5325a7 No.15994707
It's been a while since anyone tried this, so let's play some fucking videogames. We're playing on a 5-star difficulty. To make things more fun, you only get to spend 30 points on NG+ stuff for this playthrough. You get 30 minutes to vote on what to pick from the list below - having no bonus to start with is an option as well.
Strategy-wise, I'll try to explain what I'm doing the best I can, but stuff like cutscenes and plot is mostly getting skipped.
ed96ba No.15994740
5325a7 No.15994768
Not getting anything then. Let's fucking go then, we're doing this.
Basic tutorial fight done. Here's a screenshot of our roster - we fire all of Akechi's troops for extra money because he's a really shitty unit and we only keep him for scouting and negotiations value. Scouts in this game are extremely important because they allow you to see the enemy formation, which allows you to manage deployments better - sometimes deploying less units is better because you get more units in reserve, and thus you get to defend against more attacks. Akechi is one of our initial scouts - we'll be getting rid of him somewhere around mid-game when his base cost of 2 will start being a problem.
654775 No.15994782
2ebf29 No.15994785
5325a7 No.15994786
We recruit all the units from the starting province and raise NP by 2 in the first couple of turns before declaring war on Hara. It's impossible to do anything but defend if we don't have enough groups to go into combat with, so it might as well be mandatory because we want to attack.
NP stands for National Power and it's a number on the bottom of the screen under the label Power. Every unit that we have has Cost associated for it that represents it's upkeep - every time it's troopcount goes above 500, 1000, 1500 etc, it gains 1 NP in upkeep value. You can only recruit units if your upkeep is lower than NP and if your upkeep is higher than NP, you get half as much income.
>>15994782
fuck off m8
5325a7 No.15994791
We declare on Hara and enable our prison through an event. It gets unlocked automatically upon conquering a house or a province, don't really remember, but it is worth unlocking it early because it's going to be very, very long while until we conquer another province.
5325a7 No.15994813
Right now, our goal is to get all events that we can while pushing Hara to it's last territory. A house's last territory is always occupied with a static and (usually) very powerful formation - in Hara's case they usually have three archers in the back, one of them being Hara Shouji. He has Volley - it's an AoE attack and our troops are made of fucking paper. Combine that with Castle's 20% bonus to attack/defense and it's unreasonable to expect to win - we just don't have good ranged units with decent defense yet.
On the plus side, Hara is really weak, so we just storm through them. They usually do 1-2 attacks per turn if you conquer a territory inside their province and we want to weaken them right now before declaring war on Ashikaga.
5325a7 No.15994831
Three territories inside Hara captured and our token catgirl ninja joins the team. She's listed as an essential character, meaning she can't die no matter what. It's plot armor. She gives decent SAT too. Best gril.
We discover the dungeon and head down there because it's the first turn that we can use Suzume in. Every dungeon drops a random item that you don't have. We don't have any items, so it's time for R N G.
3a234b No.15994838
>>15994707
>no one woud ever give a shit about this game
<but it's gone porn so wow meems
I just wanted to play games, not end up associated with japanese multiculturalists.
33bbda No.15994843
>>15994838
You're a dumb faggot.
2ebf29 No.15994846
>>15994831
can you post the map? do you always conquer or do you ever settle?
18248f No.15994850
>>15994838
You've never even played it you dumb faggot
5325a7 No.15994851
Dungeon's done and we get this - one of the most useful things that we could have gotten from it. Amazing. Also, Suzume procced Assassinate 2 - a ninja skill that costs all action points and has a chance to instakill enemy unit - and captured us a Foot Trooper. From this point on, when Ashikaga comes to jew shekels from us, we tell them to fuck off. We're ready.
>>15994846
Here's the map and unit list. I always try to conquer because there are significant bonuses associated with that - SAT, extra events and more. However, there are some jank strategies with Tokugawa that require vassaling them first, getting a specific item from them and then warring Takeda, which makes Tokugawa declare war on you out of vassaled state. And yeah, there's the end of a Kenshin route where you have the ability to vassal everything once you get the headband.
5325a7 No.15994866
And now, for some really spicy memes. From now on, we're going to spend one flag of every turn visiting Miso Katsu dungeon. Normally, doing an already completed dungeon would be a waste of time, however, we don't really have anything else to do - raising NP from now on will require two flags instead of one and make a lot of units that are necessary for defense unavailable for us. At that, we have a chance of getting the following items from redoing a dungeon - full heal a unit, 50% heal a unit, +1, +2, +3 and +4 happiness respectively. We absolutely NEED happiness items to raise important skills on our commanders to make things less of a pain in the long run - Enhanced Initial Guard in particular being our first pick because of how good it is. Long way to go for that, though.
What we're trying to do here is this - after turn 20 and when the first gourd breaks, if we didn't conquer any provinces before that time, a low-priority start of turn event occurs that gives us a Popularity Staff. It's essentially free money. We need that to not die because I don't plan to use permits. So we'll be here for a while and we're gonna grind down Ashikaga and Hara during that time.
0e5f3e No.15994874
>>15994866
>spoiler
>mfw
What route will you do anon?
5325a7 No.15994887
>>15994874
I want to do True Route, but at this point in the game we could do anything, including Demon King Route. We can blitz DA before Sill ever gets frozen and then LP never meets Xavier because that event happens on DA phase. This turns the game into a sandbox.
We piss off Ashikaga just in time. Meanwhile, Suzume memes another foot trooper capture. Those are really good during earlygame because of how disposable they are and because of how low you are on units - put one of those fuckers on a backrow on a defensive battle and if they hold against ranged units, you win. The only downside is NP cost - we're limited to 17 until we get the staff. This makes it hard to recruit anyone useful.
5325a7 No.15994908
More defense and Isoroku gets introduced. She's an archer unit and she's the only one that's decent at it because of her upgrades. In this run, it's important to capture her before taking the Ashikaga castle because, as mentioned before, all of our units are trash. Before doing that, though, we need to rout her unit. We also get Enhanced Initial Guard - this starts foot trooper units at 120% guard percentage instead of 50%. This makes foot soldiers way more reliable because they get a significant lead on guard percentage.
However, we can't attack because we're just barely managing to defend ourselves - there's only two EIG units. This means that we only have two squads most of the time and while we CAN improvise with something like putting Suzume in the front and hoping that enemy units are too weak to kill her, it's unreliable. What's more, this will only work against Hara because only they have units this shit. We have foot troopers in prison, but we can only get one, and since we don't plan to keep it, putting EIG on it is not an option because we need the happiness. This makes it hard to defend against 3 attacks in one turn.
In short: RNG please don't fucking kill me.
5325a7 No.15994930
Isoroku tries to invade us, then gets deleted. We rout her unit and watch a cutscene. She can now be captured. However, before she can invade our territories again, AI will need to heal her and that'll probably take some time. We get Ranmaru Attack 7 because attack bonuses are hard to come by.
There's one more important detail. While Isoroku is with Ashikaga, if you deploy Rance in any battle with them, it will count as an automatic loss. We can't suffer even one loss like this because AI sometimes attacks 3 times per turn, as mentioned earlier. Can't spare troops nor flags for that.
5325a7 No.15994975
We do some off-screen battles and dungeon farming. There's just enough happiness items to get Suzume a skill - Chun-Chun shuriken interrupts diviners regardless of whether they're behind a foot trooper guard. Only she can do that. Her events also give us a big chunk of SAT.
Satisfaction is used to unlock new characters, improving Rance, improving the number of actions per turn at certain thresholds and to increase happiness of all commanders by 3. There are other uses such as improving the amount of battle preparation that you get by doing an event, increasing all troops's troopcount by 50 and so on, but those aren't as important, though there are exceptions. We need to get to 50 SAT as soon as we can to get three actions per turn.
482a6a No.15994977
>can only select a higher difficulty on second playthrough
dropped
9530f1 No.15994983
>>15994977
Its justified in this game to be honest
2ebf29 No.15994995
>>15994977
honestly, unless if you intend to use guides and walkthroughs, I doubt it'll be too easy to play.
5325a7 No.15995010
>>15994977
Just download a save from somewhere or run through normal mode. I would recommend the latter.
Rance gets Charge because of how many actions he can potentially get. With that and Full Power Attack 2, he can turn into a monstrous unit capable of doing retarded amounts of damage to a formation that doesn't have a guard unit up front. This role is traditionally occupied by musket units, but one - we get them way too late, and two - the only musket unit that we DO get serves a different purpose. Spoiler, it's not the RNG meme that you probably think it is.
Everything is slow because farming and AI doesn't attack very often. One thing I forgot to mention is that dungeon farming also drops Motivation Papers, which can be used to refresh units to make them take two actions in a row. This could be useful in a pinch to avoid losing a territory at this point in the game.
5325a7 No.15995034
We attack Ashikaga because we run out of things to do. This proves to be not a very smart move.
In short: fuck.
18248f No.15995049
>>15995034
You've already blown out roughly half their units, I doubt they'll send much to attack.
5325a7 No.15995056
We repeat the process and succeed. Hara gave up on attacking us, so we're going to push closer to their castle. It's a problem that Isoroku's still there, but right now, there's nothing we can do but wait for her unit to attack us. We have Shibata, Suzume and two ranged units in reserve waiting for her.
Also, still no staff in sight. Guess we're gonna attack into Ashikaga provinces some more while farming. It's beginning to be a waste of action fans - we can't really attack into Ashikaga's castle because we need our backrow not to die, but because it will die to a single hit from Isoroku we can't just put a guard unit there and have it succeed, so we need to capture her first. We need to do Miko Institute SAT events real soon or we're in trouble.
>>15995049
Yeah, that was the plan, they'd kill us if we didn't do that.
5325a7 No.15995076
A bunch of things happen all at once. We invade Ashikaga's town section of a province and get a speedbook from a battle. Isoroku shows up with a guard unit. After reactivating Suzume and putting her on the field, she manages to kill the guard unit and capture both that and Isoroku herself, meaning that she gets replaced with another generic in Ashikaga's castle battle.
Finally, we get Popularity Staff, which we can place on our foot trooper units. In order to not die, they NEED troop size and stats. Sometimes we won't be able to have stats even with tactician buffs - in this case, troop size will compensate for that weakness.
5325a7 No.15995088
More battles. We're starting to do SAT events from Miko Institute instead of farming the dungeon. Third fan soon.
We're also wiping out Ashikaga in a couple of turns. Tenshi Sect is going to try to kill us with Guard Cancels really soon and we should get ready for that.
5325a7 No.15995111
One thing that completely slipped by mind is that you get +1 affection point if you deploy a cleared unit with Rance together. This should make Suzume really strong if I spam her with Rance and pick Battleground Construction 1/2/3. This way she could go from a nice character to a really strong unit.
Meanwhile, Ashikaga attacks into my home province. They're going to die really soon and when they do, all provinces where they've attacked will have their enemy-held territories reset. That includes territories other houses conquered. We send for reinforcements, and Takeda gourd breaks.
5325a7 No.15995137
Meanwhile, we get Ganko. He's going to become our quick-and-dirty solution to taking hard-to-get territories until we get Tourin from Takeda. This is how we're going to get castle territories from Tenshi sect and this will helps take the final territory from Ashikaga. He's going to stay on our team until the end of the game because of how useful tacticians are in this game.
We're really behind schedule. It seems we're going to ignore Dokuganryuu until the DA hits, and even then I actually think they'll eat Mouri, Takuga or both.
5325a7 No.15995162
We finally bring Ashikaga to an end and get an extra action fan in the process. It only took 32 turns to do so. Damn it.
Going to stop here for today. There's many things coming up that I'll need a clear head for and it's getting late. Gonna continue tomorrow around the same time I started, so please shitpost in the meantime to bump the thread.
And if by chance some of you know how to play this, please rate the progress so far. Did I fuck up somewhere? Lemme know.
2ebf29 No.15995258
>>15995162
see you tomorrow then, rapeman. i only finished the game once so it's interesting to see it from a perspective of someone who actually knows how to play it.
958890 No.15995977
>>15994838
The entire package is on par with HoMM3.
>>15994866
You should do dungeons by going down to the second to last level each time. Each time you do this will have the dungeon start you on one floor lower. The advantage of this is that you can way more items, including a LOT of Ogre Bones, which is insanely good if you get enough of them early on.
>>15994874
Not using permits makes the game way more enjoyable IMO.
>>15994977
The game's hard enough that you'll get your ass kicked on your first playthrough. Hell, you'll probably struggle a fair bit even if you follow a step by step guide.
>>15995010
>Charge
>Full Power Attack 2
Mah nigga.
>>15995111
For those who don't know, Battleground Construction changes the Battle Effect in your favor, is considered a very fast action, and that Ninjas have an innate speed advantage. A 9 speed Ninja can can cast multiple Battleground Constructions without anyone else acting and then Assassinate a target.
a56aa3 No.15996015
Heh, some gay hentai game.
>>15995977
>on par with HoMM3
WHERE'S THE MAGNET?
4a0c17 No.15996045
>>15995977
>Battleground Construction
>permits
I don't think I've ever used either in any serious capacity and I've cleared the game multiple times. I mean, I'd much rather attack once with those same ninjas and assassinate those massive number no name commanders than have some % buff. Same for defense. A good diviner build and or time drain commanders pretty much break the game.
c68659 No.15996216
>>15995977
>The entire package is on par with HoMM3
I like Rance too, but let's not get carried away here.
4a0c17 No.15996242
>>15996216
I agree. He's a league and a class above, and I say that as someone who loves heroes 3 to death.
958890 No.15996271
>>15996045
It works well with specialized teams of hard hitters with low action points, or by denying action points (Urza/Kenshin) and having hard hitters with lots of action points mop up. Also pretty good for castle battles.
>>15996015
>>15996216
>>15996242
https://catbox.moe/official.php
HoMM3 wins in combat mechanics and replayability. SR wins in story, characters, and music
4a0c17 No.15996291
>>15996271
>denying action points
That's what I meant by time drain commanders. I had Kenshin and Sen in the front with Uruza and Hojo behind stop just about anything trying to attack me in the game. And that's with having two extra slots for further time wasting or guard/shield potential.
>pretty good for castle battles
I guess. But my take is that by the time the enemies bloat their numbers so it's even worth the effort to prepare it you're more than likely have a roster capable of multiple attacks and or multiple defences. And having a first wave who's only job is to damage them enough so the second Rance led wave can win it seems preferable.
>replayability
I'll probably concede you that but I don't agree with the rest. For one I'd be hard pressed to say anything bad about the H3 soundtrack. It's a silly comparison that reeks of console war bullshit anyway.
5325a7 No.15998269
We're back. Here's what our situation looks like right now. Tenshi Sect is going to attack us very soon and we're getting ready for them. Here's a small list of our short-term goals that we need to accomplish while doing all that.
Minor tasks:
Get more Foot Soldier Units (for 4 squads)
Recruit Yamamoto Isoroku (for SAT/Sweeping Fire)
Build NP every turn
Request reinforcements as often as we're able
Get Murasame
Complete a Dungeon (Turn 31 SAT)
Recruit Andou Kyuri
Recruit Aburako Dousan
Do levies
Upgrade Maeda when available
Recruit Okita Nozomi when available
Major goals:
Defend against Hara
Kill Tenshi Sect
Kill Asai-Asakura afterwards
With that in mind, let's proceed.
5325a7 No.15998294
Suzume gets BC1 because she had full happiness. We finally get declared on by Tenshi Sect as a story event and take their castle on the first turn of our war. We do two levies - each levy event from a conquered province nets us some gold and a book that we can use to improve one commander's given stat up to a limit of 6. Books dropped cycle like so - ATK -> DEF -> INT, so we're guaranteed to get two defense books for Maeda if we levy five of our conquered provinces. Extra stats are a really nice incentive.
5325a7 No.15998327
Because everyone on japan is so religious, we lose a certain percentage of troops as a result of a start-of-turn event. Tenshi Sect was a mistake. Meanwhile, we just spam attack on Tenshi Sect's castle territories. Just barely succeeded taking those territories thanks to Ganko's contribution, too. It was worth putting 14 happiness's worth of items on him.
