Transparency
There's a bunch of enemies in this book. Not everyone keeps the bestiary for every little game in their head. So, when combat begins, tell the players the jist of how every enemy works.
You don't need to spill out every stat, but if you're deploying, say, an Entropic Jäger, tell the players that it has a cleave, and can move through them after attacking. That's all they need to know anyway.
The PCs are competent fighters, and the Original Game allows for one to examine before every fight, before every action even. In here, players don't get a little cursor to mouse over every little debuff and status applied.
im becoming a fan of, in tactics games, just telling players Most Of The Deal with a certain encounter.
Telling players that the big Commander Unit is a Big Commander Unit and thus will sic the hounds on players, or that this big boss dude is exceptionally mobile.
Or just telling players who's gonna get slapped this round. Whoever's closest, or furthest.
Or giving the enemy explicit rules. This Guy Will Always use his Cleave if he can.
like what're they gonna do? win? knowing's only half the battle.
I say this in contrast to a dungeon crawler, your OSR/NSR games, where the fun is poking everything with a stick and/or setting it on fire, and also needing to pry information slowly, carefully, and then exploit that info.
