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is approaching this game like your typical RPG. Do NOT get attached to your team. Your heroes are like your gold or crests; they're a resource to leverage, not something to protect. If you get a bad run and a bunch of guys going crazy, boot 'em all and start fresh! This is why upgrading the stagecoach early on is important. I suggest upgrading it until you get at least 4 new heroes each week, then expanding your roster to at least 18/21 people (then eventually to 25 once you're starting to do medium/long dungeons regularly). Also note that your heroes relieve 5 stress each week while idling at your hamlet. If you have a big enough roster then you can let them sit for several weeks without spending cash to relieve their stress.
Pay close attention to the quirks that your different heroes have though. Good general quirks are like +SPD, ____ Explorer/Scrounger/Adventurer, +PROT are all good, while +Melee or +Ranged is good for those types of classes respectively. Some negative quirks to be wary of are anything -Mania, because they will screw you out of loot, blight/bleed/disease themselves, basically do potentially bad things with the curios you come across. Curious, Guilty Consicence and Compulsive are all the worst versions of this as they aren't limited to the type of curio. Kleptomania is awful because they'll actually steal loot from you. If fresh meat comes off the stagecoach with any of these four, I won't even consider them for my roster, regardless of whatever good quirks they have. It's not worth the early cash to remove a bad quirk if they haven't earned a spot on your roster (Reynauld I'm looking at you, you thieving asshole).
As for combat, party composition is everything. There are countless combinations that work well together, but that means there are also countless that are terrible. One of the most important factors for any party is the ability to hit all enemy levels (especially the backline). Don't try to AOE down enemy parties, it's better to focus fire single targets to death. Study the enemy skills to see which ones cause stress, and make them your priority. It's usually the backline guys, but some are not, like the fat bandit in the Weald. After the stressors are dead, focus fire on the offensive bombers, then finally kill the tanky HP sponges.
For party examples, if you're running a Leper in the front make sure you have a Bounty Hunter or Occultist with him so you can pull their backline forward. But if you have a Hellion (with Iron Swan that can hit their backline) then feel free to add a pure DPS class like Arbalest or Highwayman. Also pay attention to Mark/Bleed/Blight synergies. Arbalest/Occultist/Bounty Hunter/Hellion is a fantastic Mark party that can hit all lines, high DPS and has a healer. For the Cove (which has high %PROT enemies), Plague Doctor/Grave Robber/Abomination/your favorite frontliner make a great party because the enemies are weak to Blight. Note that Blight and Bleed stack, so it's not unusual to get 8-10dmg per round on the trash mobs you find there. You'll get a feel for what kind of parties you like, the early stages are great for experimenting. Remember, EVERYONE is expendable in the beginning, don't start investing serious gold into them until you've taken them on several missions.
Your first few times are always rough, but don't let it get you down. Remember, progress in this game is measured by your hamlet, not your heroes. If you get shitty RNG that wipes out your team, you get fresh recruits each week but you don't lose your hamlet progress. Once you get a couple runs in where everyone is healthy with little to no stress things will start clicking for you and you'll be rolling. Until you hit start hitting bosses and Veteran dungeons, hah... sigh.
But yeah feel free to ask questions... I've read up a lot on the game and have a pretty decent handle on a lot of the mechanics.
Edit: Also, if you've got a fair bit of loot and have some guys you want to keep but are near death/affliction, there's no shame in abandoning the quest. It's worse to get a squad wipe on guys you've put some gold into than it is to get some stress damage on the shame of going back home. At least you get to keep your loot and don't lose your investments. In this game, it's an actual skill to recognize when you feel you can press your luck and when you should bounce. As a rule of thumb, pay attention to your gold before entering the dungeon then count your stacks when considering if you should abandon. Did you make a profit? If so, then it might be worth it to leave and take the stress hit. You've got next week to make up for it.
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