Because of the war right now, we're really low on negotiation troops, so Isoroku will have to wait.
5325a7 No.15998362
We get Rizna. She's a mage and mages use INT as an attack stat, which also serves as a magic defense stat in this game. Her problem is, she only has 4 INT by default and mages are terrible units because of how slow Fire Blast is. She'll serve us as a scout for now.
Tenshi sect also dies, which means no riots. We really need better commanders.
2ebf29 No.15998391
>>15998362
>We really need better commanders.
time to get Isoroku?
5325a7 No.15998392
Some more in-between wars stuff. Training area for foot soldiers get constructed, meaning all foot soldiers get +5 to troopcount every turn at the expense of 5 NP. Considering that at this stage in the game one foot soldier costs 44 gold, you can see why it's so good income-wise.
We also recruit Kuge Kiyoko from Kyo. She has a skill called Asset Tech that gives you money every turn that scales from the amount that you currently have and from amount of people possessing the skill. Usually you get 60 times your NP as income every turn - in our case, 38*60 = 2280, but with Asset Tech at maximum - assuming we have 50000 gold in reserve, we get 2000 more gold per turn. That's almost double our income.
>>15998391
Yeah, that. Next turn. Gotta have dosh first.
5325a7 No.15998410
Next turn, we're presented with two options and Rance, like a true hero of justice chooses correctly. We're about to head into zooland, but Isoroku comes before that. Gonna need Uruza soon, though we're really strapped on NP.
5325a7 No.15998438
Akashi get ready to declare war on us. We don't want that - they have a gourd that we don't want to break and getting into war with them would slow us down significantly. Isoroku gets Sweeping Fire because it's still somewhat useful at this point in the game and we're off to attack Asai-Asakura.
968fd8 No.15998452
>>15998438
>Sweeping Fire because it's still somewhat useful
Don't be daft. Give her Oiuchi Fang or even better the Urashimaru and she'll do wonders well into mid game. Especially if you pad her numbers and she can do an early decimate on the enemy backline.
5325a7 No.15998469
>>15998452
She's an Archer unit. They have the same damage scaling as Ninja units and because there we have no tacticians yet, things are hurting - no defense buffs on foot troopers, no attack buffs on attacking units. I don't want to quit this early, but sorry, gotta take a break. Be back relatively soon.
968fd8 No.15998498
>>15998469
Yeah, and she's the only archer I'd ever want to use past a certain point. The items I mentioned, though? They have a flat, additive damage increase. So give it to Haru early game and he'll decimate entire armies with the volley and pass it to either Suzume or Isoroku later on. Suzume is even better because her basic attack cancels enemy preparation attacks. And he can't defend against it.
48e2f0 No.15998912
imb4: kou-chan's rape pics
18248f No.15998927
>>15998921
Why is every tor post abhhorent
958890 No.15999027
>>15998452
>>15998438
>>15998469
Give her Field Battle Expert or Castle Battle Expert. 40% extra damage and the crazy archer unit growth from battles will make up for the damage deficiency.
a72ce2 No.15999262
>>15999027
I'd rather go for Whirlwind Shot tbh, that shit is godly versus Youkai Kingdom's hueg troop stacks later. Plus, you'll get Maria later on and she can wipe off backline units easy.
>inb4 just get Dousan
>>15998912
I'm more surprised when Leila get mindbroken by Xavier, i mean fuck i never saw that one coming so i quickly load my last save when that shit happened to me, never take the DA easily folks.
968fd8 No.15999331
>>15999262
>hueg troop stacks
Yuzumi best Yuzumi. 4eyes can get fucked.
b00661 No.15999559
>>15998927
What do you expect from paedophiles?
48e2f0 No.15999720
>>15999262
how do you achive this result? i did not know it was possible, do you just have to lose a battle with her in it?
18248f No.15999768
>>15999720
Yeah and she has a chance of being captured when her unit gets annihilated.
958890 No.15999775
>>15999720
As far as I know, it's from losing a battle against DA with her participating in the battle AND with her troop stack having taken heavy loses.
968fd8 No.15999790
>>15999720
Have you tried deploying Gekkou alone?
5325a7 No.16001432
We're back again, more or less. We have to recruit some units from our prison to make up for our deficiency in non-combat stats. Isoroku gets an attack boost and we use 6 happiness items getting EIG on a generic unit. Reliable backrow guard units are really important right now because our backline dies very easily if exposed to big stacks of archers, ninjas or tacticians.
There's going to be very many opportunities to recruit useful units in the near future. However, even with improving NP every turn, we're still almost in the red and we can't even afford to fire Niwa or Akechi yet. What a shame.
5325a7 No.16001466
We attack Asai-Asakura for the first time. At this point in the game, our foot troopers start dropping in effectiveness really hard because of a lack of stats and troops. Nevertheless, we make it. Asai-Asakura, however, has a gimmick.
Once you conquer a single territory of their home province, there will be a certain story cutscene. After that, they will send endless waves of pandas at you. The only way to win this game is not to play, so we lose that territory that we've just gained.
Oh, and we stop defending for a turn against Asai-Asakura. We can comfortably lose two field territories in a province against them because we can block their attacks reliably once we're defending a territory with a castle and because we don't have a territory in their borders yet, that can function as a buffer of sorts. So we do exactly that.
5325a7 No.16001528
More attacking and defending. This turn, however, it's time for something curious. For up to one turn after the earthquake event hits, you have a chance to do an event called "Dirty plan (Send fake relief supplies)". This effectively kills almost all troops that Asai-Asakura has for a single turn and when an AI has no troops to defend a province with, they put three commanders with ~150 troops named Gathered Foot Soldiers. Because we have three action fans, we're able to attack twice in a turn after doing that.
Kenshin appears in an attempt to conquer a second territory. She randomly appears whenever you attack or defend a province starting from Uesugi clan introduction event. If you're attacking a territory in an enemy province, AI can deploy her. If you're defending a territory in your own province, she can show up as YOUR reinforcements instead. All of this happens only once per turn, but this is a really big deal because she has really good stats and at 5-star, she usually has a big stack of troops.
And yeah, we kill Asai-Asakura. They had a musket and a tactician in the backline. It would have been a big deal if they also had a foot trooper unit there, but it seems the event prevented that from happening.
5325a7 No.16001546
We recruit Yoshikage as soon as we're able. He's a monk with 5 speed, 8 negotiation and 5 construction. You can get a better unit from the satisfaction bonus, but that's not why he's here. He's going to be our situational Guard Break unit after the NP building will go out of style and his character clear effect is really, really strong.
After conquering Asai-Asakura, Uesugi house is scripted to declare war on you. Trying to defeat Uesugi house after Asai-Asakura is good for a variety of reasons. First is, you no longer need to worry about Kenshin reinforcing AI defense. Second is, Naoe Ai is a REALLY good unit because tacticians are really great in this game. And finally, Kenshin herself is a good unit, though her effectiveness as a warrior will soon be largely diminished because of how good giant Foot Trooper stacks are.
Hannies arrive on Kyo and we'll be able to recruit Nozomi soon enough. We're going to be needing more SAT soon enough for Maeda's upgrade and more reinforcements. There's also Uruza, thank god for that.
5325a7 No.16001563
The very next turn, it's important to raise Yoshikage to Normal by doing two events, one at below 7 happiness, one at 7 happiness. By spending 6 happiness worth of items and two events, he takes speed 6 as a bonus. Because we get Yoshikage, there's no more need to have Akechi waste 2 NP's worth of upkeep, so he gets deleted.
Now, as for why that was so important. After Yoshikage's at normal, there is an option to look for Yukihime in Texas. If you don't look for her, she gets pissed and has random houses declare war on you. It's inconvenient to say the least. As a unit herself, she's really bad, but she ever reaches 7 happiness, you can do an event with her that has her leave the army that also gives you SAT. That part is crucial and we're lacking commanders anyway, so we're doing that.
909207 No.16001573
Once i knew what i was doing in this game i always liked going west instead to get the sniper chick and the meidos early, but yeah no way i'd try that on 5 star. Good luck m8.
5325a7 No.16001590
We ask Zeth for more reinforcements. It's important to do that sooner rather than later because of the delays involved. Going through the entire continent and at least five provinces owned by hostile houses is hard, after all. How do they manage to do that, even.
Kenshin's gimmick is this - if you deploy Rance into ANY battle with Kenshin before a certain event happens, you get this cutscene and win the battle automatically. It's one of the great things about this game. You can't even call Rance a harem protagonist after that.
We defend some more and put AG+ on Maeda. Assuming monks aren't involved, this makes it so that he can take even more attacks than usual. It means that if there are no monks and we get either a speedbook or another levelup on him soon, his row is essentially absolutely protected - nothing there will be hit no matter how many generics the AI deploys. Ninjas could fuck with that, but AI doesn't deploy that many of them in the first place.
5325a7 No.16001636
One thing I forgot to mention earlier is that once you have territory bordering with Akashi, they'll start getting ready to declare war on you. You can delay that declaration with an option that costs 15 negotiation score for 2 turns. We'll be doing that option for a while with Yoshikage and Uruza along with NP building, so we'll effectively have one action fan every turn. It's rough, but necessary. Because of that, it's debatable whether stalling Hara or Tenshi Sect is better at this point in the game because you don't have to spend fans delaying the war declaration. Overall, I'd say it would be harder to stall Tenshi Sect though, simply because spam monk units and at this point in the game, we don't have high-speed guard units, tacticians or any frontline units that can take a hit to compensate.
Meanwhile, Uesugi attacks us three times per turn. AI in this game has a limit on an amount of attacks it can do depending on the game's difficulty level. On normal it's one attack per turn, on 5-star it happens to be three. There are some cases that break the cap in AI's case - such as owning Edo province in Houjou or getting blitzed by Takeda or DA, but we'll be avoiding those as much as we can.
Because we have one action per turn, the best thing to do now happens to be attacking and forcing the province acquisition. We want to kill Kenshin quickly because without having a good tactician it's impossible to have a good squad and right now, our Uruza has ~300 troops. Usually, you can put her on the backrow unprotected, but without her special skill and with troopcount this low, she's near-useless in combat. What a shame.
There is one more thing to mention - right now, we've climbed over the 50000 gold threshold, meaning we're free to spend money to raise troopcounts and repair units without lowering our total income for the turn. It's really nice to be able to do so.
>>16001573
Honestly, meidos aren't even that good compared to what you can get in the north.
977ec1 No.16001654
Only thing I hate about this game is what happens to Kou also the cucking. Rance gets cucked too much the game is almost NTR.
5325a7 No.16001666
There is a start-of-turn event that leveled Fuuka. We give her Miko Dance+ for better single-target heals. Those are important. We also bring Uruza to 500 troops which makes her kinda-sorta usable on the backlines, depending on how much troopcount enemy units have.
There is a really nice trick that you can do with Uesugi. Once you attack them down to their last territory, if Kenshin's troops are uninjured, she'll almost always be there, so you can just deploy Rance alone and auto-win a castle battle. So instead of using a fan to delay Akashi, we did just that right now.
>>16001654
If I recall correctly, Rance just kills everyone in that scene. There's also alternate routes in which that doesn't happen. But yeah, I won't defend this.
5325a7 No.16001683
It's a bit of a short notice, but I gotta take a break. Be back soon, hopefully not tomorrow. If there's something that I've missed or something that you want to add, please give a (you) about it.
12f3e8 No.16001694
I hope we can have another comfy Scribblenauts thread some time soon, as well.
Godspeed, OP.
9252a2 No.16001860
>>16001683
I think you may have picked the wrong game, though. Don't get me wrong, rance is amazing it's just that it's not a game really suited to the whole /v/ plays format. Mainly because it's supposed to be played in a certain order so it doesn't really leave all that room for people to pitch in
281d06 No.16002083
>>16001683
This is really entertaining and making me wanna pick up the game again
Godspeed anon!
ed96ba No.16002095
>>16001860
Kichikuou Rance is less streamlined, but it's not as known as Sengoku despite being very similar
9252a2 No.16002327
>>16002095
There should be a law ordaining a public whipping for those that misuse the words streamlined and literally. If anything the game's significantly more primitive with minimal tactical options or realm management. Not that it's not my favorite game in the series or anything.
2ebf29 No.16003519
>>16001683
what do you prioritize, if anything, while playing the game? do you go for territories first or do you do events, dungeons, NP increasing events, etc.
I guess I'm asking if there's anything I should keep a close eye on that isn't self-explanatory when I decide to replay the game.
958890 No.16003589
>>16001563
I'm sure you meant to say that Sluthime goes and whores her way to another house and fucks nobles until they decide to declare war?
>>16001573
The maids require some investments to make them worth using in 5 star. Foot needs Dragonfly Cutter and a bunch of defense/int upgrades, Ninja needs defense upgrades and -50% dmg ninja exclusive item, and Poison needs a team tailored to her.
>>16001666
Miko Dance+ has incredible scaling and is a fast action. A 9 INT Miko unit with 6-7 speed will be able to outheal most damage your armies will take, saving you a ton of gold AND will help grow your units faster. Works really well with Warrior units who will take a lot of damage from Full Power Attack. Ironically enough, Akihime is the best Miko for this since she can be acquired so early and cleared early, so you get get her a ton of bonus super fast.
>>16003519
Your first priority should be to fight as much as possible. Fighting grows your troop counts, gives you happiness bonuses if you deploy with Rance, lets you capture commanders for more Rance levels, and weakens the enemy for future attacks (which mostly help for very well guarded castles like the racoon's last battle). Unless you're going for a high score, your goal should be to balance upgrading your NP, running dungeons, scouting for items, recruiting new commanders, and doing purple events.
f8029a No.16003791
>>16003589
>Akihime is the best Miko
She also happens to be the cutest girl in the game.
2ebf29 No.16003795
>>16003589
>fighting grows your troop count
wait, how does it do that? you just lose troops when you get attacked. you gain them by spending money, don't you?
958890 No.16003844
>>16003795
When you win a battle, your participating commanders gain extra troops based on which unit type they are. Archers/Footmen get 15, Warriors get 7-10, Mages/Muskets/Mortar get like 2-5. It's not out of the ordinary to get between 3000-4000g worth of troops if you're deploying stacks above 1000. Per battle. And since the AI troop count goes up with each territory you capture, you bet your ass you want your own troops to grow as well.
c4510c No.16003849
>>16003589
>>16003791
>Akihime is the best Miko
Barbarians.
3a851a No.16003890
5325a7 No.16005124
Alright, we're back. Sorry for the wait, it wasn't nice to play for 3-4 hours per day and fuck off like that, let's see if we can do more today.
>>16003519
Depends on the run. War as much as possible if possible, get as much opportunities for SAT if possible, get as much opportunities for good commanders if possible, improve NP every turn if it's too low. Though that's just a bunch of general directions.
>>16003589
>>16003791
>Akihime
>4/5/5/4 with base cost 4
You shittin me. If I give Yukihime 7 happiness right now and get her Miko Dance/Wind, she'll be a better healer. This will proc her first event, but not the one where she'll leave.
Anyway, we attack into Uesugi. Kenshin came back from the mountain training about two turns prior, which, to my knowledge, at least, means that Rance autowin events won't work on her again. After attacking their last territory once, they take it back via event.
Why we did that was, all those events lead up to an event where Kenshin's uncle takes over her house. We're given an option to vassal them, but if we do, we lose both Kenshin and Ai, which are the main reasons to get this house in the first place.
9ae84a No.16005149
Years later and I still see 3G's constant x3
as some disgusting deviantart cat face.
5325a7 No.16005162
Anyway, we begin crushing Uesugi completely. We only have a couple of turns until Kenshin dies, so being slow is verboten. Those units are really good, after all.
