Exit Fate #48 - Mayfall Reclaimed I

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Published on ● Video Link: https://www.youtube.com/watch?v=EUcJV9iFSKs



Duration: 10:43
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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

Showing off my setups for my commanders to kick things off since I needed to tweak a few things compared to my preparations from the last video. This upcoming war battle is quite hard to get an A rank on, that's for sure...and you'll see why when you load into the battle.

Your army is split into two teams. Jovian, Keyser, Ljusalf, and Paris are up at Blackwater while everyone else is advancing east from Amen Corner. Jovian's team will be dealing with a small portion of Merrick's army that includes a pair of infantries as well as a cavalier, scout, and sorcery unit. Lots of forests up by where they are so you can setup a makeshift choke point to minimize how many attack you at once.

As for Daniel's army? The rest of Merrick's squad will likely head in his direction, Merrick included. This is rather nasty since they all love to charge at the same time once they all begin to move...and there's a good six or so enemy units (two cavs, two infantries, a scout, and a sorcery unit) on top of Merrick himself.

Luckily, like with the northern team, you can utilize the patch of forest near Mayfall to stymie the cavs a bit and get Shiro to single out one of them with a sorcery blast with no other enemy targets able to reach him.

After that? It's best to play a more defensive game and wait for chances to strike that don't result in a single ally getting pasted by every enemy imaginable.

As for Merrick's combat capabilities, he's a scout with a rather high defense score and good offense that's enhanced by a new passive he introduces, Berserker. He gains 2 attack if he initiates combat, but loses 2 defense on a counter hit. 7 effective attack is no joke with his 800 men, meaning he can hit rather damn hard.

After a couple turns pass, reinforcements arrive...but not for Merrick. Rather, the northern squad gets reinforced by a generic unit and a new face, that of Nashal, here on behalf of the Khanate of Gojistan to assist Daniel's army. Nothing wrong with that, but I wish she started down by Daniel's squad who needs the help more.

Also, while Nashal and her generic are AI controlled, I don't believe one or the other getting knocked out will penalize your efficiency rating at the end. Thankfully, Nashal's a pretty sturdy unit. Not so much for the generic though.

As for weakening Merrick without taking big chunks of damage, I have Daniel as a cavalier for this battle for a reason. Once he has a clear path over to Merrick thanks to the positioning of some of his ally units, he rushes over and smacks him. Daniel takes a decent chunk of damage, but Regeneration being awesome means he's still more than capable of continuing the fight...unlike Outsider who nearly got one shotted on the following enemy phase.

After that though, Merrick gets routed pretty hard and retreats into the city. Getting an A rank for this battle was a surprise, but I'll gladly take the rank reward of the next tier of single target healing, Cure.

Afterwards, you get a chance to arrange a combat party to assault the town. Bring a thief like Joe or Rorschach for some stealing, then pick your favorites and save up.

More next time!







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Exit Fate