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I'll detail what worked for me hoping it can help people:
- Combat difficulty experienced
- Leftmost pit : One against many, standard difficulty
- An archer with marksman spec
- Perks : subtlety, easy prey, lone wolf, suppressive fire (bravery area skill with slowdown). No anticipation perk (deadly counterattack)
- Equipement : Bow with pushing attack ( I used The Indomitable One but I believe the pit bow works fine too). No enhanced visibilty skill on the helmet, no unstable oil to avoid accidental kills.
- 20 movement (more if you have), 15 willpower to survive a potential deathblow.
- Learnable skills run, aim and taunt. (you can taunt > run an enemy to give them the weakening effect).
- Make a new save every turn. If you can't get what you want and keep having the same bad damage outputs from your attacks, you can try using skills (run, aim) in different ways to change the crit roll. Reload if the zombies act too late.
- Start fight and forfeit until the 4 neutral mobs (2 rats 2 zombies) play first in the turn order.
- Try to make them kill 2 enemies in the first turn (1 middle stunner and east stunner on the zombie side, if you have the pit bow you can push it towards the zombie). I also used suppressive fire on the south impaler to slow him. North impaler killed the north rat.
- 2nd turn taunt&run the closest impaler (south), damaging the 2nd middle stunner to allow him to die by the zombie at the center. The marksman skill aimed shot is great to get desired damage by moving close/far accordingly. I tanked the weakend impaler with my archer (deflecting buff from subtlety perk was great).
- 3rd turn get the south impaler to die by the zombies and start running to the west stunner who certainlty killed his rat opponent. Damage him enough without killing him. I had some hp left and survived his attack with the surviving ability (15 willpower). North impaler should kill one of the zombies.
- 4th turn run to the impaler and damage him enough so the last zombie can kill him.
- 5th turn the last stunner run towards the zombie and dies during the 6th turn. Then you can safely kill the last zombie in the 7th turn and get the achievement.
I'm sure there's other ways to do it, but in every case you'll need a ton of luck.
This achievement is so stupid because of the many ways bandits can die from poison, resulting in a fail. The 4 neutral mobs being super weak doesn't help. I don't know why the devs added it that way. The lightning and not my fault achievements can both be repeated with consistency with a little of strategy, but this one is way too much dependant on rng. I hope they change the pit to 6 neutral mobs and 4 bandits so people can do it with less suffering.