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I think it has to since you get XP for each combat encounter hit. Hypothetically, if you go in with 15 guys and they each get, say, 4 "whacks" in ... each character would get "some" XP. Math says 15 guys x 4 whacks would mean it took 60 total whacks to clear the map. Go in with only 6 guys instead and they'd each have to do 10 whacks to clear that same level. That's more than twice the hits and XP per character ... but those you have sitting on the bench get zero.
I tend to stick with a core group, but it can be pretty large. There's a lot of "utility" as well that doesn't require as high of levels (healers, status effect causers, etc) so you can funnel into fewer units while still having valuable lower level units.
Just curious. I have always preferred games with a smaller squad of dudes to manage in battle. But, so far I'm really enjoying this game from only the few missions I've done so far. I hope it doesn't explode my brain once I'm commanding 14 dudes.
You say you stick with a core group. What team size do you prefer? Eight? Ten? Twelve? Again, just curious so we have an idea of how the pros play.
Just for some external input, this is just not true. There are *plenty* of games in this genre that let you actively use rosters of this size. Fire Emblem has been doing it for multiple decades at this point, just as an example.
Soon, there will be 2 missions with no timer, but they send 25all stats doomguy Richard after you. He's killable with warhammer, you loot at lvl7, and acolyte (one of healer's promotional class) Just sacrifice someone (non main) to set richard's back to warhammer wielder, attack once, provide extra turn with acolyte, attack twice, bye Richard. Then you can start cheesing. Look at those elite defenders you barely scratch with your archers, defenders and 1h non-axe wielders. Place you defender in front of this elite and just tank with counterattacking. Have healer behind your tank, providing heals. Shoot with your archers from behind your ranks. Switch your tank, when your current one leveled enough, so he starts to damage elite with counterattacks through shield. Dont kill that defender. You'll lvl up from doing 0 dmg (eventually 1-2-3 damage shield attacks. Your healer with lvl up for heals. Stop fire and give elite defenders time to regen his shield if necessary. Finish defender whenever you feel like you got enough and go further with bunch of overlvled guys
Long story short, when you see mission with no timer and beefy enemy defender, treat it as an opportunity to lvl up whole bunch of your non-axe wielders. And it's good idea, for your axe-wielders to take some secondary iron sword (if class allows) and lvl em as well.
Haha it's awesome reading stuff like this. Good strategy. ;) I'm going to have to make him more deadly!
That was supposed to be a joke right?