![]() having enemy archers attack Zelos.Īgainst rogues/assassins I prefer to hit them first using specialist anti-rogue squads that have a strong backline, so if they go on the offense the attacks will pling off guys with better armor & hp. The way I protect mine is taking rogues/assassins into consideration and using the movement overlay to ensure that the AI mostly attacks the wrong squad. I would've preferred for them to attack Sybil's, so that was a bummer. In the second chapter the final enemy preferred to range attack MC's squad(3264) over Sybils(2778). Stationary defenders might work differently. Mostly, I think if they can reach them in melee they will. You may not have to do it, but we disbanded and rebuilt our teams every few chapters, and it felt rewarding to do so when our reconfigured capacities fit in another unit or led to increased artifact synergy.Originally posted by Roderick:Will the ai always go for the squads with lower thread no matter what? ![]() It’s also a game that rewards spending time between chapters optimizing your loadouts. If you enjoy games like Langrisser with a bit more to manage, you’ll appreciate this stuff more. ![]() At the low end, they’re at Fire Emblem levels, but larger maps can be longer and more involved. But what about a whole crew of long-range archers? You have to protect them from a direct attack, but the sheer firepower can be well worth it.Ĭhapters can vary in length and complexity. A diverse team can work well and be prepared for any situation, sure. There’s a lot of variety in what works, too. Combining unit classes? Outfitting the team with the ideal artifacts? These systems scratch a very particular itch, and they do it better than anything we’ve played recently. ![]() ![]() The core of Symphony of War’s appeal lies in its micromanagement. ![]()
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