This will in all probability lead to DA attacking useless territories near Yamato, instead of concentrating on Africa, which is a huge advantage. This switch in priorities seems to occur after you take over Cairo. See below: you can choose something else to leave at your back, but I really recommend leaving one country at least alive.
Sometimes, of course, you won't go fast enough through the map and have to leave many unconquered. Texas: I often had to leave Texas unconquered at 90 because of lack of time.
They are just basically a leftover where every other country is more useful to conquer at any given point. Yoshikage has so-so or good stats, usually better than your generics you might should have captured earlier.
The ones that matter late-game are Int for withstanding lightning and Spd for dropping the enemies' guard often. Why wait for BP's before taking Tokugawa? Usually at this point, when you are finished taking Uesugi, Ashikaga, then Hara, and Mikan, it is turn 50 at best. It is a good time to wait, recover forces and gather money, tap SAT rewards, request reinforces and do some dungeons before the hell breaks loose again in the eventual fight against Takeda.
If you fight Tokugawa land-by-land, you risk fighting their surprisingly tough units, of which at least one has assassinate. You should avoid fighting enemies with assassination and with extremely powerful front-row or back-row attacks, which increase the risk of losing commanders.
Tokugawa is quite risky for losing commanders, so it is better to let BP's do the work of fighting. Also you will be fighting two enemies at once if you declare war on them, Tenshi and Tokugawa, of which Tenshi sometimes even triple-attacks in a turn at worst I saw them quadruple-attack.. You might get hard pressed. Just take your time and keep Tenshi at as few territories as possible, and maybe just take one territory at Tokugawa just before you get BP's to help ensure the BP users help you progress far enough in Mikawa when 60 hits.
Instead of leaving Iga in your back, you can consider other choices, like Akashi. Although I never got him myself and don't think he could be a notifiable extra commander, that is, better than for example Goemon, Tourin, Ikkyu, Uruza, Maria, Kasumi Anyway you can't really kill Iga nor Akashi before turn 90, since they have a gourd. So it is basically a choice of leaving Iga or Akashi, since demon army doesn't conquer Hannies, Tenshi or Texas, and Texas you can anyway take down if you have the time.
In this case and in my past games I have usually chosen Iga to leave behind, because Akashi yields bigger SAT and shares borders with Izumo, as does Senkan Nagato, which could be a problem if you get attacked in Izumo from both directions. Akashi also borders Nakakuni which could be, in an unfortunate case, be taken over by two consequtive attacks.
Iga also borders Mikan, but has 5 neighboring countries, putting supposedly their chance of randomly taking it over lower than Akashi taking over Nakakuni which happened to me once. Tokugawa is out of the question because they will declare war on you with Takeda, and having a warring country next to Owari later game is annoying.
They also won't be conquered by DA so that's that. So all in all, Iga seems the best choice. My strategy seems very slow at start for many all people I have discussed my strategy with. Why wait 25 turns to start progressing? Delaying the start is such an integral part of my strategy that I have to explain the reasons why to start with.
There are at least six main reasons for this. One: Popularity staff. You will get Popularity staff usually between the turns 21 and 28, if you haven't conquered another country one country like Oil.
Popularity staff is worth, along the course of the game, easily Even a conservative estimate would be You can compare this with the money benefit you get from progressing throughout the game for example 10 turns faster, say, having 5 countries with a total of 20 NP average 4 per country for 80 turns more than you would have if you delayed and got pop staff. Of course you can use the NP for having a larger army, which has many varied uses. Gold-wise, the Pop Staff seems well enough a better option.
Also on the minus side for the fast moving strategy, see below reason five: you will have to fight unfairly large troop stacks with your early low stacks of 'ish. And at this part of the game you just don't have the money to raise everyone's troop count. Unless you take the SAT bonus, which is of course an option but is away from something else SAT-bonuswise, like asking reinforcements.
Two: Capturing a buffer of commanders in prison, prioritized: getting Ikkyu. While you are waiting for the pop staff, you can also capture a lot of enemy commanders. It is easy in this stage of the game, where difficulty is so low. The crown jewel is getting Ikkyu. When I scout a battle with Ikkyu in the early game or well anywhere , I go usually all-in with Defeated Warrior Hunters and Light Attackers and forget gaining territory.
