Follow TV Tropes

Live Blogs Fight It Out! Let's Play Ogre Battle: The March of the Black Queen
Ghilz2012-01-31 07:48:41

Go To


Interlude: Troop Review #2

I won't put images this time, coz I will talk of classes and their promotions, and that's alot of uploading... So, lets take a look at the girls, at the monsters, and at the things that go bump in the night!

Troop Review

Cleric / Shaman / Monk

  • Type: Human Female
  • Promoted: from Amazon
The epitome of Boring, but Practical, the cleric and it's promotions heal one of your troops in battle, rather than damage the enemy. Clerics do it twice, Shamans thrice, and monks heal the entire party twice. The most useful class bar none in the game. If your tactic is set to anything but "strong", clerics can forgo the healing to instantly attempt to kill ALL undeads in the enemy party. Because of this ability to murder 3-4 0 ali units in one round, this causes their alignments to max out real easily, along with their charisma. Clerics thus make ideal unit leader for town liberations squads.

In the front row, clerics have a white magic attack, but if you put a cleric in the front, you need to get your head examined.

Valkyrie / Muse

  • Type: Human Female
  • Promoted from: Amazon

A high alignment counterpart to the wizard. The valkyrie has only one of the wizard's spells (Bolt) but makes up for it with higher hp and defenses. In the front row, they can use their spear attack for semi-decent damage. A good pick for your high ali units all around. The muse is the same except she trades bolt for lightning storm and hits everone in the enemy squad.

Witch

  • Type: Human Female
  • Promoted From: Amazon

The only low alignment promotion for an amazon, the witch's gimmick is that twice per combat she will attempt to stun the entire enemy party. This has about a 50% hit rate, and like the hierophant card, there's a chance enemy units may wake. Not a stellar unit, but the witch can be handy in a party of two large creatures. Since large units typically have FAR less attacks then a squad of small units, they often have trouble winning battles because their damage outputs simply can't match the more numerous small units who may have more attacks. The witch can even the field, stunning a few guys. Witches have the highest growth for Luck in the entire game, meaning they often find treasures on defeated enemies.

The witch's second stun is often useless, as it occurs so late in the battle, enemies have often used up all their attacks by then. In the front row, a witch uses her rod to hit enemies with it. Don't bother.

Note that because a witch cannot be promoted further, there's no reason to keep their Ali low. Problem is, since Stun does no damage, they can't kill anything, so raising said alignment is hell.

Pumpkin / Halloween

  • Type: Small Monster

Pumpkin are dudes with pumpkins for a head. Once per fight, no matter the row they are in, they kick the pumpkin at an enemy. This causes 50% of units hp in damage. Sounds great? Not really. Pumpkins only do it once, and have piss poor strength and agility. Meaning they miss ALOT. They are also not very durable.

Halloweens, on the other hand, are the evolved version, made from using a Pumpkin+ on a pumpkin. They do the attack twice, and have much better stat growth. They are recommended, as late game, a halloween hitting a large unit does enough damage to win you a fight on it's own. Attacking twice and the better stats means theres a good chance they will hit at least once.

Forgiving Deneb affects those unit's acquisition. If you forgave her, she'll give you eventually an item that lets you recruit pumpkins. If you didnt forgive her, you can revisit her castle for an endless supply of pumpkin+, and thus halloweens, if you can find the pumpkins to use them on.

Despite doing physical damage, both pumpkins and halloweens will kill undeads.

Griffon

  • Type: Large Monster

Griffon is your first high sky unit. Of all the large units, they have the worst stats. Only reason to use them is to have high sky units. They are generally mid to high alignments. In the front row they attack twice, in the back row they use gale once which attacks the whole enemy party with physical damage. Neither attack is that great. Still, gotta live with them till you can promote them too...

Cockatrice

  • Type: Large Monster
  • Promoted from: Griffon

The cockatrice has better stats than a griffon, but where it shines is in the back row: It will use "Petrify", an attack that does average damage, and turns the enemy to a gem for the duration of the fight. Said enemy cannot act, nor can he be cured (outside of your units who can be cured by a temperance card) until the fight is over. Cockatrices have high agility, meaning they will often go first. If you use your tactics properly, you can make them hit dangerous units like a mage/sorcerer/lich before it can act! Highly recommended!

Wyrm / Wyvern

  • Type: Large Monster

The wyrm, and it's promotion, the Wyvern, are the other high sky unit. Unlike the griffon, these are the tanks of the skies, with high hp, defenses, and damage. Unless you plan to turn your griffons to cockatrices, they are highly recommended. Wyrms are low alignment. Worth noting that Dragoners can recruit the evolved version, Wyverns.

Wyrms attack from both rows with two tail attacks. Wyverns trade the back row tail attacks for two fire breaths.

