Unicorn Overlord (how to tank your sales with a name)
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Basically a thread to stop me from spamming the gaming thread with comments about a game that not many people care about
First drakenhold mission is the first time I've had to really split my units, and the first time in a while that I've fought enemies of the same level as mine. I'm going to need to rethink some things.
Had to use a shitload of items getting through the first five or so fights. Got nowhere near enough passive removal, accuracy or range to properly deal with thieves and wyvern riders. And I've got too many low guard columns that get rekt by thrust attacks.
Might try and make a squad that can fly to the command posts that spawn new enemies, and teleport yahna's unit there to rush them. The enemies that come from them seem pretty easy to kill, but they're a drain on stamina, block me from getting around the map efficiently, and you can get unlucky with bad matchups.
First drakenhold mission is the first time I've had to really split my units, and the first time in a while that I've fought enemies of the same level as mine. I'm going to need to rethink some things.
Had to use a shitload of items getting through the first five or so fights. Got nowhere near enough passive removal, accuracy or range to properly deal with thieves and wyvern riders. And I've got too many low guard columns that get rekt by thrust attacks.
Might try and make a squad that can fly to the command posts that spawn new enemies, and teleport yahna's unit there to rush them. The enemies that come from them seem pretty easy to kill, but they're a drain on stamina, block me from getting around the map efficiently, and you can get unlucky with bad matchups.
using items is good. spending money for good items is also good.
drakenhold is when they start introducing map effects, set triggers/ballista/catapults/etc too - so flying units, ranged assist leads, and cavalry really start standing out for more than what they do in set battles too.
and yeah, passive shred becomes a big deal as things progress. that's how multi-hit and initiative stuff shines as well
drakenhold is when they start introducing map effects, set triggers/ballista/catapults/etc too - so flying units, ranged assist leads, and cavalry really start standing out for more than what they do in set battles too.
and yeah, passive shred becomes a big deal as things progress. that's how multi-hit and initiative stuff shines as well
Moving my level 8-9s into the same unit so they can get to 10 more quickly
Game could have done with letting you save your unit formations
Game could have done with letting you save your unit formations
This has the best balanced economy that I can remember in a game. More or less after every mission I'm spending the vast majority of my money and shards on new equipment where I'm usually hoarding. Doesn't fall into the trap either that a lot of hgames do where you try and get the same class of equipment on every character. Their strengths and weaknesses are too unique, and the stock is too limited.
Hodrick has 0 initiative now since I gave him a spear with -10, his attacks are useless anyway. Wonder if that means he'll never attack, or if he'll carry on with the last turn in every fight. Gave Yahna the same since I wanted the extra PP for her to buff Clive, might backfire though with Clive only having one AP. His damage on Wild Rush is crazy so I need it equipped, but want him to get as many Assaults in as possible before he uses it.
Feels good using your bonus xp valor ability and liquid fortune before the last fight of a stage. Had to use a couple of ashes on the big desert fight since I couldn't catch up with a cavalry unit racing towards my command post, and didn't have any way to withdraw and deploy quickly enough. Got enough units now that I might just garrison one of them at the post so I don't have to keep an eye on it.
Created a unit that's got Aramis, Leah and Rolf protected by Josef. Hopefully it's enough to tear through high evasion enemy units before they get the chance to act. Tried it in a mock battle with Hodrick protecting them but he got rekt by a single spell so I've gone for Josef's all-round defense instead. Will hopefully help get them around the battlefield as well, watching low mobility units crawl around is painful.
Are the missable recruits gone for good if you don't meet the criteria?
edit: not sure about this stingray weapon. +2PP on a kill sounds nice, but I don't expect I'll actually be killing many enemies on the first turn of a fight. Especially since it replaces the 150 potency attack with a 100.
Hodrick has 0 initiative now since I gave him a spear with -10, his attacks are useless anyway. Wonder if that means he'll never attack, or if he'll carry on with the last turn in every fight. Gave Yahna the same since I wanted the extra PP for her to buff Clive, might backfire though with Clive only having one AP. His damage on Wild Rush is crazy so I need it equipped, but want him to get as many Assaults in as possible before he uses it.