Other priority targets for you to capture would be diviners, foot soldiers and remotely usable commanders with other special skills like Asset Tech and Merchant, but especially Defeated Warrior Hunt, Pursuit Battle, Light Attack.. Also monks if you are doing True Sillfag. I suspect, although I haven't tried, that the Monks can also be succesfully used in many other parts of the game. Remember that 5 captures also can be converted into Pokkuru to raise Rance's level.
This is important mainly for the final battle, but also the Honnouji battle where I lose once. Three: Clearing Miso Katsu MK allows usually for you to rack up a surplus of affection and other usable items like unique motivation papers.
I have no exact data on what is the probability to get a certain type of drop from MK, and didn't regrettably keep track on what dropped how often. The affection item in question seems to be equally probable for all four types. In average you then get about 0,8 affection for clearing Miso Katsu, which is almost as much as you would get from just doing a Rance's room, plus of course you get the other items for the times you don't get affection items.
That is not even totally useless though, as it can be used for half-healing a unit with a troops or more later in the game, for example a tactician or Ninja having a Battle Permit. Therefore at worst, money-wise, clearing Miso Katsu is a much better choice than doing Botan Hunt, which yields gold the first time.
Botan hunt's money yielded goes up by 50 every time you do the event. So if you do it 20 times, you get 1. So averaging that over the 20 times, you get about 1. To get back to Miso Katsu, you could get also a good medicine for example, and that is worth something like It is very hard to put an exact value on Motivation Papers, but in the Demon Army war stage of the game, and possibly also earlier, they are totally life savers in many cases.
MP's are a very unique but extremely useful item you can't get anywhere else in the game. The amount of drops could vary greatly. One game I get 9 motivation papers, other game only one but instead a lot of affection items.
All in all, Miso Katsu re-clearing seems to beat any other activity you could do at this stage of the game. Alternative reason three: Y ou can use your spare fans for upping Owari's National Power , to get a good headstart in your army setup. Constructing NP gets gradually more costly in construction skill needed, so stacking it will get less preferable point-by-point.
But it is possibly probably a good idea to throw in a point or two of NP if you have turns and fans and army commanders with construction to spare.
Usually I don't recruit Hachisuka Muneyana, who has high Const stat, so my army usually seems to have something else to do. But it is very much worth considering. Four: Creating a buffer for winning the next stages of the game. This is done by conquering every possible territory all but one in each of Kyo, Oil and Hara. Although this is something useful to do, one could argue it is not a benefit of waiting, but more of a way to mitigate the downsides of waiting, that is, to allow a faster progress when you start to move.
The buffering works so that you don't have to defend your own country at Owari and can focus on attacking, as the countries mentioned will usually first prioritize clearing their own provinces you hold over attacking you.
Five: Game punishes you for moving too fast. Note that the game's difficulty level does not go up by turn, it goes up by conquering countries. So staying in Owari for 20 turns let's you rack up money admittedly little and slowly build troops for the admittedly few commanders you have, while the game on the enemy side stays easy and battles are very low-risk.
If, on the other hand, you reach Uesugi in turns, I can promise a painful game where you will struggle, as your troops stacks are so low that your commanders will quite often be deleted in the battles no matter what you do.
At this stage you don't have BP's to avoid battles, you have to fight each battle manually. Once or twice I lost games and hair when I had to defend against ridiculously high troop stacks of Tenshi at Kyo 2. Six: Isoroku is a beast and you usually can't capture Oil under turns in Ironman. Reliably capturing Oil under turns is hard, since I haven't found a way to reliable capture Isoroku in under 10 turns.
If you have a strategy for reliable capture of Isoroku or getting Oil in Ironman under 15 turns, you can comment below. Now if you count the turn difference between pop staff start 25 turns average and capturing Oil at reliably, you get turns. This is the max you can probably get as a headstart compared to capturing Isoroku and rushing forward. It should be noted here that if you can get Oil in under 10 turns, it might be probably will be gold-wise preferable to push forward and forget Pop staff.
The big If: this is preferable roughly IF you can keep up the turns of headstart compared to the suggested conquer path and timetable above in this guide. I've done the rough calculations about this, but regrettably didn't add them to the guide. I probably won't redo them. But you can think that if you can earn like gold per turn, and hold a 15 turns of headstart, it is worth It gets exponentially well ok, gradually harder to progress fast, the faster you go.
In Ironman, this punishment from progressing too fast is especially annoying, since it entertains a very high risk of losing commanders in every battle that you choose to fight. And losing commanders is something that will gradually make you weaker, then ultimately will lose you the game.
