Those Who Rule

Those Who Rule

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Chapter 6
I am feeling pressured and yet no matter what I always lose a main even if they hang back I will lose 2 to 3 guys and just scumsave. THEN go through all the PITA to get back to first turn.
Should I just skip trying to save the militia and concentrate and holding out for 12 turns or is there a decent method to beat this board.

Scary part is they say level 7 is worse???
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Showing 1-8 of 8 comments
eturulja  [developer] Jan 29 @ 6:31pm 
Originally posted by thorin_bane:
I am feeling pressured and yet no matter what I always lose a main even if they hang back I will lose 2 to 3 guys and just scumsave. THEN go through all the PITA to get back to first turn.
Should I just skip trying to save the militia and concentrate and holding out for 12 turns or is there a decent method to beat this board.

Scary part is they say level 7 is worse???
My tip would be sending your new unit Cassidy alone to save the left most militia between the houses as his passive is great against isolated enemies and swords are very helpful against axes as he has high avoid and they have low hit. Then I would focus turn 1 on killing the skirmisher blocking the main square so you can move up more quickly on the following turn so their zone of control doesn't block you. It's worthwhile to save all the villagers, but if it's proving too difficult and you aren't wanting to restart again, it might be best to take the easier W of protecting the town square. That's a risk/reward I'll leave to you! Also note there are items on both elites in this chapter if you really want to push yourself. A lot of bonus objectives, but don't feel like you HAVE to get them. The extra EXP is helpful though.

Chapter 7 has been toned down a little bit, but should still present a good challenge as the first chapter with promoted enemies!
Thankls actually did another arrangement and finally got down to 2 enemies after defeating both boses, but my archer leveled (class change) and game froze. So tomorrow I will give it one more try. Oh LOVE the game. Yeah there a few bugs and its challenging. But its solid. Thanks for the hard work and responsiveness.
eturulja  [developer] Jan 29 @ 9:44pm 
Originally posted by thorin_bane:
Thankls actually did another arrangement and finally got down to 2 enemies after defeating both boses, but my archer leveled (class change) and game froze. So tomorrow I will give it one more try. Oh LOVE the game. Yeah there a few bugs and its challenging. But its solid. Thanks for the hard work and responsiveness.
Thank you so much, I'm really sorry that happened though :(. Did it freeze after you made a selection or right when the UI came up?
Last edited by eturulja; Jan 29 @ 9:44pm
Yu Baka Feb 12 @ 3:09pm 
I was able to keep all militia alive by the end of the Chapter, and even got Sykler to talk to the elder at the last round, but I am not sure if it made a difference. Did I do the quest, or did I miss something?:aurip:
eturulja  [developer] Feb 12 @ 8:13pm 
Originally posted by Yu Baka:
I was able to keep all militia alive by the end of the Chapter, and even got Sykler to talk to the elder at the last round, but I am not sure if it made a difference. Did I do the quest, or did I miss something?:aurip:
You should get a reward for it in chapter 8 base. Since chapter 7 you're in a bit of an odd location to be receiving rewards! Let me know if you don't get the reward in chapter 8 though. It'll be in a conversation between Slyker and Marcus.
ddoan164 Feb 13 @ 1:47am 
Originally posted by eturulja:
My tip would be sending your new unit Cassidy alone to save the left most militia between the houses as his passive is great against isolated enemies and swords are very helpful against axes as he has high avoid and they have low hit.

Actually I was using this same strategy when I noticed that Cassidy's Duelist passive didn't trigger correctly if the enemies were next to NPCs; the hit rate was not receiving the 20% bonus (wasn't paying attention to the might and speed). Based on the description, it should still trigger for this, and also in theory if another allied unit is adjacent as well. But is the intended behavior that the enemy must be isolated from ALL other units (except Cassidy)? Maybe it was just a visual bug in the battle preview screens, as my attacks never missed, or just got lucky.
eturulja  [developer] Feb 13 @ 6:40am 
Originally posted by ddoan164:
Originally posted by eturulja:
My tip would be sending your new unit Cassidy alone to save the left most militia between the houses as his passive is great against isolated enemies and swords are very helpful against axes as he has high avoid and they have low hit.

Actually I was using this same strategy when I noticed that Cassidy's Duelist passive didn't trigger correctly if the enemies were next to NPCs; the hit rate was not receiving the 20% bonus (wasn't paying attention to the might and speed). Based on the description, it should still trigger for this, and also in theory if another allied unit is adjacent as well. But is the intended behavior that the enemy must be isolated from ALL other units (except Cassidy)? Maybe it was just a visual bug in the battle preview screens, as my attacks never missed, or just got lucky.
Just double checked it on chapter 6, and it's working as intended in my testing. Here is a screenshot: https://imgur.com/a/ovpxtzz

If you hover over your hit rate, it will show you the icon of the abilities affecting the hit rate, and there you will see if the Duelist ability hit rate is being added or not. Green units are not considered "allies" of enemies so the Duelist ability should still trigger.
ddoan164 Feb 13 @ 7:39am 
Thanks for checking. Now I'm really curious as to what I was seeing/how it happened. I think I have a save from Chapter 3 or something. Maybe I'll try to see if I can recreate it. Good to know that the description is what I expected the intended behavior to be.
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