Exit Fate #12 - Battle at Grunthall

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Published on ● Video Link: https://www.youtube.com/watch?v=aH4iP8z7nck



Duration: 13:30
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Exit Fate is a role playing game made in RPGMaker by SCF. With 75 characters to recruit, a mixture of typical turn based combat and war battles, and an engaging story, the result is a very Suikoden-esque game.

The latest version of the game can always be found here:

https://site.scfworks.com/?page_id=10


Version being played: 1.02


Time for the first real war battle...and a rather tricky one to A rank at that, hence the edit after the initial cutscene since it took me 3-4 tries to get the A rank.


The enemy squad consists of the rebel leader (Rock), one midboss-esque scout (Paris), and five generic units (one sorcerer, two infantries, and two scouts). Rock is the leader and, as such, his fall will end the battle. He does not play around though with high attack, defense, and the Mountaineer passive.


As for Paris, he's not as strong as Rock, but his Men score is only a little below Rock's, making him a target you don't want to take lightly.


Part of the issue with this battle is the fact you only get control of Daniel, Ljusalf, and Outsider's units. The rest are computer controlled, meaning the two dingbat infantries out front are basically dead in the water since nobody will be able to reach them in time as they rush forward recklessly and get their asses handed to them.


For this battle, Daniel having access to Mountaineer via Stromgaard is huge since his main task is going to be running to the mountains as quickly as possible, then using the boosted movement while on the mountains to get just outside of Rock's squad range to let them perform the first round of attacks on the not suicidal dummies.


If your shooting for an A rank, you're going to want to save Rock's fall for last or second to last. Just need to be careful and lure him in a way where you can get the first hit off to weaken his potential counter strength while the rest of the generic squad gets dealt with.


One good piece of advice...if you have a choice between taking out a unit with very low Men or damaging a still healthy unit, take the latter option. Since the damage dealt is influenced by that target's Men, leaving a near dead enemy unit means they'll be hitting for peanuts and probably getting themself killed off in the process.


Thankfully, as this run proved to me, you do not need to kill every non-Rock unit to be able to reach 95% and get that A rank. One other enemy unit besides Rock can stay alive, but that'll mean nobody on your side of the army can be defeated sans the two reckless jerks.


For the A rank reward, you'll get a Grey Robe, granting 4 defense and 2 magic defense for 2 weight. Ljusalf will appreciate the extra defenses for sure. There's also one additional reward for scoring an A rank in this battle, but it'll be a while before we can collect that.


After the battle, Daniel makes a remark suggesting Rock's forces are not to be taken lightly, stating they could become an even bigger threat to the Highland region if their ranks grew ever stronger.


Meanwhile for Jasper, he reports the mission's success to Highland's governor, Banhk. Banhk seems to be as much of a jerk as Vosch, but for different reasons, namely money & wealth.


One timeskip later and the team's travelling back to Matrech to report to Erin's office and relay the good news of the mission. Daniel asks if there's any other jobs to do.


While there's no war-related jobs, Erin does know of one more potential person to recruit into the army, a former magic instructor of the Matrech Guard by the name of Midian. He seems to have isolated himself on an island which only a boat can reach. Luckily, we know that Sally has her own boat so maybe a little Arn payment will convince her to sail us out to the mage's island.


Next time, we get on another boat ride.







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Exit Fate