In this title, the player controls a small army of blue soldiers with unique abilities and traits based on their classes, against a hostile red army with similarly armed troops. The objective throughout the 18 chapters (plus 1 secret chapter) is to rout all of the enemy troops while keeping as many as your own troops alive. Just like it's inspiration, allied troops can be recruited at towns, and can gain experience and level up after battling and defeating foes. Be warned, Perma Death is in effect. If your blue King is downed in battle, it's game over.
This title can be found here. However, the donwload link have since been disabled by the author.
Micro Emblem provides examples of:
- Arbitrary Headcount Limit: Averted. The game automatically fields all of the player's remaining units into battle at the start of each chapter.
- Arbitrary Minimum Range: Archers and Rangers can only attack from two tiles away. If they are sorrounded on all four sides, they will not be able to attack or move.
- Cap: The max level of all units is 20. Though by endgame, most units will likely be around 17 or 18, and will require grinding to reach max level.
- Color-Coded Armies: Type I for this scenario, where all the allied units are blue, and all enemy units are red.
- Final Death: Just like it's inspiration, once an ally is killed in combat, they will be lost forever unless the player restarts the chapter. Losing one or more allies also automatically disqualifies the player from entering the secret final chapter.
- Geo Effects: All chapter maps have various forms of terrain that impact a unit's defense, avoid rate, and mobility. Units of certain armor classes move slower on particular terrain, or may not be able to cross them at all.
- Glass Cannon:
- The Archer class. Ground units that wield bows, these have a high strength growth, a very high skill growth, very low HP and defense growths, and average stat growths everywhere else. Although they have shaky accuracy at first, once they are trained enough, they gain the highest accuracy of any unit type in the game. Also, because they are lightly-armored, they are one of the few units that can cross mountains and be unimpeeded by most terrain types.
- The Butcher class. Ground units that wield axes, these units have a high strength and speed growth, low HP, skill, and defense growths, and average stat growths elsewhere. They can deal the second-highest amounts of damage of any unit in the game, though they have trade-off of the second-lowest accuracy rates. Also, because they are lightly-armored, they are one of the few units that can cross mountains and be unimpeeded by most terrain types.
- Fragile Speedster: The Raider class. Horse-mounted units that wield axes, these have very high HP and strength growths, very low skill, defense, and speed growths, and average stat growths elsewhere. These are the second most mobile units in the game, and can deal the most amount of damage of any class. However, they suffer the most in terms of accuracy and defense, meaning although they can hit like a truck, they will miss often. Plus, they can be wittled down easily by ranged units and Soldiers.
- The Knight class. Horse-mounted units that wield lances, these have a relatively balanced growth in all stats, with an above average HP growth. They are pretty accurate and are one of the most mobile units in the game.
- The Ranger class. Horse-mounted units that use bows, these also have a relatively balanced growth in all stats. They also have an above average HP and skill growth, making them pretty accurate. They are also tied with Knights as the most mobile units in the game.
- Luck Stat: This increases the unit's accuracy, critical hit, and evasion rates, as well as reducing the enemy unit's chances at landing a critical hit.
- Magikarp Power: Archers. They start out rather weak, being fragile, having somewhat shaky accuracy, and not dealing relatively high amounts of damage. But with enough levels, they can dish out significant amounts of damage and have the highest accuracy rate of any class in the game. They still maintain their squishiness, and thus must be protected by more armored units or paired up with a Healer.
- Mighty Glacier: The Armor class. Ground units that wield lances, these have the highest defense growths and a decent HP growth. As such, they are great at chokepoints. However, they are one of the slowest units and can only cross a fraction of the terrain.
- Nintendo Hard: Although it starts out fairly reasonable, it quickly rises in difficulty. Chapter 17 is where this title's difficulty peaks, due to the composition and placement of the enemies and terrain.
- No Casualties Run: One of the conditions necessary for unlocking the secret final chapter.
- Non-Entity General
- Playing with Fire: The secret final boss of Chapter 19, the Dragon, uses Fire Breath as its means of attacking.
- Tactical RockPaperScissors: The weapon triangle. Swords beat Axes, Axes beat Swords, and Lances beat Swords. Having a weapon triangle advantage grants +5% to hit, and +2 to damage (applied after defense). Having a disadvantage inverts the effects.
- Weapon of Choice: Swords, Axes, Lances, and Bows.
- We Cannot Go On Without You: Loosing your King unit results in the automatic failure of the current chapter. This also applies to the enemy army during Chapters 18 and 19 with the Red King and Dragon respectively.
- White Mage: The Healer class. Units of this class can heal their allies. They have absolutely no capability of fighting back, though they tend to have good HP values.