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Ghilz2011-04-22 17:02:56

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Interlude: Troop Review #1

First a little something I will do to spice things up, especially as gameplay info slowly dries up, I'll give us a quick primer on various classes at some irregular intervals during updates. So Troop Reviews are where we will do this.


Troop Review:

Fighter

  • Type: Human Male

Also known as Soldier, our basic male human class. Soldiers are the source of most of your troops, able to eventually become Paladins, Liches, Ninja Masters and others. Fighter... Well they suck. One slash attack in the back, two in the front, poor damage, poor accuracy, poor health. You will need to put up with them till level 5 or so. Some classes like the Ninja, require a level 6 fighter. I recommend promoting the fighter to something else (Knight, Beastman, Dollmage) and then demoting him at level 6 to repromote him to the class you truly want, as ANYTHING has a better stat growth than Fighters. If you still have those by the end of Scene 6, check your units carefully.

Amazon

  • Type: Female Human

The Amazon is the female counterpart of the Fighter. Source of your future monks, princesses, witches, and muses. Slightly more useful, as she has the same number of attacks in the front and in the back. She has a higher agility, but poorer damage. Still, she misses less. By level 4 they can become clerics. There's slightly less use for them as they do not have the same amount promotion opportunity as fighters do, but the Cleric branch is probably the most useful units in the game. And Princesses... Well, Everythings Better With Princesses is the credo of MOTBQ. Let's leave it at that. Just like fighters, if you still are using those by the end of Scene 6, something is wrong.

Dollmage

  • Type: Human Male
  • Promoted from: Fighters

The dollmage is arguably the greatest threat to your parties for the first 10 or so stages. Creatable as soon as level 5, Dollmages have an acid attack they do once per fight that hits the whole enemy party. And it hits hard too. I recommend making a party of two or three dollmages in the back row. Eventually dollmages can be promoted to the dangerous Dollmaster, who will do the acid attack twice (that's 6 waves of acid if you have three of them, which is enough to TPK most enemy parties). Dollmages are also mid to high alignment, making them a good alternatives to wizards. On the downside, Dollmages are made of tissue paper, even more so than wizards. It's why you may want to pass up on a third Dollmage and get a cleric instead. As I said before, enemy dollmages are the biggest early game threat. Take em out when you see them, because even at level 5 - 6 they can hit all your units for 35 to 50 damage, which, with the follow up hits of their allies finishing up the wounded.

Wizard

  • Type: Human Male
  • Promoted from: Fighters

Your basic spellcasters. Attacks a single enemy unit using magic of any element except white. They always pick the element the enemy is weakest against. Weak otherwise, but one of your best units otherwise. Not much else to say.

Knight

  • Type: Human Male
  • Promoted from: Fighters

Knights and their promotions, Paladins, are your main high alignment tanks for the length of the game. Two slash attacks, three as Paladins. Paladins can also heal when they are in the back row. Knights have high defense, high damage, and are all around well rounded units. Love em.

Wild Man

  • Type: Human Male
  • Promoted from: Fighters

The other big early game threat. Wild Man are like knights: Lots of health, good damage. Unlike knights, Wild Men get a bonus to damage on high Ali units, meaning seeing them hit your guys for 40 damage is not rare. Thankfully they loose their edge against more advanced units. Wild Men get promoted to Evil Ones, but they are annoying to do so, as Wild men require low charisma, and Evil Ones need high charisma. Fuck Em.

Beastman

  • Type: Human Male
  • Promoted from: Fighters

Terrible units. They cause beasts unit to fight less well (coz they fear the whips). They are poor men's knight. Don't bother with em. Only reason to keep on it to make a Beast Master at level 12 to use a stone of Dragos on them and turn them into Dragoners.


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