So, what follows is my strategy and pacing of the game, following the outlined rules for 5SNB-Ironman. Basically I play the game in a very risk-averting manner. Slow and steady beats quick and risky in Ironman style gameplay. And paired is some advice on how to avoid losing there. See at the end of the guide, section Bonus: Why did I lose?
Additionally, below are some very annoying parts of the game that can cause you to lose important commanders, since I gave up a couple of times after losing Natori, Ikkyu or Dousan. Basically, if you lose too many good commanders, you will be at a loss to recruit more. Therefore it is important to protect your best commanders see later in guide for a definitive list. And the last tip on this note: post your games for comment.
If you are faced with a big decision, seek feedback. Learn from your mistakes and try to accept, or at least consider, the feedback you get even if given in bad or hostile form. I adapted some a lot of the even harsh criticism into bettering my game. Usually I didn't directly adapt the strategies suggested, but found a way or an idea to improve my play by adapting some part or feature included in the criticism. Relax, you are in the easiest part of the whole game. You can lay back. My strategy at the start of the game centers on getting the popularity staff item.
The rationale is explained above. This won't be a turn by turn guide. BUT I have decided to stream and here is a combination of two videos of me doing this part of the guide according to what is written here. There is a run that I recently completed that is in effect and gameplay-wise maybe not in purity a perfect run through this guide. Check it out. In this run I got pop staff at turn Beginning is split into two videos because of how much I could stream gameplay at once.
The latter video ends in the end of turn Scroll down for the beginning of I don't recruit Hachisuka since he sucks and you will probably soon capture better foots. What works is that you attack once, defend once per turn and use one fan on something else.
You should try to divide your limited team to two equal teams. Usually Rance, Shibata and a weak third backline is enough to win a battle early.
So is Ranmaru, Maeda Toshiie and Niwa backline. For the first battle Rance goes into, buy him 'ish troops. Your goal overall will be to slowly gain ground in Oil, then Kyo, then Hara. If you feel unsure, you might want to if you have aff items let enemy attack Owari twice and then give Pursuit Battle to Ranmaru, then take back Owari. Then continue as usual. Capturing good commanders is another priority see next paragraph.
In the very beginning, you don't have to scout and you will win with these teams. When after a few turns, you are hopefully making ground, you can spare some commanders like Fuuka or the Ninjaguy to scout first mostly while attacking with your turn's first fan. Look for chances to 1 Take out Isoroku so she runs and therefore next time is capturable, 2 Thereafter next battle capture her, 3 take out Ikkyu, with fielding Niwa in the battle.. I always stack battles with Ikkyu with Niwa and a surely winning team and forget the defence after the turn.
It is worth it: capturing Ikkyu is a definite priority. In the first 3 or maybe 4 cases, you can forget the defensive battle and just go all in on the capture-hopeful attack. Attacking twice per turn is, in all likelyhood, counter-productive, since you are wasting a fan on attacking and can't defend over the end of the turn, thus wasting a fan on an attack while you could defend without the fan spent.
This makes Rance relevant in the early game. You might consider other options. But going this way not taking Rance Attack would imply not using Rance until he becomes unusable outside fielding against Kenshin after Mikos. You can use some of your spare fans mostly on depleting commander events at first. Then after Suzume joins, search Miso Katsu and if you have a spare fan per turn, search it. If you later have 2 spare fans and you took over all territory except the last one at Kyo, Oil and Hara, clear it twice per turn.
Of course you can spend fans on upgrading commanders if you have the aff items and they need it Katsuie's and other foots EIG or all-guard, a possible diviner's all-guard shiki, or perhaps Ikkyu's BRD, if you catch him. An alternative that you should keep in mind is constructing National Power.
NP limits how strong your army can be. At this point, it is probably preferable to build at least one or two points of NP in Owari by Constructing. I'll leave it to your discretion but do it! Next time I play this challenge, I definitely will. I have had some inconsistencies with this, but this is basically the way it should work. Get him BRD1, and field him with Rance.
Your rewards from reclearing Miso Katsu will be, based on my experience, at average better than by doing anything else while waiting.
See above Why delay the start? Rationale of getting pop staff. You can start clearing and re-clearing Miso Katsu after you have taken all provinces that you can take from Kyo-Oil-Hara, or sometimes earlier also you can use your spare fan that you can't use attacking, on re clearing the dungeon.
