Just to show you that any player can use my tactics to beat the fights in AoD with a non-combat build, without having to "rely on save/loading extensively", let me walk you guys through the Barbari arena fight. I just redid the fight, taking pictures. I guess I was a little lucky and beat it first time through, but I hope you can see how this seemingly "impossible" fight for a non-combat build can be beaten very consistently.
Barbari Arena Walkthrough
I picked the Barbari fight because it's actually a very challenging fight. I'm sure that many players if they tried this fight with no weapon skills and 5 dodge would think it's impossible. But actually with strategy and tactics you have about a 50/50 chance to beat this fight, more depending on which level of cheese you're willing to use.
The first key trick to this fight is to realize that the Barbari swordsman is far more dangerous than the other two. He has 5 damage poison on his sword; if it connects and/or we get cut, we're pretty much toast. So we have to target him first and if possible minimize the swings he gets to take against us. The middle Barbari, the axeman, is also dangerous (axe-dodge good), and dodges our arrows often, so we also have to target him as well. But the third Barbari, with the club, we can ignore until the other two are dead. Between our dodge and our armor, if we kill the first two with reasonable health we should be able to kill the 3rd Barbari without much problem barring he doesn't ownz us with a critical.
Turn 1
So we start off by shooting the swordsman with our heavy xbow. It doesn't knock him down, but that's ok, we just want him to start dying. Even if we missed with the crossbow, we can try again next turn with our far more accurate longbow, but this outcome, while not exceptionally lucky, is perfectly suitable.
Note I also messed up a few times, like I should be using Aimed: Torso instead of regular attack and I also messed up a bit with the bomb, but it didn't matter to the outcome.
2 AP regular attack (xbow) to the swordsman (hit)
2 AP remove xbow
2 AP equip longbow
4 AP take 2 steps directly back
We want to retreat directly back since the axeman's shadhavar can hit corners; this way we will end put taking 1 less attack of opportunity from him.
Turn 2
Now with our longbow, we want to start putting damage on the axeman. Our chance of hitting him even with fast attack is about 50%, so much as we'd like to kill the swordsman quickly, we have to take this opportunity to take the axeman down.
We get a crit, very nice! It's not a great crit, but why complain? A hit is a hit.
6 AP fast attack (longbow) to the axeman
4 AP take 2 steps directly back
Turn 3
We try to hit the Axeman again with our Fast attack; this time it misses. Unfortunate, but it's not a disaster. I'd much rather miss the 3rd attack than the first two. Why target the Axeman instead of the Swordsman? While the swordsman is more dangerous, a fast attack is more likely to deal good damage to the axeman, provided that it hits. A fast attack with the longbow to the swordsman sometimes deals very little damage (0-3) but we still need damage on the Axeman.
Now we make our special tactical move. Instead of moving directly back, we move diagonally back away from the swordsman, towards the club Barbari. This is key since the order the Barbari moves is Axeman first, Swordsman second and Club third. By moving diagonally exactly one space (and we could have done this turn 2 instead if we needed to target the swordsman on turn 3), what happens is the Axeman first moves forward. Now the swordsman must move around the axeman, which prevents him exactly from being able to swing at us. This allows us to take one less swing from the Swordsman which could be instantly fatal.
The Barbari will *always* move like this, which is why it's important to use the optimal tactics. You
must following these exact steps, or else you'll dramatically decrease your chance of winning this fight.
6 AP fast attack (longbow) on Sword
4 AP move diagonally towards Club
Turn 4
The Barbari move exactly like they always do and we're now in this formation, so far we've only taken 1 swing and no damage. Now we come to the key turn of the battle, since if we try to move the Sword will get an attack of opportunity on us which could end up fatal. So here is where we use the bomb we got from the Aurelian mine. This is the best strategy; we could do other strategies but this gives us the optimal chance to win the battle. We could move, shoot the Swordsman and hope he misses, but we'd have to start getting very lucky for that to work.
Boom! The bomb does some nice damage, but more importantly it knocks them down so hopefully I can finish them off with my hand xbows. Now I messed up here since I should have (I think) put the bomb in my bag instead of a 2nd crossbow; I think that's what I did last time and it would have allowed me to have 2 AP to move or equip my longbow after taking the xbow shot, or I could have seen if I need to take 2 body shots instead of a arterial strike; but luckily this wasn't a fatal error.
