

And I recall Valkyria Chronicles letting you overcome anything with player skill. Maybe also that gameboy version of LotR: the Third Age. Only a few units have some hit chance added, and it rarely comes into play (such as dwarves having a % chance of negating a spell), and positioning on the battlefield and baiting the AI are what matters the most.Īdvance Wars, Banner Saga, Druidstone, Fights in Tight Spaces, Frozen Synapse, Hellenica, Legends of Eisenwald (and its prequel, Discord Times), Portals of Phereon, Rift Wizard, Tactical Breach Wizards, Telepath Tactics (and Together in Battle by the same developer), Tenderfoot Tactics, Urtuk, Warhammer 40k: MechanicusĪge of Wonders 3 moved away from hit chances in their quest for streamlining it (and by extension may apply to Planetfall, but I haven't played that one). Heroes of Might & Magic (and King's Bounty) if you're fine with the damage range (you could go around casting mass bless/curse to counter that, and for Heroes 3 there's ERA core mod that has the damage ranges translated to the min/max amount of enemy stack killed, so you can easily see when an attack is a guaranteed kill without doing the math yourself). You can also do it like the typical JRPG or the newer Civilization games, where attacks normally always hit and RNG accounts for only a small part of the damage.īattlestar Galactica Deadlock (again, not sure)


Or there are so many small rolls being made that it all mostly evens out over the course of a battle (e.g. Hits always connect barring any status effect like blindness There are at least two ways of doing this: You know how in XCOM you can flank an enemy and set up a shot perfectly only for RNGsus to say "nope", turning your 95% shot into a miss? You know how in the earlier Civilization games a spearman could sometimes defeat a tank? Well, I think this kind of design is bullshit, and I'm looking for turn-based and real-time pausable tactical games that have more deterministic basic combat mechanics (at least hitting and doing damage).
