I just did a solo Archer playthrough and I took Guerilla. 25% is worth it.
However I was going to be sneaking anyway as with one player you have to. For longer (tougher) fights it gets boring though.
I have seen a YouTube vid someone do that. It was interesting.
The main question is, : Is the game created to be played like that or it is a collection of bugs which allows that?
Current combat suffers by transition between realtime and round game. There is no good system for start a battle, also end of battle (end of turn based game) is unfortunate. Your party might be killed by game mechanics. Playthru of sniping Guerilla uses all those underdeveloped areas for player advantage.
Also AI has no power how to search for player. Such functionality is NOT present, but game offers hit and run tactics. e.g. game need either add AI for hunting or disable option for hit-run tactics which prevents to start a battle. The one hidden archer focused to take advatgae of design flaw. Misused game mechanics.
It is designer work, to make it so, that spoiled game mechanic will not cause advantage or disadvantage. That should be taken care off.
My idea of the classic encounter is:
- the party starts in a party walk formation, always. Pre-battle setup is reseted.
- transition real-time vs turn based is initiated by game or player. Turn based phase is ended by player. e.g. player has a choice to continue in turns even after all enemyes are eliminated. ( number of aftermatch turns could be limited to 10)
- flee mechanic need to be reworked. Like heavy rework.
- option to hit without battle need to be removed (or add smart AI who can hunt player, track him down, call reinforcement and so on. e.g. clearly out of scope this game)