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The Strategy Board

The strategy board appears during 4 separate events in The Tiamat Sacrament. In each one, Kelburn, the Saphirite Lieutenant, commands troops around the board to accomplish a particular objective. From defending an area to defeating a high-powered super soldier, the tasks vary for each scenario. To accomplish these tasks, Kelburn has a set number of Command Points and a variety of troops at his disposal.

The Squad Types:

The Soldier: 5 CP each



The most common among the Saphirite ranks, soldiers are loyal and dependable. These cost the least amount of CP and can be called in squads of up to 4. They have no special attributes.

The Ranger: 10 CP each



These crafty soldiers are essential for setting up traps for their enemies. They cost twice as much as normal soldiers and can be called in squads of up to 4. They deal their full squad number in range damage without endangering themselves.

The Berserker: 10 CP each



These brawny soldiers are able to utterly destroy weaker foes without a scratch. They cost twice as much as normal soldiers and can be called in squads of up to 4. If they initiate a basic attack on a squad that has an equal or lesser squad number, they will kill the opposing squad and take no damage.

The Agent: 25 CP flat



A pair of agents can turn the tables in a pinch. They cost 25 CP for a squad of 2. If they initiate a basic attack on a squad, they will convert their target to fight on the allied side. For example, if an agent squad infiltrates a berserker squad of 4, they become fast friends.

The Rules:

Command Points -

A set number of Command Points (CP) are given to the player at the start of each scenario. CP is used to summon squads onto the board. Different types of squads have different CP costs per unit called. Units can be called to a set spawn location for no additional CP or optionally called directly to the hero squad's adjacent spaces for 20 CP extra.

CP can be gained on the board by either dispatching enemy squads and by activating special tiles with the hero squad. While it might be tempting to spend CP quickly to build up defenses, scenario rank (C, B, A, or S) at the end of the skirmish is decided primarily based on unspent CP totals.

Movement on the Board -

The player's army always begins the scenario. Each unit in turn is given the opportunity to move to a new space. If a unit moves into a free space, their turn is over. If a unit moves into a space occupied by an opponent, a basic attack* occurs. If a unit moves into a space adjacent to a space occupied by an opponent, a ranged attack** occurs. Alternatively, if (Esc) is pressed instead of selecting a direction to move, the player can choose to have the squad either forfeit their turn or save their turn until other squads have moved.

Hero squads are able to move twice in one turn. After all squads have either moved or forfeited, the other team proceeds to do the same. This repeats until the objective is met or the hero squad dies.

*Basic Attack -

Confrontations on the board occur when a unit from one team moves into a space occupied by a unit of the other team. The number of squad members decides the victor of the battle. For example, if a soldier squad of 4 attacks a soldier squad of 3, the attacking squad wins but is left with a squad of one.

When the hero squad confronts a normal enemy squad, a battle will begin. The confrontation is decided by the player's performance in battle. Be aware that hero battles will decrease the scenario score.

**Ranged Attack -

When a squad moves into a space adjacent to an enemy squad, they will receive ranged damage based on squad type and unit quantity (with a few notable exceptions). Both soldiers and berserkers deal half of their squad number as range damage. Rangers deal their full squad number as range damage. Agents deal no range damage. Hero squads neither deal nor receive range damage.

When only one squad initiates a range attack, the hit has 1/3 chance of missing. If 2 or more squads combine their range attacks, there is no chance the attack will miss. If the total range damage the targeted squad takes is at least 2x their squad number, the player receives an overkill bonus.



Picking up some easy extra CP.

Bonus CP -

At the end of each scenario, the player will be given bonus CP if certain requirements are met on the board. These can be anything from finishing in record time, to getting enough overkill bonuses, even making your enemies walk into a misfired laser beam. These can easily bump player rank up a grade.

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In the first scenario, there's a glitch if you kill all soldiers before evacuating the hero unit. The last unit of your turn will have infinite moves and the campaign is impossible to progress. If you end up in this situation, make sure the hero unit is the last to move and that they're close enough to the exit.
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