3D versus 2D?

Hey guys, I am creating a rouge like RPG with little to no physics (turn based, tile based), I am wondering if it would be better for me to create a 2D project as opposed to the 3D physics engine for this case?
All unit controllers will be handled by a 2D array in the background that stores positions of objects.

After reading this http://x-team.com/2013/11/unity3d-v4-3-2d-vs-3d-physics/ I am convinced that I should choose 2D

But here is the kicker, it will be in a 3D isometric world does this default to 3D physics once I move the camera? Would there be any disadvantages in my case? TO be honest I cant even think of any reason why I would need physics in my game, other than raycasting mouse position.

There seems to be some confusion here - a 2D or 3D project is just the initial setup of the editor layout and settings. There isn’t really such a thing as a 2D project, or a 3D project. Either way, the same engine is running everything. If you started a project in “3D” and then only used 2D colliders, it’s going to be running 2D collision.

If your world is in 3D, you should probably make it a 3D project, you’ll have an easier time working in the levels with that setup.

I would like to point out that if you are planning to use the Navigation system for AI in your game you must use 3D physics at this moment. 2D does not allow you to use NavMesh yet as 2D runs on X,Y while 3D runs on X,Z with Y being up. Wanted to point that out so you do not realize it late and end up having to rotate your entire project and convert all physics and colliders to 3D space.