This is much better synched, thank goodness- just a little off.
1. Ace Guard is the coolest card. Note the triple purpose behind its use in this map:
Reason #1: I want to use it in Map 13, so it needs to be powered up. It got powered up by 80, which is decent. I'm trying to get it to about 2250 by Map 13, so we're in good shape (about 120 shy).
Reason #2: Gauge starts really high, typically at 100%, therefore you can go aggressive for a while during the battle. This was especially effective against Roswell because Roswell might otherwise win because he's (O) against anyone at this point.
Reason #3: The card power nullifies all charges/counters by the enemy after union #1. In later maps I'll use it to its full potential by pulling off the card power with the head and then unioning in 4 more guys. Especially effective when you're getting charged against archers - it would've helped a lot had the assassins in this map unioned in behind a knight union leader.
2. Do NOT let assassins charge you at night if it's at all avoidable! Do EVERYTHING necessary to avoid this! For some reason, assassins seem to have a high critical rate at night, so seriously, AVOID THEM AT NIGHT! Charging is usually still okay, so make it count if you do (use a card with high POW).
3. It's a good thing I stole Roswell's card because the opening he left attracted Leon to come down prematurely. If you stuff up the holes, Leon hangs back and it takes a while to get to him, which takes up turns and jeopardizes your chance of getting the +2 MVP bonus at the end.
4. Ideally you want +2 GEN at the end of this map. However, since playing on the DS requires starting over if you get the wrong bonus rather than loading a save state, I'll just let Milanor have the +2 TEC and hope for +2 GEN in a future battle. However, DON'T settle for +2 ATK, as it's a big WASTE! In Map 13 we'll be using the Brave Ring and in Map 13 he puts on the Kill Blade, both of which give ATK UP, plus he's just 2 EXP shy of leveling up and getting another point of ATK, so just don't settle for it. There's a 75% chance it won't be ATK, so you might as well go through the 30-min map one more time in order to save yourself some grief in later maps. Milanor will thank you for it.
Items obtained:
1. Phalanx - ATK +4, TEC +2, (star) against Archers. Only Durant can equip this, and it lasts for 3 turns. There's a map later down the road where this'll be useful, so just keep it for now.
I highly doubt that the time of day changes a unit's critical chance, so perhaps you were merely unlucky. Other than that, you should try to avoid getting charged by Assassins anyway, since they're Night Happy which gives them an automatic O fighting status.
At 4:26, you should have unioned Milanor, then Nietzsche in, since MIlanor gets an O and Leon gets a triangle if they fight, while Nietzsche and Leon both get a - if they fight, and Battle Penalty would've helped her.
Runesword234 3 years ago
Interesting. I had thought of putting Milanor 2nd and Nietzsche 3rd like you suggested, but I was worried about Leon using Chariot against me. That and Milanor probably would've killed Leon before Nietzsche had a chance to participate, whereas here she gets some EXP as trade off for losing Morale. Sometimes it's good to sacrifice a little morale for EXP, IMO. I always end up with a gazillion extra items at the end, so might as well use them if you can get extra EXP in the process.
channychan0683 3 years ago
Also, I usually err on the cautious side, where I usually have my strongest guy have the best battle penalty just in case freak accidents happen. For example, one time I charged Leon with Milanor, and Leon completing defending my charge AND knocked Milanor to 1 guy. That's as frustrating as getting hit by a critical, and it messes up everything you had planned. Therefore, a lot of my playing is instinctive, where I always am prepared for worst case scenario.
channychan0683 3 years ago