How far did you get using this strat? Just wondering because it's very different from what I'm doing heh. I'm only on my second run though, and probably won't pass the dungeon lvl 25 turn count increase.Someone asked about some tips on useful units to improve. Since it can be hard to find info on this game. I'll share a few tips my own stumbling has run into.
1. Adventurers don't always fight your dungeons fair and square. Many will jump or fly over combatants. Especially when a combatant dies. Others have the ability to slip through formations. For this reason I strongly recommend that your arenas be your back three rooms. This way at least people who slip through the left and right flanks will still have the final arena to deal with. And you will have time for your traps to ear down your foes.
For this reason the skill anti-air is extremely desirable.
2. A central boss room works really nicely. Get the slime boss asap.
3. Later when your dungeon is bigger consider installing the bamboo garden/fishing area near the start. I prefer the fishing as it's actually better to split your attackers in half. Enemies who get held up here will be lagging behind when the front runners engage your arenas giving your team time to gang up on them first. The stragglers can then be dealt with without your defences becoming too overwhelmed.
Some units of note.
1. Majirou .. Yes .. The one your character starts with. I'm dead serious these little bastard win so many mvp awards. Their individual stats might be terrible but their unit count is massive when levelled up which synergizes really well with the mc's reinforcement ability. As well as their own shakedown ability. They will just keep pouring in and stealing an enemies trousers like the thieving little beauties they are. I still have them with the mc as my final back line. And they do great. To top it all off. They have anti air. So they serve beautifully in this role.