Part 25: The Best Of A Bad Situation
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Welcome back. Last time on Exit Fate, we recruited a whole bunch of useless characters, found out that Kirgard was working with the Highland rebels, and then went to Grunthall to negotiate with Rock. Rock had some sort of proposition for us, but the game faded to black before we found out the details. Did negotiations go well? Were we able to convince Rock to abandon his alliance with Kirgard? It's time to find out.
Music: Commandos - Chrono Cross, "Dragon Knight"
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Immediately following the fade to black at the end of the previous update, we find ourselves looking in on Trevor and Sick in what looks like a Kirgard army camp. That's... a bit of a non-sequitur, I have to admit, but we'll just have to roll with it, I guess.
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Oh joy, looks like Trevor and Sick have solidly fallen into the "ridiculous personal grudge" archetype of quirky minibosses.
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Man, everyone's out to get us, aren't they?
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Fade to black...
Music: Zelmony - Final Fantasy Tactics, "A Chapel"
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As we fade back in on Daniel, we find ourselves outside of Grunthall. Guess negotiations ended up going well. It's time to see what we can do about that whole "impending Kirgard attack" thing.
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One quick boat ride back to Elysium later...
Music: Elysium - Chrono Trigger, "Frog's Theme (Orchestral Version)"
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Damn, Daniel must have one hell of a silver tongue to have managed a deal like that. A shame we didn't get to see it.
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Fade to black...
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Fade to black...
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Keyser is basically Shadfork, but better. While his defenses aren't quite on Shadfork's level, Keyser's natural PDF is still sky-high, and unlike him, Keyser also has okay SPD, STR, and surprisingly enough okay MAG. But that is his problem: those stats are "okay," not "good." He can definitely hold his own in the front row, but personally I'm not a fan. Bast reciprocates his relation at C-rank, for the curious.
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As we saw back in Mayfall, Keyser's weapon of choice is his trident. His damage is a little better than Shiro's, so long as Shiro doesn't have his A-rank relation with Bast boosting his strength.
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Fade to black...
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Let's get those preparations done.
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We've picked up a boatload of new commanders since last time in Bast, Shiro, Griever, and Keyser, as well as a bunch of other new characters to fill up all those open subcommander slots. So let's see about getting those set up.
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For the most part, I leave the units we previously set up (Daniel, Ljusalf, and Outsider) unchanged. The only substitution I make is that Daniel replaces Stromgaard with Deus, removing the Mountaineer skill and also inflicting a -1 attack penalty, but granting him the Regenerate skill. Regenerate will cause Daniel to automatically heal some of his unit's injuries after every battle he fights. It's perfect for a juggernaut unit like the one he leads, as it will allow him to make powerful attacks, take the hit from the counterattack, and then heal up nearly to full.
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Bast's unit design is quite simple: he's going to be a glass cannon. We turn him into an infantry, and give him Carson (30 men, +1/+0), Deke (20 men, +1/-1), and Myst (10 men, +2/-2). He's not quite at the level as he was when he was our ally in Mayfall, but it'll do.
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Shiro gets turned into a sorcery unit because we could use another and he's the only person besides Ljusalf who is capable of leading one at full strength. He gets Stromgaard (25 men, +0/+1, Mountaineer), Hawk (55 men, +0/-1), and Derek (40 men, +0/+0). Don't let the 2 attack fool you: as others have previously mentioned in the thread, attack has no bearing on how much damage a sorcery unit does.
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Griever is already a glass cannon to begin with, but as she's our only cavalry unit, I want to give her some defense because she'll likely be far out ahead of everyone else. She gets Shadfork (40 men, +0/+2), Alex (35 men, +0/+0, Forester), and Wilona (25 men, +0/+0, Analyze). The Analyze skill that Wilona grants will allow Griever to see the expected result of a battle before she attacks. It's useful for units like hers that will likely be making the first strike.
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By the time we get around to Keyser all of the interesting skills and attack/defense boosts are gone, so I just load him up with as many men as possible. He gets Mandala (35 men, +0/+0), Johnny (30 men, +0/+0), and Mike (30 men, +0/+0).
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Let's do this shit.
Fade to black...
Music: War Battle - Final Fantasy IX, "Consecutive Battles"
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On the upside, this is our first war battle where we don't have to deal with any allied units whatsoever. On the downside, that means the rank I get is entirely my own doing.
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Our enemy this time is Leonius. He doesn't have the power that Keyser was able to bring to bear at Mayfall, but he's a scout, which means it's going to be almost impossible to get the first strike on him. Our best shot with him is to lure him in close by letting him get off a single shot, cripple him, and let him uselessly flail around while we take care of the rest of his units.
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Trevor and Sick are also hanging around, jointly leading a unit. They've got an impressive array of power and skills, but thanks to the AI's maneuvering they aren't going to have much of a role in this fight. Kind of a shame, I would have liked to kick their asses again.
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Anyway, much like in the Mayfall battle, the first few turns are going to be spent getting everyone into position. For my first turn I just have everyone generally advance. Keep a close eye on that tiny mountain range to my southeast, as that's going to be an important piece of terrain in this battle.
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Leonius spends his first turn sending his units all over the place. Part of his army retreats and another part advances. The upshot of this turn is that his cavalry are out in front. This is going to be useful for my purposes.
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On turn 2, I start putting my plan into action. The main idea here is going to be setting up a vertical wall of units next to that tiny mountain range, as the enemy units that will be getting to my army first, the cavalry and scouts, are hindered by it and will turn that area into a chokepoint. Griever is still out in front, which is kind of a bad idea as her defense sucks, but nobody is in the enemy's range right now, so we're okay.
