, I bought Exorcism for my Cleric, a Warrior’s Ring for my Archer, and Instill Lightning for my Rune Fencer.
I trained the party to level 5 before heading to Tynemouth Hill.

Field Observations

After obtaining Concentration for my Wizard, I added Charm.
In battle, when Spellstrike activated, I successfully charmed an archer.
Experimenting with different targets revealed that elemental affinity affects damage by about ±25%.


So far, I’ve learned:

  • Archers are strong against lightly armored targets.
  • Archers are weak against Knights.
  • Wizards are strong against Knights.
  • Wizards are weak against Wizards.

At Krysaro, I exorcised undead manually with my Cleric — guests can’t always be trusted to do it.
When the front line takes damage, my Knight or Rune Fencer can heal, freeing the Cleric for exorcisms.

Nybeth and the Fortress Assault

Afterward, I bought a crossbow and Warrior’s Ring for Canopus, passed the original warrior’s ring to Bowmaiden Sara, and picked up Awaken for Donnalto. I toyed with the idea of changing Canopus to an archer, but passed on it since he’s the only unit I have that can recruit faeries, and I have no insight on how useful faeries will be.
I re-formed my squad: replaced the old Archer with Sara, the Warrior with Voltare, added Donnalto as my eighth member, and trained to level 8 before scouting Qadriga Fortress.

Based on the map layout, I left the Wizard behind (line-of-sight would be limited fighting uphill) and brought my level-5 Warrior instead.
To Nybeth, I responded: “To the darkness with you!”

My frontline — two Knights and a Rune Fencer — worked nonstop to keep Vyce alive.
Any fewer healers, and he wouldn’t have survived.
My two Clerics ran low on MP due to the constant exorcisms, but Canopus was the cornerstone: from the fortress walls, his crossbow could assassinate Nybeth in just three turns. For doing so, I received the Corpse Dancer title.

The fight wasn’t especially hard, but Vyce flirted with death more than once through sheer recklessness.
It made for a satisfying end to my day — a reminder that in Tactics Ogre: Reborn, victory belongs to those who know their style, know their limitations, and take advantage of their opponent’s weaknesses. Just to check, my rune fencer with two magic cards could only do about 10 damage to Nybeth with his magic, so he really was better off healing for this battle!