Warzone wrote:Sorry for Double post.
Can someone link a strat guide for this or a trainer.
it is impossibly hard and its all about how you use your turns.
I've already seen the wiki (some of the info's wrong btw the first troop from leazus on first game is a ninja unit WTF?!?!?)
I'm trying to get good units to defeat mouri because their 1k and 2k units annihilate me every time unless I use all my best warriors at once...
and that's for their weak attacks.
The first unit for Leazus ~is~ a Ninja in every route. Kanami = Crappy Ninja. I assume you're thinking of Zeth's Rizna who is a mage. (Or, I may be misreading it entirely.)
The wiki provides most everything ya need, (for those who haven't seen it, check it here
,) but some general tips (or at least, my thoughts on the game, which may or may not inspire an idea of yours) are:
Sometimes, it's best to unleash your most powerful attack first, so instead of wasting time with weak attacks, where you can't even finish all of your moves, hit them with a few huge bursts!
~Always~ Bring a foot soldier unless you're sure of your overwhelming power (foot soldiers take one gold per troop to replenish, and if they are attacked while guard is up, they take a lot less damage! Put the Guts Armor on them and you've got yourself one hell of a tank!)
Strategists are very useful, passive stat buffs, and their bow attacks are just as powerful as an archer's. Keep one in your main squad just for the buff, and see how ridiculous of an improvement you get.
Ninja units are fairly useless. I only keep them for a quick Assassination to get rid of a high HP unit at the beginning (usually a Foot Soldier).
Mikos are average, good ranged power, and Miko Storm which I'll talk about in a bit.
Archers are weak. Just use them for their Foot Soldier Snipe to make quick work of the shields. Other than that I ~only~ use one to fill in a gap in my unit.
Mages. Use them as often as possible. Period. There's only two of them anyways.
Knights, Royal Guard Charge when they have more units in the defending squad, than you do in your Knight's, and normal attacks otherwise. Very powerful attacks. With 1,300 Knights I was able to wipe out over 2,000 Foot Soldiers with a Royal Guard Charge. Only one Knight in the game, 3rd set of reinforcements from Leazus.
Warriors. Eh, a lot of important / storyline characters are warriors, so they're powerful regardless. Use them to fill up gaps in the front.
Diviners, I honestly never use them. Their spells take too long to cast, and are too easy to interrupt. Summon Ogre does average damage, so I don't really see the merit in this unit. Guard Shikigami is a waste of a turn unless you're on a field where you start out with a huge advantage and just need to survive. Still not even worth the space.
Musketeers are horrible. They do have a powerful attack, yes. But, they need to be put on the frontline in order to attack, they can only hit once, they take a lot of damage (if they get hit before they attack, they become useless) and when attacked they can not counterattack. Keep a Foot Soldier with them if you insist on using one.
Cannon units are good. Same as the musketeers, except: They can attack from the back row, they can hit ~any~ of the enemy units instead of just the front row, and they have multiple attacks. Drawbacks are: It's so damn expensive to make them, and I'd rather use Maria & Kasumi for their construction skills.
Cavalry units are interesting. The great thing about them is how they can bypass the front, and attack the rear with units with melee, decimating the damage-dealers quickly. Heck, they have the defense and power of melee unit, but they can be placed in the rear as well! I personally don't use them much due to the lack of interesting commanders, but I respect their usefulness.
^Do let me know if I forgot any units. I believe I covered them all. Weather you care about my thoughts on them or not, is up to you, but it's there if you need it.
My two usual units look something like this:
^Strategy: It's all about reducing their numbers, using as few turns as possible. Use Suzume to assassinate the strongest unit quick, if possible. Rizna uses A-cutter to deal quick, massive damage to all enemies. Magic throws out a Fire Blast to usually weaken / finish off a back unit, if one is already weak, White Destruction Beam to kill the rear enemy and do a bit to the one in front of them. Uruza is great for clearing out back units in a hail of arrows, her passive buffs shouldn't be forgotten as well! (She does alright on the frontlines, seems to take damage ~okay~ especially with a guard.) Senhime, keep her auto-heal and give her All-Guard. Spam that until last her last move then throw out a Fellow Troops' Revenge for massive non-counterable damage. Depending on the enemy, you can just use her to attack as well, but I'd stick with All-Guard. Rance... Use him to attack Foot Soldiers. If there are none, crush whatever looks weak up front. Make sure he gets off his Rance Attack before the battle ends, sometimes he can't use all of his action points and that's alright. In fact, any time you have melee, and the enemy has guard up front, that is the priority of your melee. Bringing down those Foot Soldiers.
[Naotri] [Daidouji Komatsu]
[Tamagushi Fuuka] [Ranmaru]
^Strategy: MIKO STOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORM!!! Oh hell yes. Naotri reduces 30% of each unit's MAX troops, Akihime and Tamagushi adding another 20%. Yeah, half of their army, dead. In no time flat. If they use Ninjas to interrupt you, just recast Miko Storm (assuming you have time), it does the same amount of damage regardless of your troop size, after all! And although I normally advise against using so many warriors up front, with thier numbers reduced by half, you can easily charge in and overwhelm the rest of them. Use Leila's Royal Guard charge on a higher-numbered unit, and they'll more-or-less, die. Daidouji has the added bonus of being able to exceed her max troop limit by far with her Fan Club ability, saves a lot of money on upgrades as well. Keep in mind that even if a unit isn't entirely dead, you may have a Miko Storm on the way to finish them off instead of wasting a warrior's turn! Oh, and Kenshin is a good replacement for Ranmaru, but my usual route doesn't get her until later in the game.
I know that some of these people take ~time~ to get, and some can't even be obtained until the second game. (For which I recommend taking the Kill the Monkey route, as it's so much more fun to free-roam, beat the countries at your own pace, instead of having the Demon Army appear, which basicly implies, "AND THEN THEY ALL DIED!") But if nothing else, maybe my strategies will spark ideas of your own!
Sengoku Rance is one the absolute few hentai games that I would buy, even without the H! It's a well-made strategy game, created by an equally amazing company! You can play this game multiple times and still not have cleared everything. Multiple routes, endings, it's surprising that something like this actually exists, an actual high-quality game that has a good blend of hentai and gameplay, instead of the usual all-or-nothing game.
No disrespect to other hentai games, but most of them play more like slideshows. Which is still good, but I wouldn't really call a ~game~. Just an imageset, or interactive doujin.
And yes, I'm still a lurker, but I've had this game for a couple years, so I figure I can at least try to answer questions, or make some kind of small contribution here. I figure it's better than being a lurker that only posts to request (or rather, demand) something.