Feels good using your bonus xp valor ability and liquid fortune before the last fight of a stage. Had to use a couple of ashes on the big desert fight since I couldn't catch up with a cavalry unit racing towards my command post, and didn't have any way to withdraw and deploy quickly enough. Got enough units now that I might just garrison one of them at the post so I don't have to keep an eye on it.
Created a unit that's got Aramis, Leah and Rolf protected by Josef. Hopefully it's enough to tear through high evasion enemy units before they get the chance to act. Tried it in a mock battle with Hodrick protecting them but he got rekt by a single spell so I've gone for Josef's all-round defense instead. Will hopefully help get them around the battlefield as well, watching low mobility units crawl around is painful.
Are the missable recruits gone for good if you don't meet the criteria?
edit: not sure about this stingray weapon. +2PP on a kill sounds nice, but I don't expect I'll actually be killing many enemies on the first turn of a fight. Especially since it replaces the 150 potency attack with a 100.
Can't decide whether to make a full row of knights yet, the cavalry buff is silly damage when it's just Clive and Renault but I can only have 4 in a unit still. There's nobody I can put at the front who would be able to protect them from a surprise flying unit. Not used Gloucester much yet but he doesn't seem great. With the way the combat works I don't really see how to keep him low for long enough to get an attack or two in without dying. Maybe I could give him that item that lets you survive a killing blow.
Got Selvie set up to burn the entire front row if there are two or more there, and then Berengaria just comes windmilling in like a lunatic. Aremis is great for wittling down their numbers befoe they've had a turn, against the right front line he's killing two of them straight off the bat. I'm guessing that Sigil battle with the catapult right next to the command post exists entirely to let you level up if you have characters that have fallen behind.
My hired units are just there to eat however many attacks they can until they die.
Got Selvie set up to burn the entire front row if there are two or more there, and then Berengaria just comes windmilling in like a lunatic. Aremis is great for wittling down their numbers befoe they've had a turn, against the right front line he's killing two of them straight off the bat. I'm guessing that Sigil battle with the catapult right next to the command post exists entirely to let you level up if you have characters that have fallen behind.
My hired units are just there to eat however many attacks they can until they die.
You can do some outright heresy with 0 initiative - especially later. But guaranteeing you have the last action in a fight is actually a big deal in longer battles. You're acting after all of the cleanses, buffs, and most importantly heals. Great way to ice shit off *if* you can keep that unit alive and ensure they have AP/PP at the end to make it worthwhile.
Also, Josef's utility starts to completely fall the fuck off around this time lol. Just be ready.
And 2-3 cav units in one squad isn't outrageous at all lol
Also, Josef's utility starts to completely fall the fuck off around this time lol. Just be ready.
And 2-3 cav units in one squad isn't outrageous at all lol
I've been actively trying not to use Josef as a crutch for the whole thing, he's been dying quite a lot these last few stages.
Feels bad when you mismanage the end of a fight, don't get your bonus xp/gold and give it all to a unit that's already hit the xp limiter
My Primm is pretty useless so I stuck her with a hired goon gryphon rider, sent her to talk to her sister and withdrew her asap. Keep forgetting to set my leaders depending on the stage so I've got flying units going down roads, barricade smashers doing nothing, and losing out on assists
Think I should be switching people into Alain's unit more often, his leadership ability is huge so I'm fighting with him a lot, but that xp isn't being spread around enough.
Feels bad when you mismanage the end of a fight, don't get your bonus xp/gold and give it all to a unit that's already hit the xp limiter
My Primm is pretty useless so I stuck her with a hired goon gryphon rider, sent her to talk to her sister and withdrew her asap. Keep forgetting to set my leaders depending on the stage so I've got flying units going down roads, barricade smashers doing nothing, and losing out on assists
Think I should be switching people into Alain's unit more often, his leadership ability is huge so I'm fighting with him a lot, but that xp isn't being spread around enough.
Yeah, act 2 is when you are first forced to start thinking about who is going to be a mainstay in the rotation.