While doing that, we also do Shinsengumi events. It took two flags and one auto-event to recruit Nozomi. Why is she so important that we need to waste this much time getting her? Because she has excellent events and her niche says that in order to get 5 SAT from her, she needs a 7 affection levelup, which is perfect because we'll need somebody with Light Attack later on.
5325a7 No.16005203
Anyway, we double-attack into Uesugi territory. They're incompetent and they need to get killed ASAP for their incompetence. Just look at this formation. Anyway, they die. Kenshin and Ai will join us with auto-events shortly and in the meantime, we'll need to think about just what it is that we're gonna do now. Our troops are way overdue for an upgrade - there's at least three units with full happiness, including Rance. We'll get Ai really soon, which will help our main squad, but even though we've climbed out of the red NP-wise, our everything's still weak and we need better troops. Because of that, our next target will be the Miko Institute.
When we did Miko Institute events earlier, we didn't do them all completely. What that means is, Miko Institute has three events - one has you learn about the place, the second gives you +5 SAT, third gives you +1 SAT and unlocks Miko Institute as a faction on the map. The last one is important - the more turns they take while not being at war, the better their troopcount becomes. So when we set ourselves up for a war soon, this will help. But for now, we'll need to take care of some stuff first.
b0364c No.16005209
OP I've attempted to beat this game a few times and never got far. I'm thoroughly enjoying this autistic breakdown of game mechanics and tactical decisions
5325a7 No.16005242
>Anyway
>Anyway
God, it feels like I'm retarded.
>>16005209
Just glad that somebody enjoys this.
We recruit some commanders out of prison for their scouting value. We're nearing the cap on how many commanders we can have. This will become a major problem later on, especially since AI doesn't have that limit. Also, because our prison's overcrowded, we release some of them. After 15 people are in your prison, capturing odds go down and when you have 20, they go even lower. If that's the case, then skills like Light Attack are not guaranteed to work. That's a problem that needs to fixed sooner rather than later. Also, for every five commanders that we release at once, we get an item that increases any commander's level by one. We must put all of them on Rance because he's required in so many fights.
We also get Magic from reinforcements. She's a mage unit with 6 in INT. Sounds decent, right? According to the wiki, however, mages have almost the same base attack value as ninjas and archers, they're slower than both and their attack skill, Fire Blast, as mentioned earlier is really slow, twice as slow as a Warrior Attack in comparison. This means that she'll be lucky to do more than one action in a 5v5 fight. She DOES have an unlockable skill that makes less worthless and we will be getting that, but she's going to be cut eventually.
Oh, and naturally, all mages are as durable as wet paper.
5325a7 No.16005304
Right now, what we really need is battles and new units. Miko Institute can provide both of those - we want Himiko and Goemon in particular. In order to capture them, however, we need a unit with Light Attack, so we have to spend 2 NP on Okita. We also score Working Bee from Texas and put it on Okita - she joins at 200 troops flat, so losing 100 troops isn't a big deal for her. It allows her to use Light Attack twice in a single battle.
For those that don't know, Light Attack is a special move that only warriors can have. It does x0.2 damage and if you hit someone with it and the target unit is annihilated at the end of the battle, they get captured with a 100% chance. There is no limit on how many units you can capture in this manner. However, as mentioned earlier, if you have more than 20 units in your prison, this has a significant chance of failure.
Kenshin joins with an auto-event this turn. It's a really nice event. Ai will join us via auto-event soon.
957cc2 No.16005317
In OP's run, why Houjou is not conquered by Takeda?
5325a7 No.16005339
>>16005317
In second games, that event doesn't happen. In first games, to avoid that you have to war Takeda before warring the other two. It's near-mandatory because all of Uegusi, Takeda and Houjou have good units. It's not all that bad because cavalry units that you get out of the war are excellent and will win you the game.
We need to use downtime as much as possible. Mikos are going to be pain thanks to their strong commanders that we need to capture. To remedy that, we start improving Rance. Attack goes to 7 from happiness bonus, to 8 from satisfaction bonus - along with the rest of his stats and to 9 from an attack book 2 that we got from the very first dungeon. He's still at speed 5, which is not great, but it is okay.
Naoe Ai joins us as a tactician. You're practically required to deploy at least one tactician in almost every fight starting from mid-game and generic tacticians are all trash. It's a much-needed addition to our team.
One event that happens around this time is Takeda taking Saitama. It's curious in that you don't NEED to take over Saitama to conquer Takeda when you do war it - the only thing that you need to take are their two home provinces. This will make things less painful later on. We're going to declare on Mikos next turn because from this point on, we'll need tacticians.
One more thing to mention. We've lost enough territory to Hara that we don't have any territories inside their borders. As a consequence of this, they practically don't attack us anymore. That's really bad and we should war someone ASAP to make sure that there are battles almost every turn.
4b3f50 No.16005364
>>16001694
When was the last one, around last summer? I think one of the DS versions needs to get pulled out. Again? I hardly remember the last one for how infrequent suggestions worked out.
5325a7 No.16005372
Uruza finally get Accurate Shots. Combined with Kenshin's innate ability that does 1 action points's worth of damage to all enemy troops, it's a flat -2 action points decrease to all enemy troops. It allows really slow troops like Magic to do damage that they otherwise wouldn't be able to do because of the speed difference. We also pick up Charm of the Fox deity that allows an annihilated troop to always survive, much like Suzume. There's also a levy that we forgot to do earlier that drops a def book, which Maeda gets. With Naoe Ai available, we're off to war the mikos.
10030c No.16005384
>>16005242
>Just glad that somebody enjoys this.
Make that two.
5325a7 No.16005388
We attack into Mikos to get them to try to retake their territory more. Our goal is to capture Himiko and Goemon, two very powerful units. Unfortunately, one has Assassinate and the other has a massive, giant troop stack that's capable of healing itself at twice the Miko Dance+ rate. We're way overdue on our turn count, there's almost no more happiness items and we're out of SAT events. On the plus side, we have the bare minimum that we need to keep on going - tacticians, Accurate Shots + Kenshin cheese combo and a lot of commanders with useful out-of-combat stat scores.
We also pick up Rance's action 4 because he probably needs it to kill things. He'll need FPA1 soon, but it'll be a while before that happens.
4b3f50 No.16005393
>>16005384
Who doesn't like a /v/ plays thread? Something magical happens, even if by accident.
5325a7 No.16005434
We swap Kuge's Asset Tech skill for Enhanced Initial Guard. The reason for that is Ai already has that same skill and we're not going to move from the 50000 gold threshold anytime soon. Kanami comes out of reinforcements - she's a 4/4/4/7 ninja with a high troopcount and nice scouting. Those combat stats are trash and we'll be getting rid of her eventually. To kill Himiko 100% we raise Rance's troopcount to 1000 and then add a draft paper to that from an earlier event, which brings him to 1100 troops.
Now, here's something regarding how the damage works in this game. This is autism, so feel free to skip that. Wiki states that the formula for damage is the following -
Damage (Without Item Modifier) = { [Adjusted Troop Size * (Attack - Defense)%] * Skill Modifier} * (1 + Battlefield Effect)
Let's break it down so that it's easier to understand. Adjusted Troop Size is a unit's power that scales with it's size. From 0 to 500 troops it's a one-to-one ratio - 454 troops is 454 ATS. From 500 to 2000 troops it's Troop Size/2 + 250, meaning that for every troop that you recruit when the unit is between 500 and 2000 troops, every troop counts as half in terms of ATS. From 2000 on it's Troop Size/4 + 750, meaning that every troop that you recruit counts as a quarter of itself in terms of ATS. In Rance's case, it's 1100/2 + 250 = 550 + 250 = 800.
Attack is Base Attack + ATK * (1 + Buff Modifier) * 10. Rance's Charge buff gives him 70% attack which translates to 0.7 buff modifier and he has 9 attack. Warriors have 60 base ATK. In total, 9 ATK Rance with a Charge buff has 40 + 9 * (1 + 0.7) * 10 = 40 + 90 * 1.7 = 40 + 153 = 193 attack. For defense, let's take Himiko at 1500 troops.
Defense = Base Defense + DEF * (1 + Buff Modifier) * 8. Monk's base defense is 30, Himiko's defense is 7 and we'll assume that she has no buffs. 30 + 7 * 1 * 8 = 30 + 56 = 86.
Rance has no skill modifier, so that's 1. We'll assume that there is no battlefield effect either because all battles are going to be on fields. Rance has 20% more damage from Chaos, that's item multiplier, so we'll multiply the result by further 1.2. The result is -
{ [800 * (193 - 86)%] * 1} * (1) = 800 * 1.07 * 1.2 = 1027.2
That's his damage with his basic skill Warrior Attack. Full Power Attack 2 does double damage and it stacks with all other modifiers, meaning that he would do over two thousand damage if he had that.
5325a7 No.16005468
We only have 30 turns left to conquer everything, so we need to rush things. We're killing Hara with what we have right now and waiting for Mikos to deploy Goemon/Himiko while that happens.
Meanwhile, permits get introduced. If a commander with at least 1000 troops equips those, he'll be able to attack an enemy province and win by himself. That effect cannot capture the last territory of a province. That's as broken as it sounds, so we won't be using those during this run.
b0364c No.16005478
>>16005468
I don't know whats going on but it sounds like we still havent gotten into gear, can you really beat the game?
5325a7 No.16005492
>>16005478
Right now we're getting useful troops that'll help with dealing with bullshit that lies beyond the 30 turns that we've got left for the first phase of the game. Troop stacks will just get even bigger, but it won't be a big deal if we get enough good troops of our own.
2ebf29 No.16005505
5325a7 No.16005516
We push on Hara steadily, careful to keep troops that we need to capture Himiko/Goemon in reserve.
Sorry, but I gotta go. Be back soon.
6844b1 No.16005757
So this is my first playthrough and I wanted to know if I am doing alright. I just got finished killing Akashi and Tanegashima and am probably going to hit Tokugawa next.
ed96ba No.16005796
>>16005516
Why didn't you kill Hara first, OP?
6844b1 No.16005822
>>16005796
If I had to guess, he wanted constant, easy fights to build armies and affection from. Hara also has really shitty commanders so you don't get much for killing them.
958890 No.16006032
>>16005124
Problem with Yukihime is that she takes longer to get to, while also requiring more affection items. She is a very solid second choice though.
>>16003849
She's more for using her Miko Storm than she is there to heal. Spending time and resources on her is a waste when she's perfectly fine as is. Also, clearing only happens at the very end of the game and only on certain routes.
>>16005242
Important to keep in mind that you should release 5 prisoners at a time to get the item that grants a level up to a commander. Worth noting that Rizna and Magic CAN be good when used with Urza/Kenshin. They do a LOT of damage with 9 Int.
>>16005304
There's also a recruitable warrior unit from the Ashikaga territories that has both Light Attack and the capture commander passive, also has 4 actions baseline. Okita is, however, a hell of a lot better for dungeon battles and gives a lot of SAT.
>>16005757
Looks like you're doing decent. Try to get an Asset Tech commander and keep your gold at 50k to maximize your money making. Takeda is REALLY rough, so I'd suggest taking out the other countries first. Tokugawa is a good choice for you right now.
6844b1 No.16006052
>>16006032
Do asset tech commanders stack? I looking through my units Naoe Ai already has it, should I keep an eye out for more?
958890 No.16006139
>>16006052
Doesn't stack. Merchant does stack however. Having 1-2 Amazing Old Man and having non-combat commanders with Merchant will help quite a bit.
6844b1 No.16006215
Did I fuck up somewhere? I feel like I was supposed to attack Takeda but instead of them getting off screened by the demon army.
c4510c No.16006241
>>16006215
>only three fans
>didn't take over imagawa
>didn't take over hanniwa
>hojo and takeda got eaten
Also, that score is fairly shit. Have you cleared any characters yet?
958890 No.16006281
>>16006215
>Did I fuck up somewhere?
Nope, enjoy your first playthrough of Sengoku Rance.
Miner spoiler: next spoiler is a major game mechanic spoiler, you've been warned. Anyways: if you can hold off long enough, the game takes pity on you and automatically clears all the Demon Army territory except the 5 western ones.
6844b1 No.16006285
>only three fans
It's only turn 53. The OP is in turn 63 and has 3 fans too(with less SAT).
>Have you cleared any characters yet?
No? I don't really know what that is.
6844b1 No.16006290
c4510c No.16006319
>>16006285
You know that you can cheese one extra fan without completing the game fully?
>I don't really know what that is.
It's fine. Focus on a character, follow their events while raising their affection and eventually you'll get a pop-up saying character cleared. It's usually followed by a significant bonus to said character. It's also a way to keep them safe from certain RNG based bad events such as desertion or assassinations. Additionally they increase your score and you can "buy" more NG+ features that way.
Don't let the DA take over any nation if for no other reason than because you lose out on content.
f8029a No.16006377
>>16006241
It's his first playthrough, you can't expect him to do great when he doesn't know anything about the game.
>>16006215
>>16006285
You're doing fine, that's normal. Slight gameplay spoiler: The Honnouji events where you first fight Xavier trigger after five gourds are broken or you reach turn 90. It's best to avoid conquering gourd-holders to give you more time to prepare for the DA.
Also, don't worry about score. Your first time playing you're pretty much guaranteed to end with a score of zero. Don't read up too much on events and mechaics, you'll end up spoiling all kinds of shit.
c4510c No.16006634
>>16006377
>you're pretty much guaranteed to end with a score of zero.
Listen, I know your lesbian moms told you that it's enough to participate but keep that faggotry to yourself. Some well meaning bullying now will help him in the long run. You should never stop saving or trying to optimize your turn. You should never hesitate to load after losing something critical such as a whole nation's worth of characters and events. And you most definitely should end with some score and unlock your NG+ bonus. Granted, the time bonus is a pipe dream even on most NG+ runs but between the challenges, unlocks and more you really need to drag your feet to net a 0.
9530f1 No.16006657
Loving the thread OP, keep up the good work. It's been a long time since I played this and you're making me want to play it again (never done 5 stars) but seeing people who know what they're doing reminds me that I'm pretty trash at it
c4510c No.16006683
>>16006657
I think it's fair to say that most of the difficulty comes from timed triggers and event chains for which you're not remotely warned or even aware off until you get fucked. The best advice I could give to anyone is to unlock the kill the monkey route in NG+ and dick around in that until you're more comfortable.
2ebf29 No.16006895
Firing this game up. What do I have to do to avoid Kou rape? I don't wanna experience that again.
c4510c No.16006931
>>16006895
Either free for all or kill the monkey route iirc
6844b1 No.16007132
>>16006895
You can't on your first play through.
2ebf29 No.16007894
>>16007132
it's my second but i don't have enough points to get kill the monkey >>16006931 . oh well.
9530f1 No.16007939
>>16007894
Free for all then?
f81a84 No.16007995
a72ce2 No.16008707
>>16006215
That’s how most first playthroughs usualy went anon, even i got fucked hard by the DA and only managed to barely able to hold on until I accidentally went into the ‘You Lose’ route, at that point I autistically replayed the game to learn the mechanics and getting all the CGs
>>16006895
>>16006931
Actually it only happens on the True route since Kou rape is the cut-off point for all the routes
5325a7 No.16008952
We're back, more or less. Our goal for now is to kill Hara and war Tokugawa as soon as we can while accumulating SAT. I've made a little bit of a blunder there by deploying unprotected backrow units against a giant stack of archers and tacticians. This is why you use foot troopers - to avoid precisely that.
>>16005796
It's important to keep at least one war going at all times. Some AI's declare war on you if you're not at war with any houses, case in point being Iga, and they have a gourd that we don't want to break.
>>16006215
You've taken over too many houses with gourds.
>>16007995
>Hannies FFA
You'll die.
5325a7 No.16008985
Ranmaru gets cleared. From now on, every time we deploy her with Katsuie, they both get a guaranteed 50% boost to attack and defense. Having an innate 50% defense boost for a foot soldier is really great, as it allows us to underdeploy more often. It's very useful.
