Location | Objective |
---|---|
Hoshidan Capital | Seize |
Enemies Present |
---|
Falcon Knight |
Oni Chieftain |
Kinshi Knight |
Onmyoji |
Great Master |
Sniper |
The first thing to note about this fight is that there are a lot of fliers in this map. That means that archers are going to be in high demand. Particularly, Niles or Midori and any other Adventurers or Bow Knights you may have will jhave a field day. Adventurers are particularly handy thanks to their ability to heal as well. Using flyers of your own can also be its own reward (see below), but never go out too far with them or you’ll end up paying for it.
With that note done, this map’s biggest feature is the Dragon Veins. First of all, Hinoka is parked right on top of one, and unlike the ones you can use, hers does not disappear. When Hinoka uses the Dragon Vein, it will increase the movement of all flying units and decrease the movement of ground units. And her army is full of fliers. If you use a Dragon Vein, it will disappear (sorry!) and it will have the reverse effect. As you can see, this movement tug-of-war can be waged between your royals and Hinoka all map long. And this is why bringing flying units of your own could allow you to use Hinoka’s medicine against her.
Begin the battle as normal but send a royal unit north towards the first Dragon Vein you can get to (bring a magic user along to take care of the Onmyoji). Within a couple of turns, Hinoka is going to use herDragon Vein and you can counter it if you send someone royal north right away. Be sure to send an archer alongside the royal. Protect anybody with substantially low resistance.
Make sure you check out the range of Azama’s staff. This is because one of the staves he has is the Hexing Rod , and it will permanently halve your ally’s max HP. You will want to stay out of range defeating the reinforcements, which will eventually end, and then defeat Azama.
After that, the battle is fairly simple. Progress upwards and wipe out the rest of the enemy, and then gang up on Hinoka to take her down while sending an archer south to take out the final wave of reinforcements. Speaking of reinforcements, there are quite a few in this map which are worthy of pointing out. They all start at the beginning of turn four, consisting mostly of Kinshi Knights (who have bows to take out flying units of your own).
Reinforcements will keep arriving even beyond the tenth turn, so make sure you keep your units healed and in good health.
Keep together, bring Adventurers to help heal your troops and demolish flyers and be ready to undo Hinoka’s Dragon Veins. Hinoka’s Winged Shield skill prevents her from taking extra damage from bows so you’ll have to attack her using the old-school weapons triangle method.
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