For the fourth round, will it be different or just another massacre for the holiday?
The main theme of the game here is praying at the altar of the RNG. Crimson is hitting me with status effects hoping one of those will be enough to bring down the team. Even when things finally do go his way, he has still wasted a lot of resources and the end result isn't necessarily worth the price paid. Everything comes to a hilarious finish though when he fails to remember what Garchomp's ability is... ... https://www.youtube.com/watch?v=o3b3VThdbl8
There aren't too many words to explain this one. We have a chapter that is all dialogue with no real input from the player. There are a couple instances where we need to use Agnea's path abilities, but they feel really shoehorned into here. This entire chapter could have probably been automated with how little there is to it, making it worse than Hikari Chapter 2. When everything is said and done, the song continues to expand and we set out for the next objective...
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https://www.youtube.com/watch?v=2iEs1TqJOwY
You can watch the abyss get deeper here with a Snorlax game where the opposite lane chooses to feed, feed, and feed. As a result, the game is literally lost within the first few minutes with little to no hope of getting back in. Sadly, this is the norm with ranked right now as a lot of the competent players have backed out knowing that people are desperate and stupid. As a result, your victory is contingent upon getting the recklessly desperate on the other team instead of yours. Luckily, the season is winding down, so there will only be a few ranked games left to endure.
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https://www.youtube.com/watch?v=XDRmwg0CM2Q
I escaped from a lot of fights while setting up Hong's stuff, so I figured to go the rest of the way. If you do not have someone who can spin the enemy, you will need to lure the feline off the wall and strike it diagonally. As long as it does not move again as the result of the attack, it essentially self-destructs.
Initial reports were that this was removed, but conclusions reached were that people were standing directly behind the boss instead of diagonal.
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https://www.youtube.com/watch?v=7JhnOVmDi5E
Kicking things off chronologically, we head to the distant past to help Pogo with his coming of age. In the process, we meet a cave woman who is on the run from another chief. By helping her, we have to go against the chief, which leads to us getting exiled from our tribe...
This part starts off a little slow since you can use the equipment crafting system to utterly break the chapter. If you don't mind grinding the minigames, you can head out completely decked out and ready for the chapter boss. While I do get the weapon I use on Pogo for the entire chapter here, I space out a lot of the rest of the equips to try not to utterly ruin everything.
Anyway, the next part will bring the chapter to the conclusion, where we learn why the girl was abducted, and even find a strange mammoth with an OoPArt...
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https://www.youtube.com/watch?v=f93ZkZjf-fg
We've returned to the war room to take on Eagle. You have two options on how to go about this mission if you have Max, where you can choose to slug it out on the middle island or you can force your way to his HQ to send him scrambling. The maps are still fairly short at this stage, so you can try it both ways without a large time investment to find something that works for you.
If you chose a CO that is not good at forcing your way through, this map can very quickly become a headache as there is not much space for ground units on the long narrow roads, so I recommend bringing someone who can throw a punch if you do not want to bring Max for some reason.
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https://www.youtube.com/watch?v=WQfaiB0EkSo
The game is out and I try to pick up where we left off. The event that is going to cause the war to start is uncovered here, but no details are revealed due to some narrative work. Other than this, we mainly work on preparations for the wedding, doing a mental practice battle where I can get some materials, then we throw down for real in the mine. I am a little distracted there as you may guess, so the fight doesn't go the smoothest, but without perma-death, I don't have too much incentive to go hard. After all, there is no technique score here like in Advance Wars...
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https://www.youtube.com/watch?v=Zt0M1YiyQp4
Quicksilver's turn has arrived, and in retrospect, I did not bring the things necessary to allow her to go full power.
As for the Ram, it has a variety of weapons it uses that do different things. They can get somewhat annoying, so you will want to pop them when the opportunity presents itself. Unlike the Ram to come, this one is just a single target without any annoying setup, keeping things somewhat simple.
As for Quicksilver, she uses the combo mechanic where she can chain attacks together, basically playing a long series of cards that will eat away at her as she mauls something, ending with a finisher. The problems with her are that it is difficult to get the cards you need unless you get a specific ongoing early, and she has to hurt herself to go crazy with combos. However, since so many of her cards have the One-Shot keyword, she can combo hard with SS Tachyon.
As for Tango, this is the delayed damage variant. As long as nothing interrupts your power plays, she can put enemies through a world of hurt. Her vulnerability though is the delayed damage, so if you amp her damage, you need to hope she doesn't hit herself or something else out of turn. It is a decent variant, but there are others I like better.
As for Baccarat, this one revolves around spamming Trick cards to get additional draws. If you get lucky with the right string of cards, you can do some crazy stuff with him, but he is pretty unreliable overall. I would not say this is not his worst, but compared to how broken some of his other stuff is, this one lags behind.
I still for the most part hate Mara. This one allows you to reclaim relics, so she can work with Ra, Fanatic, and maybe the Void Guard (I need to double check their stuff). If not with them, her power simply becomes a card draw and you're reliant on her other effects to be relevant.
Finally, this is the "Pokemon Trainer" version of Necro. You can play all the zombies you want, and then pop your power and they will attack for you. The trick to this variant though is that you need to make sure you only have your card draw ritual out, otherwise all of the effects are reflected back at you. So get your ghouls out and hope they can stay out.
As for the environment, this one punishes this variant of Tango One with out of turn self damage. Baccarat can fall into the trap too, but I rarely recommend using his Euchre for the damage buff. Other than those, there are artifacts you can find that give additional effects if you don't lose them. Sometimes they can backfire horribly, so do treat them with care.
Otherwise, this turns out being one of the much closer games I've played. The damage reduction and other effects the Ram can get make it extremely annoying to deal with.
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https://www.youtube.com/watch?v=sGk7syY8F1Y
You cannot tell immediately, but this is a mirror match of sorts where there are no production facilities of any kind and the enemy has essentially an identical force to yours. Any property you seize, you do so for repair capabilities, which Kohaku excels at. The drawback is that there is no way to heal your air units.
I am not sure if Fortresses have been nerfed since I last played, because I remember them doing numbers on Fighters, but that doesn't seem to be the case here. As such, I was extremely hesitant in how to shoot down the enemy one, since it being a single unit will be able to do a full power counter-attack. However, once you manage to seize the skies, the mission becomes significantly easier. You still need to worry about the AI suiciding before completing the objective though.
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https://www.youtube.com/watch?v=filpVwNciCM