(no subject)
Mar. 2nd, 2011 11:25 amGood lord, Qadriga Fortress was hard. I've heard others say that is this game's Dorter Slums, and now I understand why. I finally won, but it was an intense battle that was basically won by a buzzer-beater lucky shot that fulfilled the "defeat the enemy leader" Instant Win Condition. I had to defeat a relatively squishy mage who had the advantage of being heavily guarded by a freaking cliff-side of a fortress (which he and his archers naturally start on the top--and we all know what happens when archers have the height advantage in FFT/TO-type games,) a bunch of undead who had a nasty habit of parking themselves on the one single narrow pass that was a gradual enough that my units could have actually climbed it in every area (note: even when they're dead and lying there you can't walk past/through enemies in TO, or at least undead ones, so this was a really good way to make the highest portions of the fortress where the mage was hanging out completely inaccessible,) and the ability to summon more units out of thin air if anyone actually got close.
To sum up: his archers freely rained death on me from all angles, and his stupid enemies who could block the only staircase even in death managed to split the battlefield in three. My three healers, wizard, and one of my archers couldn't even get off the ground at all, everyone else except Canopus was stuck in the middle area of the fortress proper, and only Canopus (who can fly) alone could make it to the corner where the mage was hiding.
The only reason I survived was because I taught everyone Field Alchemy I and everyone who had the possibility of it as a sub-skill (Knights, Rune Fencers, etc.) healing magic, so being cut off from all three of my actual dedicated healers didn't spell instant doom for people stuck in the middle. Canopus managed to get the mage down to about 30 HP before getting nuked, but considering it was just him by himself against the mage and his ability to make more enemies at will, it was about as good as I could have expected. I only won because my other archer, who was in the middle section, managed to walk around to the side and get positioned for a shot that would arc pretty much straight up, and just forward enough to clear the wall and hit the mage. The trajectory checked out, so all I had to fear was his worryingly high dodge/block rate (even attacking him from the side, the shot was predicted to have a 46% chance of success.) My party pretty much would have gotten its world rocked (including KO'd units like Canopus at risk of losing a life if their countdown ended) had the battle continued any longer, but the archer actually pulled it off, pinging the mage for 40 and giving me the win.
Moral of the story: ARCHERS. Make sure they have Trajectory and the kind of bows that arc instead of firing in a straight line. Those are just better. Also, have two or three Clerics and give everyone else some means of healing on their own on top of that, just in case. Also, Canopus rocks.
No, really. I freaking hated Canopus in Ogre Battle because the entire Hawkman family was almost completely useless for my play style, yet I needed to recruit Canopus anyway (even just to leave him in the back of the unused reserve) just to get the better ending options (at least I think he was required for them...) even though he was by far the hardest and most Guide Dang It character in the entire game to recruit. In Tactics Ogre, he stops just short of literally falling into your lap (he literally just shows up for no reason before this one battle starts and asks to join--permanently, as a real unit, not a guest--at the end of it, so pretty much all you have to do to recruit him is not get him killed and then say "Yes") and in this game he is suddenly the man.
To sum up: his archers freely rained death on me from all angles, and his stupid enemies who could block the only staircase even in death managed to split the battlefield in three. My three healers, wizard, and one of my archers couldn't even get off the ground at all, everyone else except Canopus was stuck in the middle area of the fortress proper, and only Canopus (who can fly) alone could make it to the corner where the mage was hiding.
The only reason I survived was because I taught everyone Field Alchemy I and everyone who had the possibility of it as a sub-skill (Knights, Rune Fencers, etc.) healing magic, so being cut off from all three of my actual dedicated healers didn't spell instant doom for people stuck in the middle. Canopus managed to get the mage down to about 30 HP before getting nuked, but considering it was just him by himself against the mage and his ability to make more enemies at will, it was about as good as I could have expected. I only won because my other archer, who was in the middle section, managed to walk around to the side and get positioned for a shot that would arc pretty much straight up, and just forward enough to clear the wall and hit the mage. The trajectory checked out, so all I had to fear was his worryingly high dodge/block rate (even attacking him from the side, the shot was predicted to have a 46% chance of success.) My party pretty much would have gotten its world rocked (including KO'd units like Canopus at risk of losing a life if their countdown ended) had the battle continued any longer, but the archer actually pulled it off, pinging the mage for 40 and giving me the win.
Moral of the story: ARCHERS. Make sure they have Trajectory and the kind of bows that arc instead of firing in a straight line. Those are just better. Also, have two or three Clerics and give everyone else some means of healing on their own on top of that, just in case. Also, Canopus rocks.
No, really. I freaking hated Canopus in Ogre Battle because the entire Hawkman family was almost completely useless for my play style, yet I needed to recruit Canopus anyway (even just to leave him in the back of the unused reserve) just to get the better ending options (at least I think he was required for them...) even though he was by far the hardest and most Guide Dang It character in the entire game to recruit. In Tactics Ogre, he stops just short of literally falling into your lap (he literally just shows up for no reason before this one battle starts and asks to join--permanently, as a real unit, not a guest--at the end of it, so pretty much all you have to do to recruit him is not get him killed and then say "Yes") and in this game he is suddenly the man.