Alain can do damn near everything too. But his unique abilities are so fucking good that it often makes sense to just make sure he's 'near' the important fights. Stuck him with the witch to ensure I had a speedy magic assist able to travel any map and her magic damage buff for his attacks will always win
Barrier smashers are good but they're soooo niche and require solid team comps. Meanwhile Fliers and Cavalry are money everywhere.
Alain can do damn near everything too. But his unique abilities are so fucking good that it often makes sense to just make sure he's 'near' the important fights. Stuck him with the witch to ensure I had a speedy magic assist able to travel any map and her magic damage buff for his attacks will always win
Barrier smashers are good but they're soooo niche and require solid team comps. Meanwhile Fliers and Cavalry are money everywhere.
Is there any reason to not promote your units besides saving the honours to increase unit size?
Bit disappointed that it's opened that option up for everyone at the same time, doesn't feel like much of an event when it's not even limited by their level.
Bit disappointed that it's opened that option up for everyone at the same time, doesn't feel like much of an event when it's not even limited by their level.
By NiceGuy Go To PostLooks like I missed out on Melisandre and Colm :(Seems like you gotta start again
By NiceGuy Go To PostGive Berengaria back you cuntI knew you were cultured
I think I may have fucked my unit compositions up
I've got one S-tier unit, one A-tier, a couple of B-tiers and the rest of them are quickly becoming useless. Like, barely capable of winning a fight and only able to kill an enemy unit if someone else has done all the work, or with multiple attempts.
Basically every unit that has a healer in it, now that I think about it. Maybe I should just make a unit of healers and use them for the assists and Valor abilities until I unlock another slot
I've got one S-tier unit, one A-tier, a couple of B-tiers and the rest of them are quickly becoming useless. Like, barely capable of winning a fight and only able to kill an enemy unit if someone else has done all the work, or with multiple attempts.
Basically every unit that has a healer in it, now that I think about it. Maybe I should just make a unit of healers and use them for the assists and Valor abilities until I unlock another slot
Why bring healers when items exist
If you're getting smacked, your defenses aren't cutting it or you could instead lean into killing the enemy before they get going. Buffing solves both issues most of the time.
Clerics are only good for cleansing and directly countering shamans tbh
If you're getting smacked, your defenses aren't cutting it or you could instead lean into killing the enemy before they get going. Buffing solves both issues most of the time.
Clerics are only good for cleansing and directly countering shamans tbh
Pretty rough lull and difficulty spike in the elf zone even though I started it two levels above the recommendation before going back to Drakenhold
Felt like a long stretch where I didn't have the honours to promote enough people to keep up with the enemies' resources, and my options stagnated as nobody was gaining new skills that synch with others.
Back to normal now though at around level 18-21. I've wasted a couple of ashes by taking my eye off of the timer in the small stages and trying to kill everyone.
Really should let you put hires in a separate unit list, I only hire them to station at the towns. Wonder if there's a min-maxed build that lets you beat the Coliseum at a low level.
Felt like a long stretch where I didn't have the honours to promote enough people to keep up with the enemies' resources, and my options stagnated as nobody was gaining new skills that synch with others.
Back to normal now though at around level 18-21. I've wasted a couple of ashes by taking my eye off of the timer in the small stages and trying to kill everyone.
Really should let you put hires in a separate unit list, I only hire them to station at the towns. Wonder if there's a min-maxed build that lets you beat the Coliseum at a low level.
that's actually kinda odd tbh. doing drakenhold first - elfheim or whatever should be a breeze.
the biggest adjustment by far is getting used to magic coming back your way. a lot of defenders available simply can't deal with it at that point in the game so you're forced to start killing people before squad on squad combat starts, annihilate back rows before they get cooking, and leveraging map effects. even little things like casting flame or whatever its called on garrisoned enemies prevents them from using abilities or spawning more units. the slow effect is arguably the best in the game too lol
the resource crunch on honors setting in at this point was definitely intentional though. act 2 is pretty much where you're pushed to start picking favorites to an extent. there's not enough spots for everyone and versatility starts becoming more valuable. soooo basically pure defenders start to fall off heavy unless you dedicate the best gear to them and build around them specifically.