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Leonius keeps his cavalry out in front on his second turn, which is pretty much exactly what I wanted him to do. We're going to need to keep the range of Leonius's personal unit in mind next turn, but otherwise we should be able to handle this setup.
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Daniel starts setting up the wall on turn 3 by moving out in front, but staying out of Leonius's range. With his high defense and Regenerate, if any of those cavalry decide to attack him, they'll basically be giving him a free hit since he'll heal nearly all of the damage they can dish out.
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Meanwhile, Griever moves out of the line of fire. With her stats, we want to ensure that she gets the first strike in any battle that we're going to have her take part in.
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Keyser takes her place to set up the second half of the wall. Hopefully what will happen is that Leonius will send his cavalry against Daniel and Keyser, they'll take only a small amount of damage due to their high defense, and then Bast and Griever can move in and start the carnage.
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Then Outsider, Shiro and Ljusalf all set up behind the rest of the army to end the turn.
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One of the enemy cavalry gets the fighting started with an attack against Keyser that can only be described as suicidal. He gets in a decent amount of damage, but Keyser's still in fighting shape and has essentially crippled him. Good show.
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The other cavalry units come up behind the first, too timid to attack Daniel and unable to get over the mountain to attack anyone else.
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And Leonius sets up next to them. Oh-ho-ho, this is gonna be fun.
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Let's get this party started.
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Keyser kicks things off by getting revenge on the cavalry that attacked him.
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Then I unleash Bast. Can that 9 attack get us another one-hit kill?
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Ooh, not quite. But that cavalry has been reduced to a non-entity.
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Daniel follows up with a crippling hit to the other cavalry, and immediately regenerates nearly all of his losses from the battle. That was 368 damage for a total loss of 16 men. It doesn't get much better than that for an infantry.
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That leaves Leonius as the only major threat in range. Ljusalf starts chipping away at him.
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I would have liked to have Shiro make the next attack on Leonius, but Griever was in the spot I wanted him to attack from. So Griever moves in to land another hit. She takes some damage, but the loss is acceptable. You can also see the Analysis skill in action here, though as you can see it's not 100% accurate.
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Then Shiro takes a shot...
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... and Outsider follows up. We've successfully neutered Leonius and have yet to lose a single unit. Things are looking up.
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Let's see how Leonius responds.
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One of the scouts moves in and attacks Bast. Not much I can do about that.
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Daniel, on the other hand, is still having all kinds of fun in this battle. The other full-strength scout moves in to attack him, but he nimbly dodges aside.
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The rest of the army moves up, but the only other attack Leonius makes this turn is to use his personal unit to deal negligible damage to Bast. No suicide run from the 3-man cavalry this time; it just sits there, probably just to get in my way.
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Well, first things first. Bast gets that cavalry out of the way.
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Next up is Keyser, who slams one of the enemy scouts while taking little damage in return.
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Ljusalf cripples the other scout from a safe distance.
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Then Daniel takes out the remaining cavalry, and in the process restores himself to full strength.
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Now that the scouts are no longer threats, the next order of business is to take care of the infantry coming for my southern flank. Outsider starts things off...
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... and Shiro cleans up.
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Griever stays right where she is to finish the turn.
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On turn 5, Leonius gets serious. His sorcery units are finally in range, and he uses the first one to hurt Bast further.
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The other one hits Griever.
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The crippled scouts also take a few potshots at Ljusalf and Bast, but we can handle it.
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What we can't handle is Trevor and Sick finally joining the fray. Their unit nearly wipes out Outsider in a single shot.
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And Leonius makes another token shot against Bast to end the turn.
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Things are starting to look a little ugly, but I make an analysis with Griever and confirm that I can use her to end the battle this turn. While I'd love to take out more of Leonius's units, I simply can't take care of his sorcery units as well as Trevor and Sick's unit in this turn alone. Letting this battle go on any longer is only going to lead to more casualties on my side.
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That said, I'm not going to end this battle without at least roughing up Trevor and Sick a bit. Shiro and Ljusalf both take shots at their unit. We can't kill them, but it's still a victory.
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Then Daniel takes out one scout...
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... Keyser takes out the other...
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... and Griever ends it.
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Music: War Battle Won - Suikoden V, "Cry Victory!"
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And we've got ourselves a solid B-rank, which I'm fine with, because I actually prefer the B-rank reward for this battle to the A-rank one. Our reward is a Fireball spell, the second-tier fire attack spell, which we didn't have a copy of yet. The A-rank reward would have been a copy of Darkstrike, a spell that temporarily causes the target's attacks to become dark-aligned. It can be situationally useful, but it costs a whopping 60 MP to cast (72 for non-dark-aligned characters), and frankly, by the time we become able to use that sort of spell with any kind of regularity, we'll have enough money to buy copies in bulk. The C-rank reward for the battle is a pair of Red Glasses, which grant +4 to ACC.
Elsewhere...
Music: Suspicion 2 - Suikoden V, "Standing Firm"
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Uh, yeah, about that...
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Back with Daniel...
Music: Elysium - Chrono Trigger, "Frog's Theme (Orchestral Version)"
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Welp, not much to do but head to the meeting hall.
Music: None
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Wait, what?
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Fade to black...
Music: Rebel Leader - Final Fantasy Tactics, "Officer Cadet"
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And we find ourselves in a flashback to the meeting with Rock.
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Back in the present...
Music: Suspicion 2 - Suikoden V, "Standing Firm"
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Next time: An old friend finds her way back to us.