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- That's a shame. Is there anyone besides me and Bors-san who can take them out? You know, hit them with the flat side or something like that? But never mind, that's question number ten, if not a hundred. What's more important is that I don't like this map at all. We only have the left corridor with a minimum number of units, which is blocked by this mutant monstrosity. The strategy is clear: trap us while the dwarf and the old folks bombard us with spells. Is there definitely no passage through the cells on the sides? If so, the only option I see right away is to have the strongest ones go in and somehow skip past this creature – with "flowers" or something, or if we can sneak around it. Ideally, we should focus on, for example, the rogue and his slave – he's very tough and has a very unpleasant "other" ability that needs to be disabled immediately. But it's unlikely that we can take him down quickly and easily. I can't paralyze him, maybe I can try to zone him with a barrier, but that won't solve the problem of the "other" ability. I see the endgame as Kayasa-kocho being able to cast an earthquake on all the enemies. Also, I could cast a lightning bolt down the corridor and take out two of the slaves along with the dwarf. The problem is that we don't have much initiative, we need to survive until our turn.
- In general, if I were to summarize:
1. The priority target is the rogue and the slaves. The archer doesn't seem that dangerous, but the invisibility gives me a bad feeling; there might be certain tricks associated with it that I'm not sure I can explain yet. And the other two deal a lot of damage.
2. The old folks, the dwarf, and the old woman either won't be a big problem because we can avoid many of the debuffs (it's unclear if there's resistance to the tentacles or how it works on the first floor), or they will be – it's hard to assess their plan of action right now. In any case, we're unlikely to be able to do much against them until we take out the rogue or get the earthquake spell ready, unless Sonata dances and slashes.
3. Earthquake is the endgame, the naga is an obstacle. And if the map is exactly as I think it is, then theoretically, once the passage is cleared a bit, we can start sending in our smaller, tougher/more versatile units.
The plan to break through on the first turn is theoretically possible, but in practice, it's very risky, and if it's even feasible, only 2-4 people can do it, which isn't enough with these debuffs. Or we can endure one phase until Kayasa's turn, hoping that they won't be able to hurt us too much... I don't know, I don't know. In the end, I'm not a strategist or a tactician, I'm just a charm merchant, and we need a clear plan.
Comments, suggestions, observations?