fliers/cavalry >
the biggest adjustment by far is getting used to magic coming back your way. a lot of defenders available simply can't deal with it at that point in the game so you're forced to start killing people before squad on squad combat starts, annihilate back rows before they get cooking, and leveraging map effects. even little things like casting flame or whatever its called on garrisoned enemies prevents them from using abilities or spawning more units. the slow effect is arguably the best in the game too lol
the resource crunch on honors setting in at this point was definitely intentional though. act 2 is pretty much where you're pushed to start picking favorites to an extent. there's not enough spots for everyone and versatility starts becoming more valuable. soooo basically pure defenders start to fall off heavy unless you dedicate the best gear to them and build around them specifically.
fliers/cavalry >
Wait does Blaze prevent enemy Valor abilities? I've been getting more or less wiped by them, it can be a proper challenge getting to the watchtowers before they get the chance to either rain arrows down on you, or assist in fights. The cavalry one is a killer as well.
Liza's smoke plume is pretty useful to prevent the assists I don't have her unit close enough to do it most of the time.
Have to keep an eye on my own assists, a lot of the time they're a liability. Not entirely sure why.
The flying speed over mountains is excruciatingly slow.
Liza's smoke plume is pretty useful to prevent the assists I don't have her unit close enough to do it most of the time.
Have to keep an eye on my own assists, a lot of the time they're a liability. Not entirely sure why.
The flying speed over mountains is excruciatingly slow.
Enemy valor timers only progress if they're untouched. Yeah, you gotta definitely use any means to chip at health.
And again, items are massive. Aside from heals and traps, the lure/bell is damn near essential. The best way to get enemies out of towers and turrets by far. You don't even need to lure them into a fight, just out of high vision positions or out of bases (and those defensive bonuses). Force enemies into steel traps and trebuchets etc.
Also, the canopy item is critical too. Anything that keeps map effects off you without putting your guys in danger. The speed and cloak stuff as well.
And again, items are massive. Aside from heals and traps, the lure/bell is damn near essential. The best way to get enemies out of towers and turrets by far. You don't even need to lure them into a fight, just out of high vision positions or out of bases (and those defensive bonuses). Force enemies into steel traps and trebuchets etc.
Also, the canopy item is critical too. Anything that keeps map effects off you without putting your guys in danger. The speed and cloak stuff as well.
That's the stuff I'm saving for late game lol. Been hoarding my miracle fruits as well.
Need to check my upgraded Valor abilities, at level 1 the provoke abilities don't get enemies out of garrisons afaik
Never thought about using provokes to draw units into terrain traps, I've mainly been using it to keep enemies from running into low stamina units or running off with my previous gold
Gravity seems good for giving mobile units the space to run around a cluster of enemies and straight onto the backline, feels bad when they get intercepted on the way. Guess that's what I should be using the cloaks for.
Would have promoted Alain first if I knew you could ride the horse around. I should have changed his role when he was still on 1AP1PP against enemies with two of each. He's been protecting my row of cavalry for ages, but hasn't had enough turns to survive tanking for them.
Guessing there are some stages where you want to just deploy one unit, then use the banked Valor to wipe everyone out right at the start.
When you hit the red spot three times in a row while mining 😎
Need to check my upgraded Valor abilities, at level 1 the provoke abilities don't get enemies out of garrisons afaik
Never thought about using provokes to draw units into terrain traps, I've mainly been using it to keep enemies from running into low stamina units or running off with my previous gold
Gravity seems good for giving mobile units the space to run around a cluster of enemies and straight onto the backline, feels bad when they get intercepted on the way. Guess that's what I should be using the cloaks for.
Would have promoted Alain first if I knew you could ride the horse around. I should have changed his role when he was still on 1AP1PP against enemies with two of each. He's been protecting my row of cavalry for ages, but hasn't had enough turns to survive tanking for them.
Guessing there are some stages where you want to just deploy one unit, then use the banked Valor to wipe everyone out right at the start.