After turn 20, You have a chance of getting Popularity Staff given to you by a based hanny. That marks the end of this section and the start of the next one. The general rule about Pop Staff is that you should give it to the commander whose army recruiting cost is the highest AND the commander benefits greatly from troops.
With that said, I usually just give the pop staff to anyone who you can trust that can stay with you for a long time. That's all I can say at this time. This part of the game starts when you get popularity staff. Your aim here is to proceed as quickly as you can past Oil and Mikos to kill Uesugi, then take Kyo, then Hara, Mikan and chill.
Here is a video example which is directly continued gameplay from the above section. From 26 to 35 first. Actually there are not many specific things to write here about this part of the game. Some things to remember in every territory though. Oil field. Attack and defend until you have taken two territories in it and the castle is up for grabs.
If the enemies take more than two territories in Owari, you have to clear them before continuing. Giving Ranmaru the pursuit battle helps in this. The castle is probably easy for you in this part of the game, after you have captured and hopefully recruited Isoroku. Giving her the whirldwind shot should help you win the castle after one or two tries, depending how you luck out with the instakills. I don't like to rely on luck, so better yet is if you have Ikkyu, and have given him two upgrades to get Battle Rating Down 2.
Otherwise just field your best damage dealing team and of course defend at the first line, and remember to scout. If you are having trouble taking down the castle, do a battlefield preparation beforehand.
I almost always do at least one battle preparation before attacking enemy castles, just to make sure. Lost battles cost a lot.. Don't start making bad calls just because you lost to bad luck. In a few turns max, Oil should fall. If you are struggling very heavily, you can do a battle preparation, then covert action to put the enemy into political turmoil. Remember next time this won't work, and you must covert action anywhere on map twice to get back to the political turmoil possibility.
If you do this, you'll have to postpone recruiting Aburako Dousan, an extremely good commander, until likely the end of Mikos. See below. After oil. Now you have Oil, and the chance to recruit one of the top 5 commanders of the game, Aburako Dousan, but you will be hard pressed for NP. See below in the picture how It might be preferable to manage your army so that you don't go over troops on any of your commanders, to avoid them eating another point of NP.
The rest will be fired later, and the pop staff goes on Kyuuri immediately after you can buy him some troops towards He will be a game winner in the early and mid-game with pop-staff infused shikigami-attacks. To get Dousan, you have to first recruit all of the abovementioned henchmen, with a total of 8 NP. For this, if you only have Oil, you will need both management below, AND firing all of the excess commanders. Anyway, after Dousan is recruited, I usually quickly do away with Takuwan-Sama the fighter , because of his too low troop count at recruitment you would have to buy him an obscene amount of troops which you can't afford at this stage , and high NP cost of 3.
When you are set managing your army and I suggest gathering the reward of imposing levy on Oil, you are free to advance towards the Mikos. One more thing you should probably do at this point is clearing Owari of enemy influence, so you can take a few hits while moving forward if enemy has gained ground. You need to clear the purple events 3 and then declare war. I usually declare war on Mikos as the 2nd action of the turn.
Just let them attack you and defend Oil. Next turn attack once and defend your progress. Rance might be risky already to field in light of sudden game over if his troops are killed - use caution and scout if you use him.
Attack once defend once. Until you get within striking range of the castle, so that you can either win the 2nd territory and still have a good team for the last castle preferably a defending team with Ikkyu with Witty Comeback. You have to have a way to cancel Natori's Miko attack or luck out blocking it with a all-guard diviner. There are many ways to win, the easiest being a defensive fight where you burn your and enemies actions with Ikkyu going Witty Comeback no battlefield prep necessary.
SRWiki-san plays a tactic with a lot of insta-killers - I don't prefer that. With better or worse tactics, as long as you remember to clear Owari of enemy presence in risky'ish situations the tipping point being two Owari territories lost - I have lost games when I took over Miko with risk and Hara attacked Owari twice, thus knocking me out , you will win sooner or later with the defensive and strength building muscle buffing tactics I have outlined.
Provided you didn't lose like Ikkyu or Kyuuri who you invested heavily on, in which cases I forfeited the run once or twice and started over. Here is the video that corresponds to about this area of the game. You start after taking over Mikos, and take over Uesugi. So this is turns ends at Ashikaga beaten :.
One more thing before Uesugi is, that you might be at 50 SAT by now. In later games, I usually got 50SAT and therefore the very important 3rd fan before going for Uesugi..
Also, you should probably be starting to request for reinforcements at this point. You could also make this if you can, since SPD is very important for commander battles. I've lost the game twice at Xavier and once at Byakko, so take leveling up seriously also.