Hara turns into a shooting star. Because troopstacks values climb higher as the game goes on, Hara's Volley gets the short end of the stick because of how damage scaling works. What a shame. Right after that, we declare on Tokugawa to keep on the pressure. They'll bring out their best commanders once we conquer two of their territories and we probably won't be able to deal with them if we're going to have a war active on the side. This is broblem :DDDD
5325a7 No.16009013
First castle taken. It's gonna hurt if we delay killing Tokugawa for any longer, so even though we've just said that it's going to be really hard if we take two territories, there's no choice but to do so - there's simply no time.
We're starting to get SAT from Magic auto-events. More reinforcements from Leazus are called and we've recruited Dousan-chan from a SAT event - it only appears if you have all three recruitable Mino brothers from Oil Field on your roster. It's a 7/5/4/7 monk with Convert Action and Youkai Ward. The latter skill is more or less irrelevant because using Convert Action in army battles is really broken. Combine that with Uruza and Kenshin and enemies don't get to act even more.
Andou Kyuri and the other Mino brother get fired because of their base costs and really low usefulness. Guard Shikigamis are beginning to go out of style and there aren't a lot of formations that can tolerate putting a 250 troop unit in anymore.
5325a7 No.16009034
It took an attack book, a succcessful Suzume assassinate and Charm of the Immortal Fox Deity to successfully capture him. Unbelievable. Picrelated are all the defense battles that I could do this turn. At least I can kill Mikos now.
Also, get a load of this, they've almost killed us.
74159c No.16009038
Question: is this game good without the rape and etc?
4cca8a No.16009050
>>16009038
>without the rape
5325a7 No.16009052
>>16009038
If you've read through the thread already, then you should already know if it's your cup of tea or not. Battles are fun, managing commanders is fun and it's a real challenge to excel at the game despite it being terribly RNG at times.
Thanks to Dousan we kill Mikos. Under ordinary circumstances, the sheer might of -50% combat effectiveness of Miko Institute's last territory and Natori's Miko Storm 2 would have stonewalled us. However, with Uruza/Kenshin combo and Dousan refilling Ganko's flags, troop damage's effect on battle rating becomes irrelevant. When Rance conquers Mikos, he gets a free powerup, which nets him Full Power Attack 1 that deals x1.5 damage.
Our current goals right now are DON'T DIE OH GOD and KILL THEM BEFORE THEY KILL US.
74159c No.16009057
>>16009052
>If you've read through the thread already, then you should already know if it's your cup of tea or not. Battles are fun, managing commanders is fun and it's a real challenge to excel at the game despite it being terribly RNG at times.
All I knew about this before was that there was rape.
There's a lot less of that than I expected.
5325a7 No.16009103
>>16009057
It's off-screen because it would take half a thread to upload all relevant CGs. Either try playing the game normally or look for them on sadpanda if you want that.
We do a dungeon and give Suzume BC3. It's a really powerful skill that buffs all allies's battle effectiveness, which makes Chun-Chun Shuriken more or less a waste to use outside it's niche, which happens to be not dying to giant diviner stacks. How effective. We're also desperate for AI to stop attacking, which is why we start doing Covert Action events. They have random effects ranging from killing enemy commanders, troops or stopping them from attacking for a turn. It's a useful option.
While waiting on our troops, we clear Magic. This gets us an item that gives a commander +2 happiness every turn. Unfortunately, it can't be unequipped, so we're saving it.
5325a7 No.16009185
More defense against Tokugawa. It's REALLY troublesome to kill them without capturing Sakai Tadatsugu because he has Assassinate. It's more RNG hell and there are two giant warrior stacks on top of that. We need 9 defense on Maeda to not die there. To that end, we do a dungeon for a SAT event and an item - Exclusive Nurse heals 50 troops of a unit per turn.
Maria joins. She's a special cannon unit sent from Leazus. You can think of it like a weaker musket unit that can be used from the backline. Because it joined at 458 troops, it'll be a while before it will be good, but she can serve as an NP builder with her 8 construction at least. We also capture that fucking ninja unit with Assassinate from an attempt to retake our territory.
5325a7 No.16009208
Takeda is going to declare on us soon. It is convenient, because it saves us the need to waste an action fan for that. To get more SAT, we do a dungeon that gives us that sword thing that gives constant +100 to damage with an unpronounceable name.
We get Maeda Keiji by spending two satisfaction bonuses on him. This is Maeda Toshiie, but he gets +3 to attack and defense. The bonus doesn't cap other than by a game's hard cap of 9 in any given stat, so by spending two defense books on Maeda and two satisfaction bonuses we get a foot trooper with 9 defense. We needed that in order to take Tokugawa.
ed96ba No.16009315
>>16009208
Won't you also get warred by the Hanniwa if you take Tokugawa, though?
5325a7 No.16009323
Sorry, but I'm gonna call it for today. Hannies declare war on us and are going to take over all of our land if we don't kill them. Thanks to Mouri declaring war at us from beyond our borders, hopefully we don't have to worry about Iga declaring on us anymore, which means that once we're done with potteries, we're gonna be free to concentrate our full might on Takeda. I also reloaded after recruiting Goemon that one time because of some stupid shit. I don't like savescumming, so please don't fucking kill me for it.
>>16009315
Yeah, that's what just happened.
958890 No.16010295
>>16009185
Maria can learn an ability that lets her do triple damage in a single shot that uses up all of her remaining actions. Building up her troop count with Popularity Staff for a little while and using that ability lets her 1 hit kill almost anything except foot soldiers.
def8e5 No.16011138
>>16009323
why the fuck did you conquer ashikaga first and leave hara to after you finished uesugi, it doesn't make anysense
8ebbab No.16011216
>>16011138
>it doesn't make any sense
Yes, yes it does.
246194 No.16011520
>>16011138
Keeping hara around gives you easy defensive battles which means more troops for the defenders and more affection item drops.
a8009d No.16011762
>>16008952
One time I made a CPU-only FFA and the hannies steamrolled everyone. I'm guessing the outcome calculations are closer to a coin flip than a serious assessment of both sides' forces.
6844b1 No.16012205
Managed to beat it. The demon army was pretty much a joke after that one event where they attack you 5 times with the Shimazu brothers. Once I got Agireda everything just sort of snowballed from there, she is such a cheat unit. Ended up with a final score of 17 so I can kill the monkey next playthrough.
2bb481 No.16012315
>>16006634
>Listen, I know your lesbian moms told you that it's enough to participate but keep that faggotry to yourself. Some well meaning bullying now will help him in the long run. You should never stop saving or trying to optimize your turn. You should never hesitate to load after losing something critical such as a whole nation's worth of characters and events. And you most definitely should end with some score and unlock your NG+ bonus. Granted, the time bonus is a pipe dream even on most NG+ runs but between the challenges, unlocks and more you really need to drag your feet to net a 0.
Well sure if you're save scumming and min maxing on your first run then you'll end up with a better score than would be typical for most people's first run, for a lot of people that's not very fun though.
6844b1 No.16012519
>>16012315
You get 5 points just for clearing a route. Between that and end game point bonus skills you can easily get a decent chunk no save scumming required.
8ebbab No.16012730
>>16012315
There's a world of difference between autistically reloading for the absolutely best outcome or "minmaxing" and I put that in parenthesis because you can't really do that in this one and going shimazu/DA just took over a country and deprived me of content but yoloXDD. And yeah, I get what you're saying but you're hurting your net fun by depraving yourself or worse yet, that anon with missed out on content. The events, the characters, the linked events for those characters you can never unlock and so on.
>save scumming
Where do you get the sheer gall to talk about fun and muh other people when you parrot that game journo self righteous crap?
>>16012519
>got more than the guaranteed 0 points
So the coddlefag talked out of his ass. Wow, who would've guessed?
>no save scumming required
Boy are you going to have a field day with Kichikuou, Daibanchou or Daiteikoku.
5325a7 No.16013424
>>16011138
On 5-star, enemy troopsize scales with the number of your provinces owned, thus before we're ready, we would need to minimize those, that's one reason. Easy battles are the second reason and making Tenshi Sect's final province into two field battles is the last reason. Do note that it was possible and likely better to kill Hara instead of Tenshi Sect by that point and stall them instead. This blocks Akashi from declaring a war on us because we don't have shared borders. The problem with that is that Tenshi Sect loves to spam monks and sometimes deploys Seigan, so even though you can make them attack a castle consistently by taking over one territory in their last province, it's a lot of unit repair money down the drain, not to mention riot events becoming a bitch. The plus side of that is that you can vassal them after the gourds break which trades +5 SAT for Seigan.
>>16011762
There's a hidden parameter within the game that skyrockets AI powerlevel against other AI's and makes them win almost every time. You can know if it has that if the AI has a prompt "Enjoying Ludo's blessing" during it's turn.
Continuing on, it's time to fuck up Hannies. They're pretty much a joke that fold when we deploy guard units with high percentage. Our goal after this is to get the fourth fan from 160 SAT before Takeda declare on us.
5325a7 No.16013491
The hannies die without ceremony. The weak should fear the strong, after all. We get SAT from conquering them, but there is an option to conquer them without getting a SAT event by doing two events on their territory and choosing the lower option. However, it is worth it to conquer them because SAT goes a long way.
The next couple of turns, we're not going to be at war with anybody - we NEED to prepare for a war with Takeda. To that end, we recruit every captured commander that's going to be needed in the war - that is, useful-looking foot troopers and all those great units that we've captured over the course of the game. We also release a couple of useless commanders - there's almost no space left.
5325a7 No.16013534
We do Yukihime's event. It's amazing on multiple levels. She leaves Oda as a result, but we don't care because's she's a terrible commander anyway - miko units don't contribute to battle rating at all and she'd need a lot of troops and a Miko Plus/Wind upgrade to be good, nevermind the potential loss of SAT.
We finally get 4 actions per turn. This allows us to do more things per turn - it's really nice to be able to do so, considering the amount of stuff the game throws at you. We also visit the item shop and pick up the money statue that gives +10% to gold income and World's Tactics, an item that gives +2 to INT. We also search for another +10% income statue from the Hannies's land. Takeda is going to declare war on us next turn.
b0364c No.16013540
Damn now I wanna have another crack at this game. Anyone got a share link
4b3991 No.16013574
5325a7 No.16013627
Takeda war us. After taking Tulip Rapid-Fire and bringing some troops on Maria, we rush their first province. After 3 turns of war, their NG+ commanders join the army battles - those are really broken, so it's in our best interests to kill them as quickly as possible.
5325a7 No.16013673
We invade their last province twice. None of those formations contained the absence of Foot Troopers and Tebasaki on the front lines, which is essential for our secondary goal of warring Takeda - good Tebasaki units. Out of desperation because of a three-turn limit, we retake a territory that happens to have both the Tebasaki units that we desperately need, which promptly get captured. Takeda invades us once on their turn, taking back one territory - so even though we lost one flag, we gained what we really needed.
5325a7 No.16013718
And just like that, Takeda is dead - they surrender completely if their two home provinces are both occupied. Houjou is going to declare on us next turn and we'll need to kill them in approximately 18 turns to take the most out of the turns that we have right now. Honorable mention goes to Maria that tanked a hit from a ~2k stack of tebasaki units and then managed to finish off a wounded unit with Rapid-Fire Tulip.
We've mentioned NG+ commanders, but we never really described what they were. If we did an event after tanking a blitz from Takeda, we could have gotten them and they're really, really powerful, but tanking the blitz itself is extremely RNG because your units WILL get routed if they try to do that - there's just no way around it and I hate the concept of RNG deciding whether you win or not. Here's a list of those Takeda commanders.
Baba Shouen - 6/6/6/6 cavalry unit with 5 actions, has Battle Rating Up 1, Cavalry Charge and Commander Charge. His level is at 50, caps at 68.
Yamagata Masakage - 8/8/8/8 cavalry unit with 4 actions, has Battle Rating Up 2, Cavalry Charge and Onrush. His level is at 25, caps at 34.
Kousaka Yoshikage - 7/7/7/7 ninja unit with 5 actions, has Shuriken attack and Assassination 2. His level is 45, caps at 55.
Sanada Tourin - 7/7/6/7 tactician unit with 3 actions, has Battle Strategy 3, Bow attack and Battle Rating Down 2. His level is 45, caps at 55.
All of those commanders have a special skill that gives them guaranteed 50% buffs at start of combat. Combine that with the fact that AI armies have them at ~2000 troops when they get them and you can pretty much treat whatever battles they're in as autolosses whenever they get deployed against you. We've managed to kill Takeda in three turns, but it was possible to stall further if we didn't get the tebasaki units that we did - all we had to do is concede attacks towards them whenever they deployed their overpowered commanders. Next up - Houjou.
5325a7 No.16013773
>>16013718
>~2k stack of tebasaki units
Oh, mixed that up, it seems. It's just 1k. Nevertheless, it's an achievement, especially since her class defense is 0.
Anyway, we got just 7 turns before the final gourd breaks and we need to use them quickly. As soon as Houjou wars us, we kill two of their territories. We just barely fail to take the castle and are forced to defend. It's a race against time.
5325a7 No.16013807
After defending one territory, we fail to defend another and lose a foot trooper unit in the process. We have too many of those now, so it's not bad that we lost one - we were going to fire some eventually. Leila joins in place of the dead guy - a special Knight unit arriving from Leazus as reinforcements. She has 7/7/7/6 in stats, five actions and she can use Royal Guard Charge - attack that deal double damage if there are more enemy troops that her current unit size. It's pretty much Full Power Attack 2 but without getting two happiness levels on her. She's not bad, but because of her poor base attack and a crippling inability to self-buff attack, we won't rely too much on her.
We take Houjou's castle, and with this, their province. From now on, we need to stall them until a certain event comes up. During that time, we are going to need to try to do something very hard.
5325a7 No.16013829
We make some preparations real quick. One of our cavalry units gets Pursuit Attack - a very powerful ability that deals three times the damage to one unit at the expense of all of our action flags. It's so good it's practically broken. Because of 4 speed on our foot trooper unit and one ninja, one warrior unit broke through the guard and almost killed Okita. Thankfully, she's okay.
We dismiss Rizna. We already have her first SAT event and her second requires us to H her in Rance's room once, which is RNG-dependent. It's important to keep at least one spot free in our unit list because there are two characters that join our commander list during auto-events later on. If that happens once your unit list is full, one random commander will die. We can't let that happen.
ed96ba No.16013856
>>16013829
>chasing Rizna away
you monster
5325a7 No.16013883
We attack Tanegashima while still at war with Houjou. We must kill them before the final gourd breaks in order to take advantage of Mouri's All-out Attack events during our downtime. It won't be terribly difficult to kill them, but we must keep in mind that we must hold off them as well as Houjou - and both of them will attack us for 1-3 times per turn. On top of that, within those five turns, it is preferable to capture Ran as well as take over Houjou itself - all within five turns. Though that might be too ambitious, now that I think of it - if those events don't happen soon enough, then it's going to be impossible to do so.
We give Rance another flag from satisfaction bonus. Now he can use Charge and Full Power Attack twice. It's good.
5325a7 No.16013942
Anyway, we kill Tanegashima really quickly. They don't even put up a decent fight because muskets are really easy to defend against. Maeda Keiji had Charm of Immortal Fox Deity, so there's no need to worry. Now, however, we have shared borders with Mouri. From now on, they will attack us and it's going to be painful.
5325a7 No.16014008
We recruit Yuzumi. She's a musket unit that wants to hit foot trooper units because her musket shot has an Assassinate effect. Her stats are decent, but she only has one action flag. This crippling deficiency alongside the fact that you normally only want to assassinate Monk and Foot Trooper units is why she's really bad. She does award +5 SAT if you keep investing in her though and converting affection items into SAT is a really good deal.
Mouri want an all-out battle with us. It's a pre-defined formation that has Mouri Teru, Mouri Motonari, Kikkawa Kiku, a musket unit, a diviner unit and a tactician. We have no choice but to put Maeda with an Immortal Fox Charm on the frontline and a guard unit in the backline and hope that Kiku doesn't go for the backline unit. It worked, at least.
