![]() It reminds me a lot of Awakening, which was the first FE game I got deeply into. There's enough visual and tactical variety to get me through a multi-hour, multi-rewind battle without feeling fatigued. It leaves very little margin for error and demands a lot of strategic creativity, plus the battle mechanics and animations feel fantastic. Late to the party, but I've been playing on Maddening / Classic and loving this game. The EXP gain from all those waves was also superb. The map seems to scale with your story progression so as soon as I got the second archer it was go time before things became too hard. Lancereaver Overrun through them to wipe them, then rescue Louis back to hold the choke and it was over. I used the choke point to line them up single-file with Tiki attacking Louis and the cavalry doing nothing behind her. As a bonus you can also bait the dragon inside Tiki's room from outside it with a longbow - you can't attack in but you can retaliate when it attacks out, so it will be dead before the door opens and all you need to do is deal with her and the two lance cavalry. You can also take out the two dragons in thin corridors that flank the main entrance from outside the building with a longbow, clearing that path. Once you've cleared out the waves the rest of the map is trivial - everything inside the building can be baited with Yunaka or Louis into your kill squad's arms. The best strategy I found was to use the lake in the bottom-left to divide each wave - the dragons will fly over the lake and you can pick them off with longbows, then move in to clean up the other units before the next wave spawns (be fast, waves come every other turn). ![]() the thieves I believe, a number of dudes from inside the temple will start moving toward you, I think it's an ice dragon, a sword infantry, a mage and a monk with silence. That said, while they feel overpowered, I also think the maps were made with them to some degree, and the idea of an Emblemless run sounds like it would be more tedious than fun.Īdditionally after you deal with. They're especially strong against bosses, due to their high damage supers not getting countered they become the most viable way to chip away at their revival stone health bars. ![]() Honestly at times it feels like these are the main units of our party rather than who they're equipped to. They just completely warp the battlefield, and they're fun, but perhaps a bit too strong. Now Emblems, this is a game defining mechanic. It has a good balance overall, though its a shame they couldn't figure out a better solution for bosses than to make them completely immune to it. Maps always have a variety of enemy types too, so we can't really overrely on break and sometimes have to work around it. It is strong and useful, certainly worth building strategies around, but at the same time there have been many situations where it was okay to take the break, either to add enough damage to finish an enemy or simply to wall them off on enemy phase(and of course Louis just doesn't care about it). The break system is not as big of a deal as I expected. Finished chapter 8, still early, but it's been enough to to think about some mechanics. ![]()
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