Banner saga actually has quite a fascinating combat system and I can't resist to fanboy a bit about it:name_here wrote: I've heard the video game Banner Saga has a particularly degenerate version of this, where there are severe wound penalties and when units die their action gets given to their surviving allies, so you want to get every enemy down to low health before killing any of them.
-Your damage bonus and HP are the exact same stat. So an enemy left at 1 HP is attacking for 1 damage.
-The Initiative count is always ally-enemy-ally-enemy-ally regardless of how much units each team has left. So indeed killing the weak enemies first means the stronger enemies get to act more.
HOWEVER
-Killing an enemy gives you an Horn/Action/Soul point that can then allow one of your dudes to perform an action better like extra moves or stronger attacks. Sometimes you really want to kill enemies right away to rack those points for stuff like quickly closing in with enemy ranged/mage units or punching through the defences of specially tough enemies.
-All units have an Armor Break attack that is independent of your HP, so although the 1 HP dude can't kill you, they can still make you more vulnerable against other enemies. Ditto for some special abilities that have fixed effects regardless of HP, but those are usually more rare. If you see an enemy pseudo-mage, you want him down ASAP.
-If there's only one enemy left in the field, then suddenly they stop getting extra actions and your team can gank them at leisure.
Kinda on-topic, Banner Saga is also a bit of logistic simulator where you are guiding a caravan and have to manage a bunch of stuff. Simplified and abstracized, but there's a bunch of random events that spice up the between-battles. Do you spend your resources into new shiny items for your hero units or in food for your people? Do your take in those refugees to gain some extra bodies while knowing you'll run out of rations faster?
Also your caravan has a morale stat where the happier you keep your people out of battle, the more action/horn/soul points you get at the start of each combat. I guess that last bit could kinda work in Logistics and Dragons. The benevolent ruler gets to channel his people's devotion and happiness for some self-buffs.