Hannies from Okita's events have class changed into terrorists. They can't forgive Takuga for whatever reason and they want money to attack them. If you give them any amount, they'll continuously attack their territories as if with a single permit - they won't take over the final territory of a province, as usual in cases like these. It's a great deal because we have our hands full. trying to wrangle three AI's at once.
5325a7 No.16014088
A three-thousand diviner troop stack, thankfully unprotected by guard units. To kill this much diviners, it was required to deploy Maria, a Rear Guard Smash tebasaki unit and a tactician. This is why Tebasaki units are so great - both Rear Guard Smash and Pursuit Attack skills are so great, they make a unit holding them insanely powerful. The last satisfaction bonus that we get is used towards weakening other countries - while we would like affection, war matters are more pressing at the moment. Souun goes to seal the story ogre and from this point fucks off from Houjou entirely. We have only one turn left to take Houjou - if we successfully defend here, it seems that we're going to make it, after all.
Also, it seems that Hanny terrorists don't do anything yet. I know for sure that on the last territory of Takuga, they take over first two of their territories for free, but it seems that they can't exactly take Takuga's castle.
e020bd No.16014112
>>16014088
Weird route, great girl
e020bd No.16014131
>>16013829
Also mind taking a moment to talk about your roster? I somewhat understand ditching Rizna since she does need a massive investment to become effective but you seem to be missing/avoided picking up several important characters. And frankly I'm curious what's your line of thought.
89b9ca No.16014219
>>16014131
I think OP dropped or rather didn’t recruit Senhime since she has an insanely high NP cost for some reason, not to mention that her starting defense is mediocre as well as her convoluted quest of raising her affection levels. Besides that, she’s a solid Footsoldier, but one that requires some investment (and time, which OP frankly do not have) to be better.
e020bd No.16014274
>>16014219
>natural parent
>expert housekeeper
>gets wet on battlefield
<not worth the pricetag
She's expensive but doesn't she have max level 65 or something? Also, immortal. So lose three battles against whomever doesn't seem that risky or difficulty to accomplish.
Personally I'd give her guts armor or protection paper and she'd tank her ass off.
5325a7 No.16014371
It seems that we've made a little bit of a blunder regarding Houjou. We could have taken them last turn, but chose not to because defending against an invasion of a last territory on the west took priority. However, now we have to deal with finding Kou and killing Houjou, Iga, Akashi and Takuga in the span of five turns after we go to an event in Honnouji. I'm stopping for today, but could still answer some questions for a bit. Oh, and hannies finally took over Takuga's castle. Terrorism works, wew.
>>16014112
She's okay right now, but she won't be soon.
>>16014131
No problem. Let's list them and talk about why they're there. Gonna use the order from a screenshot.
Rance: Self-explanatory. Has an unequippable Chaos that allows him to do 20% more damage, both in armies and in dungeons. No level cap, insanely strong when there are no foot soldiers around.
Ranmaru: After Turn 60, you can clear her. Doing so and deploying her with Shibata - a foot soldier grants both of them 50% buffs to ATK and DEF - it's HUGE because guaranteed defense buffs on foot soldiers are insanely good. If enemy doesn't have ninjas or I know that she can tank a hit, she gets deployed. I'll give her Shouting Charge later on because she can't be picky about getting deployed against foot troopers.
Kenshin: Self-explanatory. Drain one action point from all enemies and Commander Charge to get rid of her actions and get some battle bar. One of the two that can do action-draining, thus extremely valuable. Also has a SAT event.
Okita Nozomi: Required for Charm of Immortal Fox Deity, extremely low cost and extremely high level. Good for dungeons and you need to level her to get a SAT event, thus strong with Light Attack. Also required for Hannies fucking up Takuga. Joins at 200 troops independent of current troopcount, which makes her a great Working Bee bait.
Shibata: You begin with him and he has 7 defense. The longer you have him, the more affection he gets on average, the stronger he becomes. SAT event gives him a free speedbook and he can be good with Ranmaru.
Maeda Keiji: 6 defense foot trooper that becomes a 9 defense foot trooper. Self-explanatory.
Kuge Kiyoko: A recruitable foot trooper with Asset Tech early on. Shitty speed, but she's easy to get, has decent defense and doesn't give you a reason to delete her.
Three foot trooper units: Backrow foot troopers are extremely important as they support the backline by diverting fire to them. They can tank less hits reliably, but when deploying weak backline units against a medium-sized force, those are the luxury that you need on 5-star. Also, remember that replenishing foot soldiers costs 1 gold instead of 4 and that you get 5 foot soldiers for all foot troopers every turn.
Leila: She's good when there's no foot troopers on frontline, but Rance and Okita Nozomi are already on that niche. She's a scout with 6 search and we keep her for her satisfaction event. Do not deploy against DA.
Two cavalry units: Those are our ace in the hole against tricky formations that don't have foot troopers in the back. Do they have a tactician that threatens to delete all our buffs? Rear Guard Smash, now there isn't a tactician and we don't have to use our action points to frantically re-buff and hope that our foot trooper in the front gets a defense buff that allows him to get less damage. Because there's four actions, you get to do that twice. Pursuit Attack is the same thing, but you deal three times the damage instead of two and use all your action fans, but it's indiscriminate towards unit types. Latter is great with Dousan.
(1/2) Cont'd
5325a7 No.16014379
Himiko: Guard Break. Later upgraded into Overtime and that niche occupied by Asakura. Natori's support that allows you to kill action-drained formations even harder.
Aburako Dousan: Do you like killing all enemy units by super moves such as Rapid-Fire Tulip, Miko Storm 2, Pursuit Attack or Assassinate 2? Now do it again. Limited only by timebar, with a character above breaking her limiter.
Magic: Megumeme. Gets cut eventually because of low base attack and replaced with a better megumeme. You get three SAT events and Rance's Love for recruiting her and one happiness level on completion that allows her to get explosion.
Ganko Ittetsu: Earlygame Battle Rating Down 2. Gets kept because having two units with BRD2 even during lategame is great and his 8 points in defense are stupid good.
Sanada Tourin: BRD2, 50% boosts in all stats, great base stats. Tactician.
Uruza: Tactician, Accurate Shots removes an action from all enemies. Can be cheezed with Dousan. God-tier in right formations. Has a SAT bonus.
Naoe Ai: Tactician with Remove Status 2 and Battle Strategy 2, both due for an upgrade because of a SAT bonus.
Yamamoto Isoroku: Yamamoto Sweeping Fire ignores foot soldier guard and gives double damage on right formations. Damaging weak troops gives you battle bar and killing them gives you even more. Whirlwind Shot for cheap Assassinate effect that eats only half her flags. Falls off towards endgame because of rapidly increasing troop stacks and small level, but still has a niche as an Assassinate unit that can also scout a little.
Suzume: MVP and best girl. Early clear and deployment with Rance allowed her to gain retarded amounts of happiness and ascend to Battleground Construction 3. +8 Battle Effect with 4 actions as well as shuriken that fucks up diviners regardless of foot soldier guard plus a free Assassinate at the end. Tons of earlygame SAT, too.
Goemon: As above, but two actions, no guard-piercing shuriken effect and stats that allow him to be deployed without a guard unit against medium-power formations. No SAT though.
Fuuka: Scout/Healing for when there's no chance of her getting hit. 4 defense is tough. Has an early SAT event and Miko Storm that hits all enemies for 10% total troops.
Maria: Musket, but on the backline. Can superfire with a skill that deals twice the damage to remove units that would have otherwise eaten action points during the battle. For unprotected frontlines and backlines alike. Use Dousan for maximum effect.
Natori: Is there nothing that can hit the backline? Is there a backline foot trooper while she's at 1000 troops and there's no ninjas? If you have Dousan, you win. If there's Himiko, you cripple AI a bit.
Asakura Yoshikage: 6 speed monk with 8 negotiations. Eventually gets 7 speed and a helpful character clear effect. Required to not die to random wars mid-game if you conquer his house. Remains useful in end-game due to Guard Break being a good effect.
Yuzumi: Assassinate unit. SAT event locked behind two happiness levels. Need to be cleared to get a useful item later. Disposable after that.
Kanami: Scout unit, good for SAT, but worthless afterwards.
>Senhime
All Guard is trash tier and only works in three in the back one in the front formation - you're not gonna do that a lot. Needs mandatory deployment every three turns, otherwise all investment in her is lost. Offers no SAT beyond what you get for killing Tokugawa. Unfit for self-ascribed "Attacking foot trooper" niche for two reasons - Spear Attack 2 costs three actions and Spear Attack costs two actions, thus if one would want that, then she would at least need four actions - she has three, however. Getting additional actions in this game by default is a pain and there are a lot of units that would want them more. Only use for waifu potential.
e020bd No.16014465
>>16014371
>but she won't be soon.
I swear that guy has cuck level 3 skill.
>Suzume: MVP and best girl
I really want to contest that but no arguments come to mind.
>magicmeme
I'd say you're being too rough on them. They're your best friend if you're not too versed in the game and demons decide to culturally enrich you. And it's not like you can't cheeze their super abilities with Dousan, either.
5325a7 No.16014539
>>16014465
>I'd say you're being too rough on them. They're your best friend if you're not too versed in the game and demons decide to culturally enrich you. And it's not like you can't cheeze their super abilities with Dousan, either.
There's far better targets for Dousan's wrath. Magic's only saving grace is that she ignores foot soldier guard, so she's useful earlygame because she's capable of killing foot soldier stacks while they're still at manageable levels. Now, that niche is gone completely and it will only become worse as time goes on. Still, dealing 3 times the damage distributed across two enemy stacks is good enough for now.
6844b1 No.16014606
>>16014465
>They're your best friend if you're not too versed in the game and demons decide to culturally enrich you
Despite Rinza's lower stats she would be better for that than Magic, at least once they add monsters to their army. Neither one is likely to get more than a single move but she gets an all hitting attack that gets bonus damage against monsters plus she nulls that lightning attack they like to spam. Neither is a very good unit though.
e020bd No.16014613
>>16014539
Different folks different strokes I suppose. Poor RiznaShe's probably being pimped out to hannies or ogres right now
5325a7 No.16014650
>>16014606
Rizna could in theory be somewhat good if Monster-Only Chisel worked with her. However, it doesn't.
>>16014613
Go back to Evenicle :^)
e020bd No.16014837
>>16014650
I just want to protect that smile
958890 No.16015036
>>16013673
>>16013627
>>16013718
Worth noting that the Tebasaki units (aka Cavalry) do about 50% more base damage than Warrior units, can attack from the back row, can damage the back row, and have several special abilities that are utterly devastating.
>Onrush skill does 130% dmg and removes an action point
>Rear Guard Smash that does 200% dmg to Miko, Diviners, Archers and Tacticians
>Pursuit Attack which does 300% dmg if you're winning in Battle Rating
It is possible to win fairly reliably against their commanders and the blitz with enough NG+ bonus stacked up, but you're rolling the dice on having your own commanders dying in the process.
>>16014371
If you plan on clearing Ranmaru and you have a few NG+ bonus units, you can give her Working Bee on turn 1 and she turns into a power house with Full Power Attack 2. Deploy her + Shibata + Rance as a combo and shit just dies.
>>16014539
The two mages are great if you do SOME investing with them. What they really need is to be deployed against specific types of troop composition, mainly "weaker" formations that don,t have powerful commanders, formations with less than 6 commanders, and formations with weak back row killing capabilities. Deploy them alongside commanders that have low action points or dump their action points quickly. Your goal is to reduce the number of turns that you and the enemy takes without relying on Uruza or Kenshin. A good formation would be Magic/Rizna/Suzume in the back and Yuzumi/Maeda in the front. Yuzumi and Suzume kill a target, and then Magic and Rizna just fry whatever's left. It's generally less about wiping out the enemy than it is about winning a battle through efficient commander count AND damaging a lot of enemy units OR taking out enemy foot soldiers; both of which are excellent against houses that won't go down in 3-4 turns.
5325a7 No.16015139
>>16015036
>Worth noting that the Tebasaki units (aka Cavalry) do about 50% more base damage than Warrior units, can attack from the back row, can damage the back row, and have several special abilities that are utterly devastating.
Wiki says that warriors have 60 base attack and cavalry has 80, so it's more like 30% more base damage. It's still very nice because 6 attack cavalry hits like an 8 attack warrior without buffs.
>If you plan on clearing Ranmaru and you have a few NG+ bonus units, you can give her Working Bee on turn 1 and she turns into a power house with Full Power Attack 2. Deploy her + Shibata + Rance as a combo and shit just dies.
I don't think she's a viable NG+ character if you have enough bonus. Reliable DEF buff is nice, but she comes in with 3 actions and just 4 base defense. She only gets cleared after turn 60 too, meaning you have to haul her through all those turns. Firing her after discovering Tokugawa's dungeon is far more efficient.
>Your goal is to reduce the number of turns that you and the enemy takes without relying on Uruza or Kenshin.
On the contrary, while mage commanders are useful mid-game, they need to be deployed with action-point drainers. The reason for that is, they're just far too slow. Late-game, they lose that niche too because of Himiko and Natori deleting all enemy units near-unconditionally.
There is one more thing to add that I haven't done so far and that I don't plan to do this run. By using happiness levels, it's possible to put Initial Time Advance passive skill on any five commanders. If you deploy those five in any defensive battle while no enemies have Initial Battle Rating, you will win it instantly. It feels like cheating, but it is a way to win a Demon King route if any of you want to try doing this.
958890 No.16015401
>>16015139
Ya 30%, still obscene. Ranmaru needs Worker Bee to be great. 5 actions. And she fits perfectly with the Rance + Shibata combo after you clear her, letting her rake in affection points super fast and get progressively stronger as the game goes on. She's on par with Tokugawa and Masamune. And the Mages don,t need action point draining if deployed properly, as I already explained. Being slow doesn't matter if nobody else is taking burning turns during the fight. It's the same thing as taking less commanders to fight in order to let your power hitters take more turns. Instead of denying the enemy's turns, you deny your own and have a few units act more.
>Initial Time Advance
You can also use the clock item to help. Not sure being the Demon King route on 5 star is doable without that.
5325a7 No.16017918
And we're back. Last time: fifth gourd broke because we were incompetent and Kouhime went missing. Let's do this.
For now, we're upgrading our units and doing events that don't require us to deploy any extra troops. Finding Kouhime sends Oda into military chaos - that is, all our action fans are straight-up gone for the turn after she's found, meaning that we have to do other events first.
5325a7 No.16017960
We soothe Kouhime's PTSD a bit and head out to kill Xavier. There's also another SAT bonus wasted, but it's for a good cause - we really don't want to lose any provinces while dealing with this.
Visiting Nobunaga from this point on triggers an event of invasion on Honnouji, a famous historical event. Here, however, it's a bit different. The first fight is against Xavier's apostle and the second is against Xavier himself. He can only be damaged while Rance is on the field, so deploying him against Xavier is required. Nevertheless, we beat him - this lifts the restriction on attacking enemy countries imposed on us after all five gourds broke.
From this turn on, there is a time limit of 7-10 turns until DA is formed on the west. Until then, we want to kill most of the minor countries to prevent Xavier from taking them over.
2a4c86 No.16017963
>>15994707
Hey Rance, are you gonna play through another Rance game after this one?
You deserve a damn award for going through with this playthrough.
5325a7 No.16017982
We dismiss Magic because there's no space on the roster. Kentarou will join soon-ish and we need Ran NOW. Houjou does a 3-attack blitz on Edo which we repel. It's not repelling attacks that's difficult, but rationing your troops so that you can defend crucial stuff.
>>16017963
I'm really bad at Kichikuou Rance and that's the only other Rance SRPG that I know of, so probably not. The only RPG that I know in enough detail to make another thread like this is FE10 and that matter is a separate trainwreck, not to mention that the game itself is mediocre, so people would probably hate it.
