I know its a bit lame, but if you just want to get through the game, use Quick Combat. Oddly, I find my party often fares better when I use it, and it is loads faster.
That's not my experience. Several times I've (state) saved at the choose combat screen, chosen Quick Combat and been wiped out. But when I reload I can win by playing turn based.
The problem for me with Wizard's Crown is not that it's so hard, it's that you are constantly fighting against a very user unfriendly interface:
Facing is important, but there's no visual feedback which way you characters or monster are facing.
Same with "Engaged". The program does not tell you which monsters are engaged in combat or not.
All actions cost movement points, but the game never tells you how many you start with, how many you use and how many you have left. For a game that is all about
control, it feels very lame to leave this to trial and error. At least in the GB games you could at least redo your movement of running out of points.
Aiming at enemies in one turn will make them much easier to hit next turn and make more damage, but the game does not fucking track it for you. If you have several characters aiming you need to write down their actions. Unless you have very good memory, you will not remember what all your guys were doing the previous turn after all 25 enemies have had their turn. The game remembers that you did aim at
one of those 25 enemies, but it will
not fucking tell you which one. Hitting the attack key will not center the cursor on the enemy in your aim. Hell, the program even lets you aim again, which means if you don't keep proper track you can even forget if you aimed at an enemy in the first place. Also, you can aim even if your crossbow is not loaded!
The fucking program doesn't even remember the last enemy you attacked, so each turn you have to retarget your enemy or risk hitting the wrong one (you usually want to hit those wounded or facing away from you).
So there is a huge discrepancy between all the minutea of the tactical combat and the feedback the game gives you to handle it.
In the end I felt I was fighting more against the UI than against the various monsters.
A damned shame, as with better control(s) it would have been an excellent early dungeon crawler.
I really liked the class/skills system, encounter design, and loot. The Praying was also interesting and an original way of restoring health to party members, but this aspect of the game was actually much less hardcore than it was in Demon's Winter. The latter feels a bit like a natural evolution between Wizard's Crown and the Gold Box games, and was much more playable than WC.