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Amateurs Talk Tactics. Professionals Study Logistics.

  • Dyhalto
  • 07/13/2017 03:45 PM
  • 3187 views
This gamepage needs an updated blog!
Yeesh, the last one is from 2015. Granted, it's the very last day of 2015, but it's still over a year and a half old. Poor Stu must be feeling the stage anxiety hard.

So here's an entire map that takes place sort of mid-late game.



Anybody whose ever played any Fire Emblem is familiar with the Seize Castle objective. That's the idea here, with the castle being in the top left, guarded by a Dragon Knight boss.

You'll notice that there are two routes. The one on the left with a narrow bridge, and the one on the right with a big stack of axe knights (inside the red square). They're not just regular axe knights, though. These guys are called the Black Rhino Knights. Terrifying.
Every so often, you'll come across a bunch of enemies that go beyond the regular "Empire _____" mooks. They'll have names, a little narrative behind them, some kind of gimmick (theirs is extremely high Power with class mobility), and you'll only fight them once because, after that, they'll be dead


If you choose not to slug it out with the Bhack Rhino Knights, there's the western alternative of crossing the bridge. But as you near it, that asshole Armor Knight (circled in red) will step onto the fortress, holding it while his bow knight pals pelt you at range. If you bring in fliers to help buttress your frontal assault, the archmage will throw Excaliburs at them (anti-air magic).
I like devising evil stuff like that.

On the bright side, see those wyvern knights above the Black Rhino Knights? Because of story reasons, they'll leave the map after a few turns, long before you'll ever be in range of them. Hurray! Doesn't mean you won't fight them later though...

<_<
>_>
If you want a protip on how to easily squash the BRK, open the spoiler <_<;
Their hit rate is 99. Karin, my Myrmidon, has 99 Evade. It's not physically possible for them to hit her.


And on one last note, this battle is actually on a split-path route. 50% of players won't see it

Posts

Pages: 1
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Good read, great blog, many informative :P

Seriously though.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
Assuming there're terrain bonuses (I dunno if there is or not) I'd take the right path all the way. Sieging a fort WHILE being pelted sounds like every-tactics-game-ever language for being too weak when you finally get to the boss. We can funnel the rhino nights into that 1-tile strip, where their numbers count for nothing (at the moment)

Throw somebody super tanky or evadey there and pick them off with ranged. Oh, look, that's the exact tactic I didn't want to be used on me. War is a bitch, Black Rhino Nights, so get ready to choke on it!
@Infection
That's good. We can never have enough informative around here.

@Dragnfly
They actually won't charge until a certain number of units get close to them, and if you try to quickly backtrack from that point, there's another small surprise waiting. It's nothing a good player won't be able to handle, but should provide a small hiccup.
As an avid TRPG player myself, I know a lot of tricks of the trade like putting a high Def guy at the outer range of an enemy's movement, then trouncing him when he gets close. The AI can still be cheesed (especially by high level magic), but I'm trying to foil the usual tactics :p
Cap_H
DIGITAL IDENTITY CRISIS
6625
Exciting!
I think I would devide my forces and use both paths...to fail miserably.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
author=Dyhalto
As an avid TRPG player myself, I know a lot of tricks of the trade like putting a high Def guy at the outer range of an enemy's movement, then trouncing him when he gets close. The AI can still be cheesed (especially by high level magic), but I'm trying to foil the usual tactics :p
That's wonderful to hear. I feel that, without a huge team of skilled AI programmers, getting a good enough AI to compensate for player tactics is an unrealistic expectation so just accounting for it with pre-scripted triggerable stuff works well.

I'm also strongly for the "small hiccups" approach. Too many of them throw a giant pile of shit right into the turbine while the player is sitting on the other end with his mouth wide open. It has a place, especially in the darker story settings, but all too often I'd rather have been faced with a series of smaller problems that kept stuff interesting. It's still difficulty-boosting, just in a different way that I find more fun. Save the "the enemy's top general with his 4 sub generals and 12 units of elite guards suddenly appear right on your backside" for the final missions.
I am so glad this is still going.

More Fire-Emblemesques make the world a brighter, more tactical place.
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