Shining Force CD: Book 1 - Battle #3 [Magnus Style/Super Hard Mode]
Battle starts at: 0:36
Challenge Details:
-No Deaths (Fire Emblem Style): Since characters can be revived after a battle, taking an FE approach will spice up the challenge.
-Minimal Grinding: This is to enhance the set challenge. What this one means is that I won't go completely out of my way to level 20 promote ALL of my characters that I plan to use by abusing the Egress (retreat) spell. With the exception of grinding for the Heroes, Healers, and Mages, I won't dedicate a lot of time to grinding, and when grinding time DOES roll around, it'll be off-record, for the sake of time. I will sync any aftermath-grinding with cutscenes via edits and let you know when I did a grind.
-Playing on Super Hard all the way from Book 1 to 4. Might have to bend the rules a bit during Book 4, but we'll see...
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Thanks to the added levels of last battle, Apis and Nick are ready to begin their expected damage absorbing. Of course, not enough to tank all hits right now, but enough to lure the enemies in to allow our other units to tear them apart.
Off-recording, I've bought everyone new weapons from the shop Cray's sister mentioned. I've also bought a load of herbs, just in case we need them for sticky situations. However, once everyone goes past level 10 and into mid-game, herbs won't be as reliable, as they heal 10 HP max. But for now, they are necessary back-up healing items when Sig and Cray are being their usual pathetic MP selves. They held out well this round, though.
This battle isn't hard. Mostly more lure tactics, but one issue with these kind of battles (one I forgot to mention last video) is the multiple terrain affects. If you've noticed in the top right corner, there's an area effect and a certain percentage below it. As the player, this goes completely against you if it's anything above 0. Movement and Attack stat reductions are given. If it's 15%, your foot units (we don't have any fliers yet - fliers are unaffected by terrain) are expected to have their movement decreased by around 1 space. If it's 30%, two spaces lost. This is why the desert area of this battle makes moving so sluggish and drags the battle out a bit.
Attack power reduces in the same manner, but magic is unaffected, once more letting you know just how valuable it is to have mages in your party.
We've got more Scavengers and Dwarfs this time around, but Dwarf's AI are kind of dumb no matter what difficulty you have it on. There's not much to remark on with these enemies, as Scavengers are slightly beefed up Goblins, stat-wise. Next battle, Goblins are completely absent and they'll all be replaced by Scavengers.
After Battle 4, I'll do only one battle's worth of grinding, because Ruce and the Monks are falling too far behind. Even though I won't use the Monks for endgame, we need them in good shape before our superior healers come in.
For the record, I gave the dropped Quick Chicken to Nick and saving the Protect Milk until decide who'll benefit from it more. These two items, along with a couple more we'll get next battle, are stat boosters. Quick Chicken boosts Agility. Speed affects your character's placement in the invisible list of who's turn goes before the other, since unlike Fire Emblem, Player and Enemy Phases cease to exist; battles goes on more realistically (making it more interesting and sometimes, unpredictable like real life battle). Wendy, as well as all Mages, tend to have high speed, hence why they're usually the first to move when a battle starts. Considering their fragility, this is logical.
Protect Milk increases Defense. I'll cover the others as we go.
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