When you hit the red spot three times in a row while mining 😎
By NiceGuy Go To PostThat's the stuff I'm saving for late game lol. Been hoarding my miracle fruits as well.it won't pull boss enemies or enemies out of main bases. everything else is fair play. and using items saves you the valor for the important stuff - which makes missions quicker and gets you more cash on the backend. it all blends together
Need to check my upgraded Valor abilities, at level 1 the provoke abilities don't get enemies out of garrisons afaik
Never thought about using provokes to draw units into terrain traps, I've mainly been using it to keep enemies from running into low stamina units or running off with my previous gold
Gravity seems good for giving mobile units the space to run around a cluster of enemies and straight onto the backline, feels bad when they get intercepted on the way. Guess that's what I should be using the cloaks for.
Would have promoted Alain first if I knew you could ride the horse around. I should have changed his role when he was still on 1AP1PP against enemies with two of each. He's been protecting my row of cavalry for ages, but hasn't had enough turns to survive tanking for them.
Guessing there are some stages where you want to just deploy one unit, then use the banked Valor to wipe everyone out right at the start.
When you hit the red spot three times in a row while mining 😎
gravity's main value is slowing enemies for huge map effects/turrets/catapults. if you can catch three units close together, gravity will ensure they all get clapped while holding hands or stay essentially motionless for turrets to chew threw them all. drakenhold was spectacular for that due to all of the winding paths and bends. even barricades have a use in simply delaying or forcing enemies into chokepoints.
and yeah, some of the smaller stages really require you have a versatile team come out and do essential tasks so you don't get washed immediately. this usually means get to one garrison, take out a fast approaching unit, get to a watchtower, etc. sometimes that valor point is better used for switching the team's leader instead of anything else. for example, using a cavalry lead for speed - then getting to a tower and immediately switching to witch for the magic assist.
also, imo fliers basically need speed buff and the cloaking item available at all times. their main role for me at least was shredding anything in a tower and cutting off cavalry (which is basically just valor farming at the same time) while my stronger units just worked to get into position.
About to head to the fourth zone, spent an hour or so grinding the sigil stage to get everyone up to level 24. Level gap between my best and worst units had become too large, a lot of them would have just been stomped if I'd deployed them against level 25 enemies. Not very happy with two of my units even still. One of them just doesn't do any damage and I can't figure out who to swap in without fucking over the other unit.
Got one unit up to five slots, hoping I'll be able to upgrade the others quite swiftly now I've more or less promoted everyone.
Josef doesn't even have a unit now 😎
Got one unit up to five slots, hoping I'll be able to upgrade the others quite swiftly now I've more or less promoted everyone.
Josef doesn't even have a unit now 😎
What are the best conditions to set to stop Miriam from jumping in front of Travis and eating a shitload of damage when he has Evades to spare? Set my new lion lad as leader of his unit, that movement speed is crazy.
Looks like you have to wipe these bestren out before they have a chance to act, the number of consecutive actions they have is overwhelming
Looks like you have to wipe these bestren out before they have a chance to act, the number of consecutive actions they have is overwhelming
Beat the colosseum at level 31 😎
Sandstorm to blind everyone, modified death spin to stun and guard seal the front row, couple of mages to clean up while Berengaria carries on chipping away at them.
That stage you start in the middle of two command posts took me fucking ages. No shiny or outpost left behind innit. Keep meaning to spend half an hour doing a small stage and sorting the equipment and formations out, then it's three hours later and I'm still trying to decide who gets a new Lapis Pendant.
Sandstorm to blind everyone, modified death spin to stun and guard seal the front row, couple of mages to clean up while Berengaria carries on chipping away at them.
That stage you start in the middle of two command posts took me fucking ages. No shiny or outpost left behind innit. Keep meaning to spend half an hour doing a small stage and sorting the equipment and formations out, then it's three hours later and I'm still trying to decide who gets a new Lapis Pendant.
Bit annoyed about spending ages on the final mission only to hit a boss that I can't beat. Overhauled my untis to be able to stun him and hopefully do enough damage to him to kill him in two or three fights. Pretty frustrating that I won't know if it's worked until I've done the entire mission again.