Hellhound / Cerberus

  • Type: Large Monster

Your most commonly encountered large unit early in the game. Hellhound aren't bad. They have the mountain movement type, and do solid damage and have solid durability.

Problem is that this durability, at low level, is not good enough to warrant using them. By the time their hp gets high enough to make them worth considering, they are eclipsed by promoted dragons and giants. Their advanced form, Cerberus, has a third attack in the front row, and is worth considering.

Fun fact: Cerberus are black and yellow. Just like the colors of the organization of the same name in Mass Effect.

Ninja / Ninja Master

  • Type: Human Male
  • Promoted from: Fighter

Ninjas are awesome. And the best use of low ali soldiers. In the front row, they attack twice with Shuriken. In the back row, they use their own magic, called ninjutsu, twice to attack single enemies with Cold, Fire or Lightning (whichever they are weakest against). Ninjas have ludicrously high agility, meaning they tend to go first, and dodge alot.

On the down side, they have sub par hp. Their high dodge rate somewhat attempts to mitigate this. Ninja Masters are the same, but better, having three shuriken attacks, and in the back row, their single ninjutsu hits all enemies. And of course, they have even MORE agility.

Samurai / Samurai Master

  • Type: Human Male
  • Promoted from: Fighter

Early game, the Samurai is an alternative to the knight, with very similar stats. In the back row, they access to Iainuki once, (the same attack Destin has), which deals a ton of damage, at the price of a bit of damage to the samurai. Thus samurai should be accompanied by clerics if used in the back row. Samurai masters have the same attacks, only better stats. Late game Samurai loose to Paladins, who have much higher defenses, and attack three times in the front row.

Angel / Cherub

  • Type: Small Monster (Angel)

Angels are the high Ali counter to Imps. They attack with white magic in both rows. Kind of fragile, Angels have the low sky movement type. In the front row, they use an attack called Halo which is has the white element and does piss poor damage. In the back they use once (twice for cherubs) "Banish" which does better damage and is also white. Banish can also hit enemies in the back row, which Halo can't.

Great at killing undeads and bosses like Gares. You want to keep them around to turn them into the almighty Seraph.

Imp / Demon

  • Type: Small Monster (Demon)

The low ali counter to angels. Uses the wizard's nightmare in the back row once (Twice for demons). In the front row, both classes use the Scythe attack, for decent damage, twice per fight. Both are Black elemental attacks. Both have the low sky movement types

Imps are kind of too fragile to survive the front row long. Demons too, but less so. You want to keep these guys around to get the vile and almighty Devil.

Ghost / Phantom

  • Type: Undead

Ghost and Phantoms are Palette Swap of each other, but NOT promotions of one another.

In the front row, Ghost use Soul Flay once, an attack that does black damage. In the back row, it uses the Wizard's Nightmare twice, also for black damage.

Phantoms use Curse twice in the front row - an improved version of soul flay, and Nightmare 3 times in the back row. But because they are undead, they are much better used in the front row where they can soak damage.

All undeads are immune to most attack except white elementals ones, those of a cleric, or a pumpkin's. Because of their 0 alignments, ghosts and phantoms do piss poor damage during the day, and awesome damage at night. Ghosts and Phantoms have the Low Sky movement types.

Skeleton / Wraith

  • Type: Undead

Like the ghost and phantoms, Skeletons and Wraiths share sprite but are not promotions of one another. Skeletons use the knight's Slice twice when in the front, once in the back. Unlike the knight's, theirs deals black element damage. Wraiths have three such attacks in the front, two in the back. They have the same problem with their damage according to the time of day as ghosts have.

Vampyre

  • Type: Undead Human Male
  • Promoted from: Knight (Via Blood Kiss)

Using a blood kiss on a knight turns him into a Vampyre. While these are undeads, they have HP and can be damaged by all sorts of attacks, unlike "classical" undeads. Unlike said undeads, they also can't be automatically killed by a cleric.

During the day, vampyres sleep in their coffins, where they have one attack that always misses. In the coffin, they are VERY resistant to damage, even from white magic. During the night, in the front row, they will use lifesuck twice, which deals black elemental damage and heals the vampyre for the damage dealt. This makes them VERY tough tanks.

In the back row, the vampyre uses "Charm" twice, which acts as a single target "Lovers" card. The unit attacks it's allies and it's damage is added to your side. This attack tends to miss more often than not.

And if that wasn't good enough... Vampyres can recruit werewolves in towns. If you are lucky enough to find Blood kisses, don't hesitate to turn knights into vampires! Also note that because vampires can't be promoted (or even demoted!) their alignment stops mattering. So you CAN put a vampyre in a high Ali unit. Doing so is a dumb move however as the vampyre can only attack at night, while the rest of the high ali units are the weakest.

No Comments (Yet)

Top