As a rule of thumb, Rance gets risky to field at or after Mikos. The exception is of course the Uesugi battles where Kenshin shows up, which can be won just by fielding Rance alone. Most notable is the Mazo castle, where Kenshin is scripted to appear. So you can take over Mazo by first winning one territory, defending it overturn, attacking another territory with your best team minus Rance and then then just fielding Rance against the castle. Once you got the castle, you cannot advance in Sado before inciting the disgusting mens' revolt.
Said revolt is usually incited by attacking and winning at least once in Sado. You lose that turf. However, you should be getting an event there or one turn later, where the Uncle plots a revolt.
Also Kenshin must go to train and come back. You don't have to win more than one fight in Sado. I don't have an exact record, but attacking and winning once in Sado and then defending one turn in Mazo and next turn losing a fight usually did it. You might try just winning all of the defensive fights, but winning more than one in Sado is unnecessary. After you successfully incite the revolt, and decapitate the messenger, you are on a 5 turn limit.
I lost here twice I think, while I somehow just didn't manage to gain ground in Mazo, while being attacked 3'ish times consistently per turn in Mazo and in Owari. Most of the times though, provided that you kept Owari and Oil clean of enemy presence, and pushed their home countries to the last territory in the beginning of the game, you should have a good buffer to attack freely in Sado for a couple of turns.
These fights should not be extremely hard if you paced the game right, and was able to build even two good teams. After Uesugi, it's party time. Well, at least you get a little easier time at this point. You could be at about 40 turns here.
Your goal from here would be to mop up Kyo, Hara and Mikan. Also be careful and clear enemy influence off Owari and Oil first if there is any left. This would be a good time also to request reinforcements and so on, use up some fans for SAT or critical commander upgrades like getting All Guard Shikigami for diviners, or Enhanced Initial Guard or All-Guard for footers. There's not much to write about Kyo. With the army you have, counting out possible losses of important commanders, you should find it it easy to kill them.
If you struggle hard here or later, and have progressed fast perhaps faster than me , the first thing you should do is check your footsoldiers' troop counts. They might need buffing to deal with the ridiculously enlargening troop counts of enemy states from here onwards.
Same thing goes for your offensive units. And I'm sure I've said this, but make sure to defend Owari by clearing it of enemy influence. You can usually leave one territory to the enemy Hara and or in earlier part of the game, Ashikaga there. After you get Kyo, recruit Kuge Kiyoko the foot anyway, I always mix them up for the asset tech, and if you in any way can, try to keep your gold at the end of the turn above At certain points, like getting a couple of battle permit users to 1. Hara and Mikan.
I have nothing interesting to say about Hara. They should be easy and you should be able to kill them fast. Take home and fuck Aki, she is useless otheriwse. Then continue onwards to Mikan. The only problem here might be that Tenshi can start being very annoying and aggressive after you take Mikan. Log in to finish rating Sengoku Rance. Sengoku Rance. Share this? Summary: In the far east nation of Nippon, a plethora of feudal lords are fighting for supremacy in the 4th Sengoku Era.
After doing immeasurable damage on the Continent, the brute known as Rance traveled with his slave, Sill, to the island country. For a hot spring vacation, you ask? While In the far east nation of Nippon, a plethora of feudal lords are fighting for supremacy in the 4th Sengoku Era.
While they'll go to some hot springs, Rance's goal is to bang all of Nippon's beautiful princesses, samurai, miko, ninjas, village girls, and more. In particular, he wants Kouhime of the prominent Oda Clan. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: sllp sllp 7 years ago 1 How long does a playthrough take? User Info: Kiras Kiras 7 years ago 2 I don't have an hour count. OK people!
Tech Support. A couple of questions about XP and bosses? Dokuganryuu Masamune. Tanegashima Shigehiko. Yuzuhara Yuzumi. Akashi Kazemaru. Mouri Motonari. Mouri Teru. Kikkawa Kiku. Kobayakawa Chinu. Sakamoto Ryouma. Kawanoe Yuzuru. Kawanoe Mine. Shimazu Yoshihisa. Shimazu Kazuhisa.
Shimazu Toshihisa. Shimazu Iehisa. Kentou Kanami. Maria Custard. Leila Grecni. Rizna Lanfbitt. Urza Pranaice. Magic The Gandhi. Ogawa Kentarou. Kurusu Miki.
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