80? Howdya get that many points? Them +2 endgame skills/commander? I followed the gamefaqs guide, more or less got 30.
Lots of endgame points on commanders - and at the end dropping some commanders who cannot be cleared. Clearing characters is also 2 points a piece. Also getting 30k troops (which might be a bit of a challenge - notice that upgrading units becomes progressively more expensive, based on how many units are already there, and the type ofunits), defeating Orochi, and defeating Masamune.
H-ing 300 people as well (though if you want to get those, that probably requires instituting levies in owned provinces. You'll get 1-5 people for each levy, but RNG can really hurt you there).
Not sure how many I had, but was close to 100 (that was a perfected first game); in more casual games 30-50 seems about par. The Gamefaqs FAQ can give you an idea of what to do, but don't follow it to a T. Too much randomisation in the game to make that walkthrough (or any turn-by-turn walkthrough for that matter) work for the game.
Also when you are ready to finish your first game, you can start working on getting some of the achievements / points for characters that you missed. Just don't forget to spend an action point every few turns on that bridge to the mainland to buy yourself more time / avoid a game over. You should be able to increase your points tally a bit, compared to the GameFaqs FAQ.
- Did ya put butterfly cutter on Teru Mouri? I use her whenever enemy has lotsa melee frontliners. She frequently kill them faster defending than other units doing actual attacking.
Teru is one of the best options. The alternative is one of the Shimazu brothers, but he is a pain in the arse to acquire on some routes (and on other routes he won't be accessible). So stick to Teru. Also, if you put a healer with her, and Teru is the only unit in the front row, she can basically win a battle on her own.
Thanks! Those are helpful 2nd bonus tips. What about Shizuka/Gekko? They look meh but I wanna see Shizuka's interaction with Rance which is always hilarious. What bout the Tange/Akashita Dog? Some players rave bout them but I ain't got them yet. Search 80 is kinda tough.
Akashita dog is hard to make work, unless you use really overpowered units, who preferably won't get scratched too much. So think of back-row commanders then (Omachi, Natori, Uruza). Personally I avoid it, due to the restrictions Akashita comes with.
Gekko / Shizaku? Really not worth it, unless you have points to burn. While Gekko has an instant win ability, it is a one-time only, and will cost you Gekko. Ikkyu then may well be the better option (and Ikkyu is otherwise pretty poor). Shizaku is rather meh as well, and does not have much in terms of interaction with Rance in this game ...
What bout dungeons aka commander battles? Got tips/tactics? I gots them field/army more or less. But I ain't got the hang of dungeons yet other than letting a fast dungeon scouter like Suzume hang in the back, waiting or swapping them commanders. I noticed that some high level characters doing awesome damage in field battles do jack shit damage in dungeons like Souun and Natori. Urza is still freaking awesome, great damage in dungeons.
Notice that some commanders are really great on the battlefield but suck badly in dungeons. It also happens the other way around. Okita Nozomi being the prime example of that. This can be due to low level caps and can be due to crap attacks. The latter is usually caused by classes. Diviners and healers will suffer in dungeons. Monks tend to be pretty average as well, but they may have an ability to give back an action point to other commanders. Which would make those monks useful. So check their level stats as well. Natori (level 58, but not much in terms of attacks) and Souun (level cap of 53, but other than guard shikagimi, diviners don't offer much there) are not too great though. Kenshin still rocks, Kentarou can also pretty useful due to a high level cap.
And if you have nothing much to do other than clear a few dungeons, don't be afraid of dropping some dead weights, especially if they cannot be character cleared and / or get end-game points. Also notice that every commander on the roster, at the time of clearing a dungeon gets a level up. So ideally you leave clearing the dungeons to close to the endgame. Depending on your roster, you could probably do one harder dungeon, and one easy dungeon in the same turn.
In general it is better to use the weaker commanders in the first levels of the dungeon because even weak attacks can OHKO opponents. Also try to save Sill till the end. She can give back one action point to Rance. And with his last action point he can do a stronger 'final' attack, so you can rinse and repeat that a few times if necessary.
Edited to fix some spelling mistakes.
In the harder dungeons you will need a little bit of luck. Even the best party can suffer badly against Orochi, if you just can't get a break with the unit switches upon death.
One final thing to be mindful of with regards to dungeons: if you pick all the dungeon item bonuses (not now, but on say your third or 4th playthrough, you obviously benefit by having the items in your possession, while at the same time you don't need to go dungeon crawling to get them. Which makes it easier to keep the dungeons uncleared for dungeon level gaining for the characters that have to take on the tough ones.