5325a7 No.16017994
We end up losing the castle on Takuga's territory. It's still a better deal than we could have had, which is losing an entire province to Mouri.
We take Edo first thing. With two BRD2 commanders and Isoroku, it just folds. It's retarded how good that skill is when taking castles. Right after that, we do two events with Ran and do the dungeon for Souun's event. Spoiler - Ran gets killed by a gay firebird. This is done in order to have Souun join as soon as possible - he's a really good diviner unit. We want one, we'll get one and we must have one on time.
50c46a No.16018013
Who dies now? Cripples or ninjas?
5325a7 No.16018022
Kentarou joins up with us. It's a really weak warrior unit that's plot-important - he can't be killed or fired. Right now, he's trash, but we can't get rid of him. We kill Takuga's front territory and keep a lot of our troops in reserve. That marks the end of our second turn out of seven guaranteed turns without DA that we have.
>>16018013
Cripples. They're a nuisance, so we'll be relying on terrorism.
5325a7 No.16018098
We get an item from an event called Power Golden Bear. It gives +2 attack. It's going to be helpful for that 3x damage cavalry unit.
We take over Takuga completely. Because they were the ones that conquered two fields territories near Mouri, we now don't have to worry about getting killed by the poison miko anymore. Good.
5325a7 No.16018130
We get some events done to quicken Souun's arrival - sometimes regular events happen as auto-events. On that note, we also capture Kikkawa Kiku - a ninja with decent stats and Assassinate 2. She's okay.
Next, it's time to kill Akashi. They're not really a threat, but they have three auto-loss events and we have to trigger all of them to beat them properly. It's a waste of time, but we have to kill them somehow while keeping Mouri at bay.
5325a7 No.16018158
After proccing all instant-loss events, we blitz Akashi. They don't stand a chance. and we still have half our troops left over. There's still Iga left, but we can kill them easily.
5325a7 No.16018192
Mouri take over one of our provinces via an autoloss event - the first time they deploy Chinu, their Miko unit, they'll . This signals to us that it is indeed time to advance on Mouri. They have a hidden trait - when the Demon Army appear on the map, they conquer Senkan Nagato, the territory on the upper left of Mouri. However, if that's their last territory, the DA don't conquer it. By that time, however, we will need to take Mouri completely.
We dismiss Kanami off-screen and recruit a much better ninja - Kikkawa Kiku. She has five actions, a 70% defense self-buff on demand and Assassinate 2. This makes her a strong backline unit that doesn't require foot soldier protection. We also recruit Choushin for his Emperor Ring.
5325a7 No.16018226
We attack one province of Mouri and get attacked five times while on defense. Please help, that's the power of a 5-star difficulty. Off-screen, Demon Army awakens. It's a powerful and mighty army that will take over houses if left unchecked.
5325a7 No.16018293
Kikkawa Kiku gets an upgrade. It's Shuriken 2, which allows her to deal 10% more damage with those. It's good for her because her main goal is to deal damage and eat action flags. We can get a poison dagger later, but for now, this is good.
After defending against Mouri, we counterattack. Because Demon Army took their home province, we only have to take one of their provinces to get them to fall. Next turn, if they don't take over Iga, we are going to attack it.
5325a7 No.16018347
We quickly take Iga out before DA can eat them. If the price to pay for that is western provinces, it's of no consequence - SAT event from Iga conquest is just better. With that, the map is clear of all factions but Demon Army and Dokuganryuu - the latter don't get taken over by Demon Army.
5325a7 No.16018372
Demon Army did a Shimazu Blitz on us for a grand total of seven attacks per turn. We lost a province as a result - we'll take it back soon enough. The most important thing is though, we have completely recovered after the blunder of nearly failing to kill important houses on time - that's an accomplishment. We'll stop here for today - tomorrow will be dungeon diving, final troop adjustments and survival against demons. I'll be here for a while to answer any questions if there's any.
958890 No.16018416
>>16018372
You should try and do more levies if have some left. A lot of your key units are missing DEF/INT, both of which are pretty important against the DA.
5325a7 No.16022062
We're back again and it's time to do dungeons. From now on, we'll have to do them once per turn every turn - there is much to catch up on. While we could attack the Demon Army right now, once you push them past a certain point, something bad happens, so for now, we won't.
Miki event happens. She and Kentarou are basically isekai'd into Rance universe and she has an alternate Demon King personality. To supress it, she wants Hirami Lemons from a dungeon.
5325a7 No.16022094
We recruit Tanegashima Shigehiko. He's going to be our better Megumin because of the great base attack musket units have - it's more than twice of a warrior unit. To compensate, they have long cooldowns between attacks. We do a story dungeon to advance the plot a bit and build a ninja mansion. It will allow all ninja units from this point on to gain 5 troops per turn. We have three of those, so it should be a great investment on top of what we already have with the foot troopers.
ed96ba No.16022144
is it possible to attack Shimazu before DA arrives if you're quick enough?
5325a7 No.16022149
We defend against DA some more and do more dungeons. We also find Action Book 1 inside a dungeon - it can't be used on Ninjas, Warriors and Musketeers. Cavalry, however, aren't any of those classes and it's arguable that they're better.
Demon Army isn't attacking as much as I hoped, though it's of no consequence.
>>16022144
In True route, Kenshin route and Isoroku route, it's impossible to declare war on them even if you border their province. In Ran and Kill the Monkey routes, they declare on you after some time. They have events where they steal your female commanders that are not at at least trust and use them in battles against you.
0a2b07 No.16022154
>>16022094
Was it ever explained why Tanegashima is a Roblox?
5325a7 No.16022185
>>16022154
Not to my knowledge. Minecraft was a mistake.
We get three +4 affection items from a dungeon. Shigehiko gets Penetration Shot 1, a very good skill that lets him hit both the frontline and the backline. He also gets the emperor ring, that brings his action count to 3 and his stats to 7/7/7/8. It's a really nice addition.
Right now, it's more dungeons, Demon Army and preparations for when Sill dies. We are going to invade Dokuganryuu as soon as dungeons end, but at this rate, it'll be a while.
0a2b07 No.16022192
>>16022185
What items are we looking for in dungeons? Is it more for leveling up for the final fight?
5325a7 No.16022204
Xavier releases a seal from the Soul Binder. It's a youkai that turns people into magical zombies. It's really troublesome because it will make up to two random units from our roster unavailable every turn.
Yuzumi gets more happiness items and events. She's a bad unit and we need the space that she currently occupies inside our roster to get Souun. The problem is, she needs a ton of affection items to get her events as well as two pre-battle deployments with Rance.
>>16022192
We need to be at a certain level to conquer Dokuganryuu. Dungeons level up all commanders on our roster.
5325a7 No.16022252
As a side effect of releasing Soul Binder, DA now employs infected units. If they hit a unit, they reduce their maximum troop size. It's possible to migitate the damage significantly with defense buffs, action-point drainers and Assassinate units.
We're quite close to clearing Yuzumi and freeing up space for Souun. Unfortunately, it doesn't seem like he'll arrive on time - Gigai, one of the DA apostles has arrived. The bottom option in the last cap is a game over.
def8e5 No.16022379
>>16012730
I submit to your superior intellect.
5325a7 No.16022402
We clear Yuzumi and get a mask from event. This allows us to put it on Suzume to prevent her from dying or on Kikkawa Kiku, which would make her a viable option against high-power backline formations. It was more than worth it to go through all that trouble of getting her.
5325a7 No.16022481
>>16022411
oh fuck
We do a dungeon and get a +2 speed item. It's a very good item, so for now, Kuge Kiyoko takes it to remedy her crippling lack of speed. Gigai event will come in soon, so we fire Yuzumi to hopefully get Souun before that happens.
5325a7 No.16022560
Defend more, do dungeons more, standard fare. Souun finally joins. He's an 8/8/8/8 diviner with Souun's Summoning as a skill. It's basically what Fire Blast should have been from the start - a quick INT-based nuke that deals tons of damage for one action point. We are going to use him for Shikigami utility a lot though, thanks to his excellent base 8 speed.
5325a7 No.16022626
We spend two fans on two different turns finding an Akashita Dog. That item allows a unit to take two actions per turn. It does not allow you to defend twice with a unit, however.
We recruit Mouri Teru in place of our old foot trooper unit. We're going to spend all our money on her from now on to make sure that she won't die. That said, I won't expect much because she joins at 6 defense. We also find an Action Book 2 from a dungeon. It's really nice because Goemon or Tanegashima getting more actions is always welcome.
5325a7 No.16022659
By default, Shimazu faction possesses a unit called Ootomo Sourin. It's an uncapturable musket unit with an ability Special Cannon. This hits all your troops for 1x damage. Musket unit damage multipliers usually make it a nightmare if it ever gets an action, so we kill it before it kills us. If you start an FFA game as Shimazu, you can use it yourself.
Shigehiko gets a fourth action fan. This allows him to make four attacks with his special ability Penetration Shot. We'll be leveling that up soon. Tourin gets 7 intelligence as well, which combined with World's Tactics pushes it to 9, a cap.
5325a7 No.16022680
When you win a battle that you initiate against Demon Army and when you've seen Gigai arrive at DA, after winning an offensive battle, there will be a cutscene with him. This is what happens when Souun is deployed against him.
5325a7 No.16022684
>>16022680
RIP Homoqueer birb. T105-T110. Never forget.
5325a7 No.16022793
More attacks and defense. Our goal right now is to get a fifth fan through 260 SAT and take Akaheru back. Then we can push through to Dokuganryuu. It's just barely possible to do so without spamming Rance's room because there are just four SAT events left. We also pick up an item that gives guaranteed four 50% buffs to a unit in castle battles. This is great because guaranteed 50% buff to defense is really appreciated by foot troopers, as mentioned earlier.
It may be excessive preparation that we're doing right now, but it's going to be hell taking on Youkais without permits and we want to not die.
5325a7 No.16023046
We'll probably take the DA province next turn. In the meantime, more preparations for Dokuganryuu. We're doing them right after the DA province. We're getting a consumable that fully heals our troops, speedbook 2 and a Takeda Cavalry Unit. It increases one cavalry unit's troop count by 1000, but all troops sold give zero gold as a consequence. It's also unequippable - the Pursuit Attack cavalry unit gets it.
Himiko finally gets Overtime at the end of the game. This converts three of her actions into 12 timebar. This combined with Dousan and Natori spells death to our opponents. Before rushing forward, however, we still need five fans from SAT and to do more dungeons. The reason for that is, we need more Ogre Bones. We're gonna need to buy defense books 2 from the item shop and to do that, we'll have to farm Ogre Bones when we run out of dungeons. Ideally, we'll want 8, but we can easily settle with 4.
I'm gonna take a small break for now. It may be getting tedious to watch, but DA is hard and it's been somewhat fun so far.
5325a7 No.16023061
Current screens for reference.
958890 No.16023099
>>16022154
He's just really edgy.
On a more serious note: while Muskets take a really long time between shots, their first attack is usually pretty quick.
>>16022192
Final fight on 5 star is pretty rough. You'll have a hard time beating it without clearing almost every dungeon.
5325a7 No.16023144
>>16023099
>while Muskets take a really long time between shots, their first attack is usually pretty quick
A musket with high speed will almost always take a turn before a ninja. That fact was abused earlier with Protection Paper getting equipped on an EIG foot trooper to tank an attack from that musket Shimazu commander.
2ebf29 No.16030207
958890 No.16031780
So I just booted the game thinking I'd give a generic-only run another shot, but my settings are all reset, I the game is acting like it's my first playthrough and doesn't give me access to the NG+ menu (aka no bonus or FFA), but all my old saves are still there. Any ideas on how to fix this?
5325a7 No.16031842
>>16031780
Boot up one of your old saves, let the game play out AI turns and let it autosave. This should fix it.
From this point on the game flow becomes pretty slow, so instead of playing it out and posting as the game goes, I'm just gonna dump screenshots of latest progress in the game. It's self-explanatory for the most part. We're going for as much dungeons as we can handle, both because of the ogre bones and levels. We are going to buy Defense Books 2 with those Ogre bones from dungeons.
5325a7 No.16031865
More dungeons and we finally got the fifth fan from the 260 SAT threshold. Kentarou demon event activates because we're in control of Senkan Nagato again - Miki runs away and we must search for her three times to avoid getting placed on a Demon King route. After we find her, our slave Sill gets frozen and Kentarou turns into a demon. This means that nothing can kill him with a few exceptions, in both army battles and dungeon battles. So now we have one more defense squad in our roster.
5325a7 No.16031880
Shimazu brothers get mad that Xavier isn't giving them back Kurohime. They all love her. So Xavier tells them to kill Rance for her. They oblige. It's an event that activates after Rance participates in a battle against DA when one or more Shimazu brothers commanders are present. After the army battle, you fight all four Shimazu brothers at once. If you lose, you get a game over and if you win, you get a commander battle with those same commanders that you've deployed in an army battle. Afterwards, Shimazu brothers are flagged as killable - it's necessary to kill them all if you want to clear Agireda, one of capturable Shimazu commanders.
5325a7 No.16031896
At this point in the game we have Demon Kentarou, which is pretty much an extra squad for defense, so we go ahead and invade Dokuganryuu. Before doing that, we're required to participate in an event and an army battle, so declaring the war on them costs three fans.
While invading Dokuganryuu, we manage to lose Senkan Nagato again because we're bad.
958890 No.16031899
>>16031842
Didn't work. Also, you should spoiler this >>16031865 stuff.
5325a7 No.16031918
We watch Natori's event where she says that Emperor Sword is somewhere and go to Road to Hades dungeon inside Mouri's former territory. It lets us get said item - it's another +1 to all stats, including action count, unequippable item, same thing as Emperor Ring basically. Goemon takes it because of his pitiful two actions by default.
Dokuganryuu falls and we duel Masamune. It's a one-on-one fight because Sill is frozen and we don't have Rance Attack. Masamune also heals for full HP whenever he is below half HP. What that means is that to beat him consistently, we need a level of at least 73. Rance barely manages to win.
5325a7 No.16031959
We clear Yoshikage. His character clear upgrades every province that we currently have once. Thanks to that, we won't ever have any problems with NP anymore. This is great, but the game almost ended, so that's not really optimal, but whatever.
When you're at war with any nation, you have an option to do Covert Action at a cost of certain scouting score. It increases the more CA you do for each nation. Effects of it rotate from Political Turmoil - AI can't attack you for a turn, Unrest - 25% of total troops die and an Assassination - one of AI commanders is killed. The cost for CA is increased every time you do it for a specific house and because Political Turmoil results once every three fans that you do CA for any nation, it's really handy when you have a lot of units with good scouting score. This allows us to invade DA and recapture Senkan Nagato after killing Dokuganryuu.
a8009d No.16032228
Is defeated warrior hunt worth it? I've been keeping that starting archer unit purely for that reason. I kind of want to get rid of him and put it on someone else, but not sure who. Maybe Suzume? She gets deployed a lot.
Also, fuck Takeda. Double fuck Tokugawa for blitzing me on the same turn Takeda blitzed me. Triple fuck Uesugi for leaping to Tokugawa's defense in a war they started, while I was keeping Takeda off Uesugi's back. Ingrates.
958890 No.16032258
>>16032228
I really like it on Kuge Kyouko, the semi generic you can recruit out of Ashikaga.
Also my game just bugged out again. All of saves are marked as starred and the comment is in japanese. Guess I'll try a fresh install.
5325a7 No.16032294
>>16032228
It's just more RNG to the game that's already RNG. If you want to capture commanders, make do with Light Attack.
>getting blitzed that much
Wew.
>>16032258
You have to put Enhanced Initial Guard on her. This skill is near-mandatory towards the end of the game because of a slim chance that one enemy will go before your foot trooper AND that it won't proc a 50% chance to guard AND that it will kill or severely injure your front-row unit. It might as well be mandatory.
We run out of things to do - all the dungeons are completed and we don't have enough roster to complete Orochi's dungeon - all our commanders just die because there's not enough of them and because of those fucking mikos. So instead, we're killing Demon Army for good.
