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A random unit will gain an Affection point, and every unit that participated will gain Max HP. Winning battle has two important effects every time, making it profitable to have as many of your commanders as possible fight every turn. They're generics so I'm rather zzzzzz about it for now. Niwa makes it a bit easier, but with an empty prison I had good odds to begin with and get an enemy Warrior and Diviner. You can lose units in a defense, but have their Commander limp back to base next turn for a Gold Injection of HP. If you reduce a unit to 0 HP, they have a random chance to be Killed(Ally and Enemy) or Captured(Enemy, you can't lose your guys to the enemy but they can die.) Emphasis on Random. I defeat them with plenty of turns to spare and my land is safe! The Footsoldier + Guard Shikigamis make it take about 3 attacks longer than it should, but the enemy taps out of Action Flags and has to stand there and die. Winning this battle consists of hitting the enemy until they die. Diviners can learn improved Guard(including All Guard, which burns every action flag you have to throw up full army shields) and a few other interesting spells, but aside from a token Diviner for Guard Shikigami abuse, they're not a very thrilling unit. They can also spend time Preparing a Shikigami Attack that will hit every enemy unit for Spell Damage based off Intellect vs Enemy Intellect for defense. This also applies to counter attack damage, so Guarded units that melee tend to forfeit their Guard. They tend to be underwhelming in offense and defense, but start off being able to cast Guard Shikigami, which will protect an ally from ANY attack, reducing the damage to Zero. There are passive bonuses that give you a 50% chance to give yourself a stat boost and for some reason this guy chose the worst one for his class! Speaking of class, new one!ĭiviners are Japan's divine casters who fight Youkai and Ghosts and other nonsense with Shinto or something, who cares. Note that the generic Foot Soldier has a +intelligence arrow despite the absence of an enemy Tactician. If I was at war with multiple nations I'd consider rolling these guys with 2 or even 1 unit alone. Nothing is actually illustrated here, all the action is described in text. I can choose my own lay-out! I'm not expecting Hara to be competent and using Maeda and Akechi to declare war Exhausted them for the turn, so it's up to my best units to win this fight.ĭrawing bamboo swords, Nobunaga defeats Rance by pointing out a UFO for first point, a beautiful woman for second point, and redirects his charge with a graceful aikido technique for the win. But Hara are chumps, so let's go cave their asses in. If I lose this fight or fail to send anybody to oppose them, they'll claim 1/4 of my land. This is brought to my attention automatically, removing the need for the between turns ticker. Sadly I already asked Leazus for help in my last playthrough, so we'll be begging Zeth for support this playthrough.
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