jeremyjohnson12.bsky.social
@jeremyjohnson12.bsky.social
That archer gonna look like this cliffside.
November 19, 2025 at 8:04 AM
I do kinda love how your new recruit is just 1 point of damage short of one-shotting the only target in range at turn 1 with her uber orb.
Admittedly exposing her to two archers would be a bad move anyway.
November 17, 2025 at 4:33 PM
November 15, 2025 at 10:52 PM
It's cute how Berwick Saga has a few enemies that use Deathmatch + Miracle Charm together. Showing that the devs were perfectly aware that this silly little combo was possible.
Ah, I love video games.
November 15, 2025 at 4:39 PM
Devil Axes are for cowards.
November 14, 2025 at 6:13 PM
November 11, 2025 at 8:18 AM
And there we go.
There is still the endgame, but I think I end my run right here.
The endgame is a fine map the first time, but I find it rather boring on repeated runs.
Indoor maps just aren't Berwick Saga's strength. And that one is particularly long.
November 11, 2025 at 6:46 AM
Gordova is difficult to approach due to his crit rate. Reese has crit immunity due to Lynette's tiara, so he is a good candidate. Lance users like Clifford are also good because they inherently prevent counters.
Should Clifford miss, I still have Saphira to silence him. So this is fine.
November 11, 2025 at 6:34 AM
While his new pref gives him a ton of dark resistance, it's not necessarily a good weapon to kill magic users, due to it's average accuracy. Especially against Sonic the Hedgehog over here.
And it's not like the magical bonus damage is enough to impress a cardinal. Gram is still the way to go.
November 11, 2025 at 6:29 AM
This is more like it. Muhaha!
November 11, 2025 at 6:23 AM
Saphira can break the enchantment on the chosen, just like she did with Owen. And she will teleport her away.
As cool of a skill Silence is, Saphira has quite a few abilities that she can only use in cutscenes.
Anyway, Gordova is still provoked. So this is save for her.
November 11, 2025 at 6:20 AM
Gordova is certainly a problem, with his high speed, the ability to Counter and a 10% crit chance due to having 10 points of weapon skill above 50.
He also has the spell Tumahann which drains EXP and can cause level downs.
November 11, 2025 at 6:11 AM
Clifford uses Provoke to pin down Gordova, to make sure Berserk won't target anyone who is out of range for the to cure it.
Should have given him the Shining Shield earlier, so he can possibly negate dark magic altogether. But it's fine.
November 11, 2025 at 6:05 AM
The bridge guard up North will also leave now.
However who won't leave are the reinforcements. They will no longer cross the bridge and instead directly chase after the nearest foe. So Burroughs needs to bail now with an escape stone. Not like he's gonna outrun them with his 1 mov on plains.
November 11, 2025 at 5:55 AM
Now that the castle is seized, the Verian soldiers will actually attempt to leave the map, so they won't get in the way.
That's a really nice consideration.
November 11, 2025 at 5:48 AM
It's a very forgiving example, at the very least. Your units can't attack or retaliate against her. And she will use her Mercy skill, so she won't perform any killing blows.
Still, she has the Pallas Serenia and the Bow of Serenia. She certainly leaves a mark.
November 11, 2025 at 5:44 AM
With the castle seized, Gordova decides to pull a Manfroy and instead of simply killing the chosen one and end all our hopes and dreams right there, he instead entrances her. Because we needed to get that old trope in there somewhere.
November 11, 2025 at 5:40 AM
At turn 11, Piers kicks the bucket. This turn limit certainly is well set. Tough but fair.
The poor Narvians really got slaughtered this time. No one survived besides Vester and Leticia.
November 11, 2025 at 5:33 AM
With the gate breached, Count Piers will head out to occupy the seize point.
Considering what a little worm he is, I am a little surprised he is given the dignity to be depicted as a lv30 General.
Still, it's turn 9. He won't survive until turn 12.
November 11, 2025 at 5:15 AM
There are not that many opportunities to see green unit colors in combat, since combat animations do not trigger in clashes between NPCs and enemies. But you can see them if you heal them.
November 11, 2025 at 5:05 AM
While there isn't much of a chance to lose due to an NPC death beyond your control, they can certainly still get in the way. I wanted to quickly tear down this gate with hit&run cavalry, dammit.
Still, shouldn't be much of a problem.
November 11, 2025 at 4:56 AM
The priest inside does not only provide heal support but can also dish out serious pain. Makes the area near the wall very dangerous until you can deal with him.
November 11, 2025 at 4:52 AM
With the ballista up North taken out, Burroughs is free to work on taking down the archers hanging out in the fort.
They look unassuming, but they got some dangerous weapons and skills. Critical hits, 3 range, sleep arrows. Can make for a nasty surprise.
November 11, 2025 at 4:37 AM
Next turn she can simply take it out and get out of dodge before it can take another shot off.
November 11, 2025 at 4:29 AM
Having a single digit defense value make it easy to underestimate how bulky Paramythis is. 9 defense is very much heavy knight level. She can take hits just fine.
I had the chance to go for ballista no4 here, but that would have given the crossbow a chance to move in.
November 11, 2025 at 4:21 AM