You might have noticed that we didn't use satisfaction bonuses that much during the run. Usually you'd use them for 3 satisfaction for all commanders after around ~160 SAT, but because that massively increases the amount of start-of-turn events that you get with happiness levelups, we didn't do that - we wanted Souun real badly. And now we don't need upgrades anymore. So what we did is, we dumped all SAT bonuses into weakening enemy countries. I don't know what that did exactly, but I think it reduced their average troop size by quite a bit.
Toshihisa dies and two of his brothers follow soon after. There's a cutscene and everything.
5325a7 No.16032309
After you conquer a certain amount of land in Shimazu's home territory, Xavier orders one of his apostles to unseal another youkai. This time it's Ishijiji, an old man that grows in size infinitely when he gets bullied. DA gets him into a bridge that connects to the mainland and bullies him to crush the bridge. If they succeed, JAPAN would be sunk into the sea and we get a game over. There is an event to delay it one turn before the game over, but as it costs one action fan, this would effectively drain us of one fan per turn. Best to just kill them now.
We conquer the sourthern province of the DA with our forces by ramming them into DA. It dies. We face one of the DA apostles, Madou. He's a giant and ugly retard that gets killed in a commander battle.
5325a7 No.16032320
Because we beat the apostle, Soul Binder gets sealed again - the effect that renders two of our troops as unable to act every turn simply stops. DA also loses all of their Infected-type units - not dealing with them again is good. We rush their last province on the map and the DA are dead - we are in control of the entirety of JAPAN. There is just one more fight to this game - stopping Ishijiji and beating up Xavier.
958890 No.16032344
>>16032294
I'm talking about the other sister, the one that comes with Light Attack and Guard Break. Who also happens to be an excellent part of your army if you get her Attack to 9 and have her beat the shit out of Foot Soldiers instead of using her to capture commanders. Requires a bit of an investment, which makes her a fairly good candidate for Rance's Love or Brute Photo in NG+.
5325a7 No.16032354
There are two parts to this battle - an army battle and a commander battle. First, the army battle. You can't scout against them and commanders deployed here won't be available for initial deployment in a commander battle. Second, the commander battle. If you don't deploy Rance or Kentarou, you can't hurt Xavier of his invincibility field, so we brought both of them. We leveled them quite a bit, so that certainly helps. Xavier himself has two attacks - one single-target that hits for a ton of damage and another AOE that hits for a little bit less. We bring Souun in because he can cast shikigami on Rance and protect him from damage. Our commanders are all at good level, so Xavier just dies.
>>16032334
>>16032344
Ah, my bad. Guard Break is really bad in this game though because of how attack modifiers work. I've pasted a damage formula for this game earlier, but long story short, damage multipliers in this game stack multiplicatively (skill, item, attack-defense) and if you use a skill that gives less damage multiplier, you're basically crippling your damage output. In retrospect, maybe I should not have kept Shigehiko - he wasn't useful at all.
5325a7 No.16032368
Xavier died, Kou cried. This shitshow has finally ended at the grand total of 141 turns. We conquered the entirety of JAPAN, leaving no vassaled houses. We did all dungeons except one in Edo, Road to Hades, Orochi's Dungeon and the one that's exclusive to Ran's route and killed Masamune without Sill or Rance Attack.
0782f6 No.16032371
5325a7 No.16032374
And there's our screens at a final turn. Congratulations!
99f3f0 No.16032493
>>16032374
Nice job, anon, maybe I'll try actually playing the game instead of bungling through it.
dc4c86 No.16032517
>>16032374
>took him 141 turns just to do that
Lel. Try for a second playthrough maybe where you don't suck.
5325a7 No.16032521
>>16032493
Do it faggot.
>>16032517
Whoa, getting blown the fuck out here.
958890 No.16032549
>>16032517
5 star playthrough in 141 turns while conquering everything WITHOUT NG+ bonus is pretty damn good.
9530f1 No.16032551
>>16032374
Good job anon, this was entertaining. Too bad you didn't manage to kill Orochi
5325a7 No.16032585
>>16032551
It IS possible to kill Orochi with 5 star no bonus without RNG fights like Takeda blitz to get their commanders, but that would probably require conquering the entire map first, firing any low-level and useless solo commanders and only then doing dungeons for levelups. That would probably be tedious as hell and it wouldn't be fun to watch.
One last thing to ask. If I make a similar thread someday, about the same amount of detail in explanations, but about Fire Emblem 10, would you read it? It's not as good compared to this, but there's a similar degree of autism involved.
9530f1 No.16032596
>>16032585
10 is Radiant dawn, right? I like Fire emblem so you'd at least have one spectator.
958890 No.16032802
>>16032585
5 star Orochi with no bonus is something you'd do by starting the game with that singular goal in mind. The most important points would be maximizing enemy capture rate, having Rance and Kentarou have their special attacks and both be lvl 99 (through captured commanders), having as many commanders with Dungeon Expert (which cripples your war fighting abilities), having multiple diviners and mikos to keep your important commanders alive during the battle, clearing every dungeon after your team is finalized, recruiting Tokugawa racoon guy because his special kill is pretty much mandatory to make the fight go smoothly, and finally clearing the whole dungeon minus the last floor 19 fucking times. Not fun.
281d06 No.16033236
>>16032585
Very nice and entertaining playthrough anon
Inspired me to play through the game myself
a94fed No.16033397
>>16032585
If you're going to the trouble of making a thread and taking all the caps least I can do is to shitpost in it.
7fb489 No.16033409
>>16032585
I'd definitely watch that shit
7fb489 No.16033585
>>16032374
Hey while you're at it, mind putting your autism to good use and making a quick primer on game mechanics for this game as the game explains nothing.
If you can keep me away from gamefaqs i'll be a happy man
3e5f4f No.16033593
>>16032585
Thank you for all the effort you put in this anon!
I'd love to watch a Fire Emblem walkthrough, I've played all the Advance Wars games but never got into Fire Emblem, it'd be interesting to draw parallels.
f940c2 No.16033668
>>16032585
10/10 would read again.
Thank (((you)))
958890 No.16034270
>>16033585
>Troop count
HP + dmg. There's thresholds where having extra troops becomes less effective.
>NP
How much gold you make per turn and how many commanders you can support. Commander costs go up with troop count and stat upgrades from satisfaction.
>Action Fans
At 50, 160, and 260 SAT. Don't miss those.
>Battle Rating
The red/blue bar that moves around during battle. Each source of damage during a battle causes diminishing returns on the amount of Battle Rating you get. Opening the fight with Full Power Attack 2 will get you a hell of a lot more rating than ending the fight with it. The Initial Battle Rating skill gives you 10% of the bar's worth and stacks.
>Battlefield Effect
A straight up modifier to damage dealt and damage taken. 20% advantage means 20% more dmg dealt and 20% less dmg taken. "Prepare for next battle" option gives you 7% for a single battle, can be stacked multiple times for a slightly higher cost each time. Cost and battlefield effects are reset after a battle takes place. The amount can be increased by 3% from taking a SAT bonus, which can be taken multiple times up to 50%.
>Tacticians
Tactician buffs strength is based on INT. 1INT = 5% stat buff. The amount of starting buffs is based on INT, 1INT = 1 initial buff. The amount of buffs granted by Battle Strategy is based on troop count and Battle Strategy level.
>Commander battles
Damage is based on class, and most importantly level difference.
b66690 No.16034618
>>16014008
>We recruit Yuzumi. She's a musket unit that wants to hit foot trooper units because her musket shot has an Assassinate effect. Her stats are decent, but she only has one action flag.
Give her the B
7369fe No.16037472
>>16034270
Thanks.
what does it mean when after a battle I see + numbers? How do units grow stronger?
Are there any general traps to avoid?
958890 No.16038396
>>16037472
Those numbers are troop count growths, with certain units gaining more per battle than others, like Archers and Foot Soldiers.
>general traps to avoid
Always be at war. Stats generally matter more than troop counts: a 750 stack 9/9/9/9 Foot Soldier with Enhanced Initial Guard is a hell of a lot more useful than a 4000 stack 3/4/4/5 Foot Soldier with no other passive. Monk and Ninjas are very useful due to their special abilities, and can deal some damage too. Every Archer unit sucks except for Isoroku and her two subordinates. Avoid clearing too many dungeons early on, as you want to get the levels once you have more commanders. Rance is your best unit, make sure to always deploy him with a cleared commander for free affection. Always keep your prison below 15 prisoners, more than that impacts your capture rate.
2d4688 No.16039328
>>16038396
To give a math follow-up on this:
>ATK/DEF/INT
Class value + Stat x multiplier. 10 for (magic) attack, 8 for defense, 7 for mdef. This means classes are crucial at lower stat levels, but that high stat level units will generally attack/defend better than mid-level units regardless. Attack versus defense is a percentage formula, so very high/low differences in defense/attack can cause pretty incredible results.
>INT, extra
This boosts the buffs given by tactician units (number/potency), miko healing and how much % is given by a use of ally guard.
>speed
dunno lol but some actions will make your next turn slower or faster. This seems to matter a lot with high speed units, as some attacks will allow you to (easily) get multiple turns quickly. Sonic Shuriken and Charge in particular are really fast.
>Footies
Ally guard reduces damage taken by 50% whether or not the footie intercepts the attack. Physical only.
>Troop size
1-500 is normal growth. 500-2000 devalues extra units by half. 2000+ devalues extra units by 1/4.
As a commentary on the post directly: Hara Shouji is decent due to how volley synergizes with +DMG items, and Niwa Nagahide is pretty good for much of the early game due to how valuable defeated warrior hunt is. Archers (in general) are also theoretically pretty good by means of Foot Soldier Snipe and Ninja Snipe, but unfortunately there's no good named archers in the game with the best one only being 5/5/6/5. If you were to score a high stat generic, though, giving it foot soldier snipe would be a useful investment.
The only other really, really important thing is to make sure you release exactly 5 (or a multiple of 5) prisoners at a time. Every 5 prisoners you release at a time gives you a free level-up item, which is essential to getting through some of the commander battles in the story. It's also generally worthwhile skimming your prison for high value negotiation/search units so that you don't need to deploy actual combat units for the role.
958890 No.16040164
>>16039328
>so very high/low differences in defense/attack can cause pretty incredible results
>>15995977 and pics related are two examples of Full Retard Attack 2 vs low defense targets.
5325a7 No.16040664
>>16040164
>T151
>still using archers and mages
delete this
958890 No.16040756
>>16040664
Mages and Isoroku&CO are amazing if invested in properly. Sweeping Fire + 9 attack + Castle/Field Expert is a lot of damage. Not only that, but you won't need to recruit a lot of troops because of the stupid growth they have battle. Mages just fry stuff up. I'm more surprised you didn't comment on the formation, that's what usually gets people going when I post those screenshots.
5325a7 No.16040885
YouTube embed. Click thumbnail to play.
>>16040756
>if invested in properly
That's it right there. You could have had five different foot soldiers in your roster with every single one of them with at least 1500 troops and with careful tactician management, you'd win almost every fight by battle bar with half the money that it took you to buy those troops for those archers and mages - that, and the method is good for all enemy formations, while yours suffers if the enemy gets a first strike on you. Well, sure, archers have amazing troop growth, so if you kept deploying them, maybe it would really contribute to their power, but Isoroku, one of the best archers in the game has base stats so horrible that the amount of investment that she would need to be so-so (Sweeping fire, defense 7, attack 7, +2 ATK item equipped) would simply be appreciated elsewhere.
And you also didn't deploy a tactician despite them being ridiculously broken. Rance, Kiku and Shibata/Ranmaru duo can work just fine without them, but formations with any other units absolutely must have them because of how good the bonuses to speed and damage are.
>Mikos
You just roll the dice on having one of your units die via concentrated fire if you rely on them. And even if you say something like "use field battle expert lel", it's way better to put it on a foot trooper for a guaranteed def/int/speed stat increase to just make the front line immune to damage.
5325a7 No.16040910
YouTube embed. Click thumbnail to play.
>>16040885
>field battle expert
Oh fuck, I was talking about the field battle item that gives +50% boosts to all stats, Japan's Field Battles Weekly. It's two different things.
958890 No.16040986
>>16040910
>>16040885
Rance's Love/Brute Photo is enough for any commander that needs a hefty investment. An early character clear and deployment even turn will also get most commanders maxed out fairly quickly. And while Foot Soldiers are extremely important, they don't need to be deployed every fight. This is especially true against the Demon Army and their fucking magic mushroom spam that fucks over your guard%. Tacticians are obviously amazing, but you don't want too many of them in your roster, more than 4 is pushing it, I feel. And they're neither broken nor mandatory. They're good, but there's often better options.
>Mikos
I've had a 5 star game where I had Rance and Akihime duo their way through Ashikaga, Tenshi Sect, Miko Institude, Asai-Asakura, Uesugi, Hannies, and Houjou. So you'll have a very hard time convincing me that Mikos are bad. At worst, a good Miko will help your economy in the early/mid game by drastically reducing your troop replenishment costs; just deploy it in defensive battles or easy offensive battles. They're generally not a replacement for Foot Soldiers, but they can allow you to win battles by using less commanders that you normally would.
I also tend to have a castle breaker team that uses Isoroku&CO, Mages/Diviners, or Maria&CO. Give them Castle Battle Expert and watch them and deploy them with Initial Battle Rating support. Which is probably what I was going for in those pics I posted: I defended a castle with my castle team and the results were fucking hilarious. I also make a Field Battle Expert team, usually with Soldiers, Muskets, and Cavalry units.
958890 No.16041006
>>16040986
Meant to say that tacticians are good, but there's better options because without a high troop count Battle Strategy isn't all that spectacular, especially at rank 1. If anything, I tend to deploy mine to counter enemy tacticians.
I think I appreciate the more underused unit types because I've forced myself to do challenge runs with only 1 or 2 types of units. Playthrough with pretty much only Ninjas, one with mostly just Archers/Tacticians, and one with Monks/Mikos/Mages. PS: Ninjas suck at dealing damage.
5325a7 No.16041106
YouTube embed. Click thumbnail to play.
>>16040986
>Rance's Love/Brute Photo
Those are best on cavalry though and it's usually worth it to delay equipping those until it's time for Takeda. Unless you're on NG+ with a bonus, that is.
>magic mushroom spam that fucks over your guard%
That is precisely why AG+ is typically the first thing that you should get after EIG. Sometimes there is an argument for getting 5 speed first, but AG+ makes things that much more consistent.
>Tacticians are obviously amazing, but you don't want too many of them in your roster, more than 4 is pushing it, I feel.
What are you talking about, they're just too good. They're mandatory to deploy when you're facing endgame warrior/foot trooper/warrior stacks and you need that defense buff to tank all those actions that your enemy is going to end up getting. And suppose there's one giant stack of archers or two medium stacks of archers or two giant stacks of mikos on their backline. Usually, all your backline would be fucked and you'd be an idiot to leave it unprotected, but with tacticians, as long as your backline defense is good enough - at least 7 is usually good - you can leave it open just like that. That's why backrow guard units generally get phased out after Takeda falls - they're the only ones that really require you to put them in the back because of the 40 point difference between archer and cavalry base attack.
>Rance and Akihime
Quit your shitposting right now. You should take instant +5 SAT instead of a 4/5/5/4 character with base cost fucking 4 any day of the week. Yes, you CAN clear her and you will get the +5 SAT back, but it takes 7 fans to do so without auto-events, with 6 fans to get to +5 SAT. You'll also need to waste an ogre bone purchase, meaning you can't do Saburou -> Head-Gold Statue -> World's Tactics -> All-Knowing God -> Speedbook 2 -> Cavalry Unit for Mokko SAT -> Defbooks 2 without losing out on Cavalry or extra Defbook 2. Use Fuuka instead - if you can spare 7 flags to clear Akihime, you can spare 14 happiness worth of items to get her Healing Mist -> Miko Dance/Wind. Or better yet, delay Healing Mist for free RNG happiness from army battles.