Our arterial strike deals a very nice 11 damage to the Swordsman but it doesn't kill him; he'll probably need another hit to die; the poison wont be enough. So that's a bit unfortunate, we'll have to get a little lucky next turn to not die. In hindsight I should have probably tried 2 body shots with the xbows, which would have probably killed him. O well. Let's see what happens.
2 AP remove longbow
1 AP equip bomb
3 AP throw bomb
3 AP arterial strike (hand xbow) to Sword
Update: In hindsight, the optimal strategy would have been to remove our longbow on turn 3, so that our actions could be
turn 3
2 AP remove longbow
2 AP regular attack (hand xbow)
2 AP reload hand xbow
4 AP move diagonally
turn 4
1 AP equip bomb
3 AP throw bomb
3 AP arterial strike
3 AP arterial strike
Turn 5
So we got dinked for 9 painful damage, but at least we didn't get nicked with poison so we still have a chance. With our longbow, we can either move and shoot the swordsman, or shoot the Axeman first and then see what happens. I decide to shoot the Axeman since again, we're using fast shot which is more effective on the Axeman than the swordsman. We'll just have to pray for a little luck on the Swordsman.
Instead, we get quite lucky and our attack does enough damage to put the Axeman down.
Now we move. It will trigger attacks of oppurtunity, but the Swordsman is only using a light Kopesh, and his fast attack has very little chance of penetrating our Steel Lorica armor. Our armor starts 9 DR while his Kopesh's swift attack does at most 10 or 11 damage. Still we don't want to give him too many shots at a crit or a fatal scratch.
Scratch!
2 AP equip longbow
6 AP fast attack (longbow) on the Axe
2 AP move 1 step away
Turn 6
Now I want to point this out: even were we not so lucky and all three Barbari were still alive, this formation still gives us the best chance of winning by reducing the number of attacks we face. What would of happened if the Axe were alive, is he would have acted first and attacked us. Then, the Sword acts second and steps in front of the Club to make his attack. Finally, when the Club acts, he can't attack us since the Sword is blocking him, so he has to waste his turn going around the Sword and the Axe. This is why precise movement is crucial.
So now we have to fiinish off the Sword. We take a step- his AoO fast attack bounces off our armor again- and shoot him in the gut:
As you can see, the fast attack doesn't do much damage- I'd have used a stronger attack but we got dinged on the arm by the Club and he's so close that even a few points will probably put him down.
2 AP move 1 step away
6 AP fast attack (longbow) to the Sword
2 AP move 1 step away
Turn 7
And we're right, down the Sword goes on his turn by poison. The Club takes a good chunk of our life total, but now that he's by himself the odds are against him.
At this point I don't really even need to continue... now that we've reduced the fight down to just the Club, we will win this fight unless he crits us. Longbow owns 1v1 against melee, especially against normal blockers. Even if I end up getting killed this time, I hope you can see how with the right strategy we can turn a fight that seemed impossible into one that we'll beat 80% of the time. But let's see what happens.
I forget to shoot him in the head and hit him with a fast attack instead. Head shots are nearly always the best way to kill blockers, and since we don't want to give him many chances of critting us, we're in go for the kill mode. Still, we tag him with poison.
2 AP move one step away
6 AP fast attack (longbow) to the Club
2 AP move one step away
Turn 8
Head shot gets blocked and he dinks 3 damage off me. We can't do this all day but we can try again.
2 AP move back 1 step
8 AP aimed: head (longbow)
Turn 9
FUUUCK. And suddenly the crowd quiets as Steph goes cold. I get dinked for 2 more damage.
2 AP move back one step
8 AP aimed: head (longbow)
Turn 10
It's not a disaster since we dodged his attack, so the turn was a wash. Well, I guess let's fast attack to get poison on him again:
2 AP move back 1 step
6 AP fast attack (longbow)
2 AP move back 1 step
Turn 11
FUCK. His swift attack connects for 5. Now we're in sudden death and wishing we hadn't gone for those head shots. His next hit is going to kill us so now we have to stop playing games. Fast attack at least will get us closer, and maybe it'll crit? It has to connect to crit...
2 AP move back to steps
6 AP fast attack (longbow)
2 AP move back to steps
Turn 12
Just a normal hit, not a crit but...
We dodge! ALMOST DEAD, fuck I wish I could take those head shots back, he'd be dead already...
WE MOVE. WE SHOOT
GAME OVER
Time to take a selfie
Live the dream.