A problem is that you can only accumulate "salvage" which is the main resource for crafting by dismantling equipment you have, so if you run out of it, it is a drag to get more since it will involve some grinding. The crafting and gear system is a little strange, but once you'll get the hang of it it works fairly well. So if you value character strength more than roleplay, you should do a little research on which of the two classes that are infinitely better than the 2 (or 3) others, if you pick the correct skill path. The characters you use the most will have a slight edge in XP but in the end everyone ends up on nearly the same level, i think my least used person was only 1 or 2 levels lower than my most used one.Īs many others comment, the classes are not balanced. The skill and xp system works well and there is a good pacing of levelups. The feeling of each team helping the others succeed makes those battles in particular extremely memorable and fun. The battles are challenging and feel impactful and a few of them are large scale combined battles where you control several teams that you change between per turn, each having a different objective and battlemap in the same grand attack. Since the opponent also moves everyone at once, a misplaced unit can take a lot of damage since it may be attacked by a lot of enemies in the same turn. The freedom is great and gives you opportunity to synchronize your attack and assume defensive positions afterwards, placing your defenders at the front and the more "glass cannon"y classes in the rear. You move all your characters in your turn, and can freely change between them and can move before or after attacking. The tactical battles that are the core of the gameplay work very well. I think the Expeditions series is very unique in that it is a more or less realistic historical (tactical) RPG, at least I can't think of any others and I have looked a lot since I love this game. A very well made game, long and fun with impactful decisions and good writing.
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