>Castle Battle Expert/Field Battle Expert
That kind of shit forces you to cherrypick your battles too much. It is relatively easy to get AI to only be able to attack you on fields, don't get me wrong, but this directly affects your deployments, and in the first place, when you're attacking castles, it's better to just either cheese with Natori or BRD2 with Ganko/Tourin rather than rely on damage for battle meter. Defending castles is easy because of the large amount of battle bar that you get and the 20% extra battlefield effect, so Castle Battle Expert is completely unnecessary unless it's on burst damage dealers like Rear Guard Smash cavalry or Maria, in my opinion, and those could use Field Battle Expert better because AI attacks fields way more often and you don't get a 20% damage bonus there.
>>16041006
>Meant to say that tacticians are good, but there's better options because without a high troop count Battle Strategy isn't all that spectacular, especially at rank 1.
Why would you use Battle Strategy at rank 1? It's RNG which troops get those boosts. I mean, if your squad is 2-3 people, that's fine, but it's useless if it's at rank 1.
>counter enemy tacticians
Rear Guard Smash works best against undefended tacticians, but Naoe Ai with Remove Status 2/3 is great against them as well. You can also remove them with things like Pursuit Attack or Rapid-Fire Tulip. They are a big enough threat to warrant using all of those even if the AI backline is protected.
>challenge runs with only 1 or 2 types of units
But that's retarded. The whole point is that different types of units have different base damage and have different effects, so you have more options to choose from when you defend. You also miss out on powerful named commanders and are forced to rely on capture RNG if you're not using Light Attack and overdeploying on certain formations.
958890 No.16041280
>>16041106
>Tacticians
My rear positions usually doesn't need any foot soldier coddling past the early game. Sure, I'll use them if the enemy is fielding some scary stuff that can wreck my back row, especially vs Takeda, Iga, and Mouri's ridiculous archer stacks. But my back row usually won't have too many issues surviving. I also tend to take Takeda out quite late and do it the hard way, so no fancy horsies for me. Unless I take their house bonus for NG+. And as awesome as Cavalry units are, they still need to deal with Foot Soldiers protecting the squishy targets and with counter attack damage, neither of which are a problem for Mages, Archers, or Diviners.
>hating on Akihime
Her stats suck, but if you clear her early enough, the raw amount of affection she gets will let her overcome that weakness very quickly. Hell, duoing with Rance means she gets about 1.5 affection each turn. Hefty fan investment throughout the game, but being able to take territory without investing in any other commanders is a very attractive tradeoff. It also seems you don't realize something important about dungeons: if you enter a dungeon for the first time and leave on the second to last floor, the next time you enter the dungeon, you'll start on floor 2. And you'll be able to get the normal per-floor rewards all over again, including Ogre Bones, Motivation Papers, books, and all that other good stuff. Getting enough Ogre Bones to buy the entire store isn't an issue, the issue is how many book2s you can buy and how many action fans you're willing to dedicate to getting those books.
>Castle/Field Battle Expert
It doesn't force you do anything. It gives you extra options to choose from, if anything. You can select Field Battle Experts and attack on a field with less commanders, leaving you more commanders for further attacks that turn or to be able to better defend multiple times in a single turn. It lets you do more with less. And cheesing with Natori isn't always an option. I also personally dislike Convert Action/Overtime shenanigans and thus rarely use it. It's like using the One Eye house bonus and clearing every with Omachi+Akashita Dog. It usually works really well, but it gets boring.
>why use Battle Strategy 1
Because that's what a lot of Tacticians start with. Not like Akechi Mitsuhide will do wonders with his attack early on. Using Rear Guard Smash/Pursuit Attack assumes having fought Takeda, which you probably won't do until mid game, and requires investing in a Cavalry unit. Remove Status 1 and Battle Strategy 1 both work well against enemy Tacticians since they have a hard on for removing your buffs or trying to put up some buffs if you removed all of theirs. And you won't always have Maria right away either, especially since most people I've seen play the game tend to go for Uruza and then Magic instead of having to deal with the borderline useless Kanami. And Isoroku&CO is always another good way to deal with well defended Tacticians.
>challenge runs are retarded
uwotm8? Challenge runs usually force you to think outside the box, seek new approaches to familiar challenges, ramp up the difficulty, and spice up gameplay. It's far more stimulating than always taking the same tried and tested formula.
5325a7 No.16041428
>>16041280
>My rear positions usually doesn't need any foot soldier coddling past the early game. Sure, I'll use them if the enemy is fielding some scary stuff that can wreck my back row, especially vs Takeda, Iga, and Mouri's ridiculous archer stacks. But my back row usually won't have too many issues surviving.
It's not just about surviving, you need to avoid increasing meter for AI's side too much. That's why Isoroku is bad in my opinion, she needs a defense book AND a happiness bonus defense 7. She also wants a lot of other happiness bonus things and you can't exactly clear her.
>Her stats suck, but if you clear her early enough, the raw amount of affection she gets will let her overcome that weakness very quickly.
Clearing Suzume early gives you +15 SAT, eventual access to Battleground Construction 3 and defense 7, a ticket to deploying her unprotected late-game. She can't be killed, which gives you an excuse to put her with Rance regardless of the enemy formation, provided that you can deal with diviners with what troops you have left. To clear Akihime, you'll need to recruit Choushin, which, if you dismiss pre-route split doesn't give you Emperor Ring, which is arguably the only reason to ever recruit him.
>It also seems you don't realize something important about dungeons: if you enter a dungeon for the first time and leave on the second to last floor, the next time you enter the dungeon, you'll start on floor 2. And you'll be able to get the normal per-floor rewards all over again, including Ogre Bones, Motivation Papers, books, and all that other good stuff. Getting enough Ogre Bones to buy the entire store isn't an issue, the issue is how many book2s you can buy and how many action fans you're willing to dedicate to getting those books.
Nigger, it seems YOU don't realize something important about this game. If I had as many action fans as I wanted, I'd do exactly that. I'd farm all the dungeons for all the ogre bones, because even if it's just two defense up 2 books, then I can put them on Shibata and with Maeda, now you have two 9 defense EIG troops instead of one. Given that you have combat at least two times per turn most of the time, you win mid-game with just that, you don't even need any fancy mikos. The problem with that, however, is that you don't have fans to spare because you're rushing SAT and other valuable events.
>It doesn't force you do anything. It gives you extra options to choose from, if anything. You can select Field Battle Experts and attack on a field with less commanders, leaving you more commanders for further attacks that turn or to be able to better defend multiple times in a single turn. It lets you do more with less.
I'll give you that - a flat +40% damage bonus is really great and you have field battles extremely often. It only comes up for upgrades at certain turns, however. It's a pain to get it.
>And cheesing with Natori isn't always an option. I also personally dislike Convert Action/Overtime shenanigans and thus rarely use it. It's like using the One Eye house bonus and clearing every with Omachi+Akashita Dog. It usually works really well, but it gets boring.
First you say that it isn't always an option, then it's apparently similar to the commander that you usually get after you kill every nation on the map that's not DA or with NG+. That combination is a tool that you use to win otherwise impossible battles. It's a resource that you get after tanking Mikos early in the game until you manage to capture Himiko and possibly Goemon and then you have to juggle the NP for Mino brothers to get Dousan. Only once you do all that you can use it.
>Because that's what a lot of Tacticians start with. Not like Akechi Mitsuhide will do wonders with his attack early on.
Don't use Akechi in army battles. If you really must, SAT him up to Gracia, but using two SAT bonuses to get a mediocre tactician is a waste in my opinion.
>Remove Status 1 and Battle Strategy 1 both work well against enemy Tacticians since they have a hard on for removing your buffs
That's really the only use that I can think of for Battle Strategy 1 - making enemy tacticians waste flags on removing your buffs instead of attacking you with their gigantic troopstack.
>uwotm8? Challenge runs usually force you to think outside the box, seek new approaches to familiar challenges, ramp up the difficulty, and spice up gameplay. It's far more stimulating than always taking the same tried and tested formula.
One thing is using good units to think of a good way to remove enemy from final castle of a territory while still having troops left over to defend and thinking about how to get less fucked if you get attacked four in a row and another entirely is ramming two mages, Rance, an archer and a miko into a foot trooper and then hoping that you kill their frontline faster than they kill yours. I mean, you CAN war one house at a time, but you're not a casual, are you?
a8009d No.16043735
Any of the NG+ bonus characters particularly good? Got 32 points to spend, but fucked up and unlocked no families (Mouri killed Akashi and Xavier killed Mouri).
5325a7 No.16043801
>>16043735
Elina is the best one that you can get for earlygame because of how damage scaling works in this game and because she has All-Guard Shikigami, she can still be useful mid-game. NG+ monk has 9/8/5/5 in stats and Convert Action 2, so he's good if you just want something that hits hard if you can deal with him being slow. Takeda and Dokuganryuu bonuses are great and Mouri's is decent. The rest of the points should be dumped into items and things like starting NP and an extra action fan.
7369fe No.16043858
Damn, after learning about the basics of this game, I almost want to completely redo the playthrough and do it effeciently.
Where's the best place to get affection items? Just hit up dungeons over and over?
7369fe No.16043873
Also, I read on the wiki somewhere that you can speed up animations with cheat engine. Anyone know about this, or how to do it? Further googling brought up nothing
a8009d No.16044033
>>16043858
I spent the first half of the game whittling down dungeons one floor at a time. Ended up with literally more affection items than I knew what to do with. Five +4s, 11 +3s, 15 +2s and four +1s went unused.
>>16043801
Does the action fan bonus replace the 50 sat one or is it a straight-up extra fan?
5325a7 No.16044099
>>16044033
It replaces the 50 sat fan, yes. Having two fans means that you're forced to rush 50 SAT for efficiency (+1/2 actions per turn is a big deal), so having more freedom of movement is nice.
>>16043858
Every ten turns, you get a random affection item from army battles. You also get them from failing to clear a dungeon or clearing it after it's finished.
2d4688 No.16044613
>>16040885
>base stats so horrible
I shit on her too but being realistic she has virtually the same starting stat block as every over ranged unit other than the ones that come from lategame houses (takeda/youkai/etc.) with very few exceptions. The only accessible ranged units (ie: units that you don't need other good units to acquire) who chip above 6/6/6/6 are Uruza and Naoe Ai.
Isoroku's starting stats don't really justify the mantle of "horrible", she's fairly median and given that most players accept similarly median ranged units (like Suzume) calling her "horrible" is definitely egregious. To push it further, she's pretty much just Suzume. Archers and Ninjas have borderline identical class stats (the only difference is 2 attack for archers). Isoroku trades out interruption hits and battleground prep for a better action economy (sweeping fire is 1 flag, her assassinate is 2 flags instead of all flags) and higher troop growth. She's also available quite early (generally being your 2nd or 3rd province conquered) which means her troop growth is more than accessible.
It's not that archers suck, or that 56 is bad, it's simply that she can't compete with the strong tacticians available early in the game. 56 still has value due to penetration shots and assassinations (which she actually does better than Suzume, due to troop count being significant) and a sufficient statline. There's just not a lot of reason to baby her when you could invest those fans into Uruza, Naoe, Maria or Elina. Or even Suzume herself, due to the enormous affection gains.
More simply put: She's not bad, she's just average while you have access to broke-ass units.
5325a7 No.16045202
YouTube embed. Click thumbnail to play.
>>16044613
>Isoroku's starting stats don't really justify the mantle of "horrible", she's fairly median and given that most players accept similarly median ranged units (like Suzume) calling her "horrible" is definitely egregious. To push it further, she's pretty much just Suzume. Archers and Ninjas have borderline identical class stats (the only difference is 2 attack for archers). Isoroku trades out interruption hits and battleground prep for a better action economy (sweeping fire is 1 flag, her assassinate is 2 flags instead of all flags) and higher troop growth. She's also available quite early (generally being your 2nd or 3rd province conquered) which means her troop growth is more than accessible.
Honestly, it'd be fine if the situation was limited to what you've just described. Gigantic troop growths even past the 1000 troop mark? Penetration shot for 0.9x that hits two troops and ignores foot soldier guard for x1.8 damage effectively for a single flag? Sign me the fuck up, that's getting deployed in every battle, I'll bring it to 9 attack and 6 defense, that with tactician bonus should be enough to tank all the giant enemy archer stacks. That's not the problem. The crippling problem lies in base 5 speed and the inability to clear her. You've compared Isoroku to Suzume in terms of base stats, but that's simply not a fair comparison - Suzume only wants troops to defend herself as her Chun-Chun Shuriken is a utility move that consumes two actions and her Battleground Construction doesn't care about current unit troopcount at all. What's more, she can get Kanzou Mask at the endgame and she can get enough happiness via character clear bonus to take defense 7, as mentioned earlier. Coupled with the fact that she can't die, you can do something crazy like putting her with an All-Guard unit on the front line to divert fire from it. Her plot armor is just too good. Meanwhile Isoroku wants a defense book to be able to tank hits and compared to her, foot soldiers that you're going to have at that point in the game will simply be a better choice for it. And that brings us to the giant problem that she has - 5 speed. If Suzume is able to compensate for her lack of speed - Battleground Construction has half the cooldown of Shuriken attack or Bow attack, she will at most attack with Chun-Chun Shuriken once in order to interrupt a diviner stack and by the time you'll get to use Assassinate 2 you won't care about cooldowns anymore - Isoroku just takes far too long to shoot all four of her flags. It's the same problem that mages have and it's precisely because of this that they get dumped. Now, you can use a speedbook to improve her speed, but chances are, you will also want to use it on a foot trooper unit that you have - 4 speed foot troopers are unreliable even with AG+ and EIG because if the enemy gets more than two units that act before the foot trooper, your frontline could get hit and it's usually not pretty - warrior units and those units that you would usually try to keep behind frontline guard are very fragile. And as the game progresses, you'll eventually need speed 6 on all guard units to remove all chance of getting screwed because of initiative. This means that realistically, she will likely get none of them and that if you want to use her, you must happiness her up to at least 6 speed. So ideally, she wants Sweeping Fire initially, Whirlwind Shot afterwards, eventually a defense book that could have been better spent elsewhere, a speed book that definitely could have been better spent elsewhere, two more happiness levels into her attack and speed and until she gets that defense book you better keep her under foot soldier guard where there's no chance of her getting hit. What's more, she's specialized in getting around foot soldier guard - if there is no guard on the front line, warriors are just better, if there is no guard on the backline, cavalry is better. And even if both enemy frontline and backline has guard, simply surviving and getting enough battle bar through means other than her is entirely feasible. In that regard, she's a winmore unit that you have to set up throughout the game that, as you've noted, is also shit compared to tacticians and other broken units.
Tl;dr Isoroku a shit, please don't actually bring her into endgame.
5325a7 No.16045213
YouTube embed. Click thumbnail to play.
>>16045202
fuck shit i forgot that paragraphs exist please don't kill me
8b212b No.16061357
>>16045213
>Isoroku a shit
お前はもう死んでいる
2d4688 No.16061503
>>16045202
A lot of what you highlighted there in regards to statistics isn't untrue, but it misses the point: she's not bad, she's average (or even above) for her place in the game. There are no significantly competitive early ninjas, diviners, tacticians (naoe aside, and only due to Uesugi event cheese) or archers. A first-game player will not be taking on Mouri, Takeda or Youkai (for difficulty reasons) or recruiting Souun/Natori (for complexity reasons) which means your early game ranged roster is highly limited.
With that limited roster in mind, 56 really isn't bad and plays a role somewhat similar to Fuuka: pick her up, use her, pump her, and dump her in midgame. When you have Uruza, Maria, Naoe and a buffed up Suzume as well as hopefully some useful generics you sell off her troops and throw her into the fire.
She's not bad, she's just okay. There's no reason to use her when you have good units, but that doesn't make her bad.
8b212b No.16061532
>>16061503
Both of you make me sick.