Brigandine: Grand Edition - Norgard Strategy - by Isralyn - catchsomeair.us
I ended up running, but I killed offIscalio's most powerful monster. Note that some of these are based on Brigandine:Grand Edition mechanics, so not everything may apply. The only Her relationship with people is very important to her. The battle is usually ended by either Zemickis or Cador brazenly are not nearly as worrisome as a grand wizard like Gish, or in later battles. I ended up running, but I killed off Iscalio's most powerful monster. Note that some of these are based on Brigandine: Grand Edition mechanics, so not everything Her relationship with people is very important to her.
Eorsia does have Unicorns and Morholt's team lacks them. Now that Vaynard has Kelilauns on the coast and Guinglain has officially established at Damas the true Leona conquest begins.
While the capital falls Guinglain will take the sister castle Whislind. Both fights are Leona fights: Rocs, Healing, and obnoxious tenacity. Their only dangerous knight is Isfas and he can easily get himself killed on the front line. Once summoned every team except Palomides at Lidney will have plenty of healing and a Pixie. Advance on it with both teams and leave no escape open to Lyonesse. Send Guinglain back to Camelford. Vaynard will finish Leona and advance into Iscalio's territory.
Either way Vaynard is going to be taking Asten after Hadrian. Vaynard will move from Hadrian to Asten to secure the most valuable choke point on the eastern front and finishing off Leona if they happen to still linger. On the western front Guinglain will seize the New Almekian capital: At this point it is pretty much up to you how you advance and where, I will leave the following entries from my own notes from some of the first times I completed this run but my strategies are different now.
Mainly I tend to leave Guinglain alone to finish off New Almekia and Caerleon and only bring in a weak hold team occasionally to prevent Lance or Cai from getting behind Guinglains team and my true focus is on the dance of castle taking in Esgares, which is always tricky. Read on if you'd like or improvise your own strategy from here on out! At this time Leona should be subdued and we will be using the new recruits to make a 6th team. However I have experienced a running Leona before that escapes from their end at Asten.
Try to chase them at least one turn but do not under any circumstance lose the choke point of Asten. Attempt to kill every unit and gain as much experience as possible as Lance cannot retreat from the final battle of his diminished kingdom, we want Morholt strong because he will soon gain Meteor Doom the strongest spell when he gains the title of Raven and be key to defeating the Runeweaver Cai.
This is where things get messy and this is where Caerleon will fall followed quickly by Esgares. Iscalio will buckle last but they are almost a comical afterthought to the true war, quite fitting of Dryst their Jester King. Unfortunately the recruits from the conquered kingdoms are few and weak. The best that can be made of this 6th team is as another defense team that consists of: Charlene, Chantail, and Carlota.
Low level but with two geno casters and seeing that they will start at Camelford with Vaynard we can summon them 2 Cherub's 2 Gryphon's and a Jinn. This is only about half a team but having the two angels will give them tons of healing and kill potential, I would summon more Gryphons as front liners but 2 is the max that I can put in a team and still live with myself. They will need to be filled out at Calmary where we can summon them 2 new dragons and 2 unicorns, I've decided this makes for a solid team because the angels will act as divine rays of destruction to mop up geno kills, dragons have breath weapons, and the unicorns will of course, heal.
In one iteration of the universe Dillard had lost Orkney to the previously mentioned possibility of an attack by the Esgares Runecaster Gish.
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Seeing as Guinglain had to chase Leona to Xanas to finish them off, rather then send him back to Asten to defend his talents would be better served in the invasion of Caerleon so he was sent to Baydon Hill alongside Morholt to begin the excursion and Dillard instead is sent to Asten to hold as this position is much safer for his novice team than Orkney ever was. In the worst case scenario Vaynard will be retaking Orkney due to Dillard's incompetence.
The mountain hold of Listinoise is without defense so either we take the chance of Vaynard getting to Orkney before what Esgares forces are there have a chance to move to Listinoise or we waste a turn sending a defensive team to Listinoise.
It's usually best to err on the side of caution so it would probably be best to send Dillard to hold Listinoise this round while Vaynard retakes Orkney and then move Dillard to Hadrian in former Leona rather than the much preferred position of Asten. If it had been the other way around that would be much more ideal but Ulster must have managed to convince the mad king Dryst to make a strategic decision for once.
So Dillard in his shame moves from Listinoise to Hadrian but he will remain vigilant each attack turn to look to take Asten back should Iscalio leave it poorly defended. Charlene will be holding Camelford but once her team is consolidated it is possible for her to invade Eorsia and move down the lakeside into Oltroute while simultaneously Vaynard and the patient Palomides can perform a delicate dance of Esgares castle invasions in the mainland.
If done properly Esgares could get locked down to one castle by the time Guinglain and Morholt have dealt with Cai. Speaking of those two, they will both likely have many monster upgrades they are struggling to fit because they both received the final battles of Leona and New Almekia, now is a perfect time to rebalance their teams while they are Baydon Hill. Morholt and Guinglain will bring the Norgard flag into Caerleon for the first time in a generation.
These teams are so strong they will be able to take the castle Squest even if Cai and Dinadan are there. Move Palomides back to Lidney because it is such a key position and we will hope that Cadbury will not be retaken before Vaynard can seize The Logres.
Also Orkney is now undefended so Charlene will need to push Eorsia quickly, both of these moves require a lot of luck and may not be worth it. Charlene to Eorsia Vaynard to The Logres Dillard to Asten on the condition he can actually take it, otherwise it's a waste of time. Orkney is not defended, Cadbury is not defended, and Dillard is trying to attack a strong Iscalio team at Asten.
Dillard couldn't take Asten and had to retreat but Charlene was able to take Eorsia.
None of the undefended castles were taken because Esgares was on the backfoot due to the pressures from before so the chances of our armies advancing before theirs slipped through the cracks were good, a calculated gamble because the opponents are far less likely to make offensive moves, even taking undefended castles, when they are being pressured so hard by your three advancing teams.
Attack Phase 13 was the boldest and most important turn in this entire campaign, having been so successful we have basically broken both Caerleon and Esgares, Dryst is still more or less whole but he's not a concern at this point and by the time we really push into Iscalio our lead teams will crush him easily.
Move Guinglain to Squest just to lock Caerleon for this round. Now that Vaynard is at the Logres the previous castle Dilworth is now undefended, we must take this risk and push on. If obtainable, Dillard will attempt to take Asten again. Palomides will push into the canyon castle Fato. Vaynard is rushing to Tora to take on Zemickis before Esgares can retake the undefended castle Dilworth.
Charlene will move on Oltroute, any one of these three teams could get the final battle with Esgares and if it's not Vaynard's team be very careful to finish the upstart empire as Charlene and Palomides are not nearly as prepared for the protracted siege of a final battle.
Caerleon will have a fragmented castle or two but they will be rolled over in the coming months. Guinglain is now free to leave Squest and will replace Dillard's squad at Asten. Whatever his faults Dillard served us well and may now retire to The Logres alongside Palomides, now that the rebel empire has been defeated and Norgard holds all the midlands it is only proper to reestablish The Logres as the empires capital and at this stage we will only need our four strongest teams to finish the advance.
Soleil, Fiel, and Ivan have joined and although they are decent knights, we do not need them and they can be sent to the capital as well. In the first iteration of my leading Norgard's conquest of Forsena Charlene's team ended up becoming the fourth strongest team so they will assist Vaynard, Morholt, and Guinglain in these last stages. They will also be the first to be retired when we push the Iscalio down to two castles.
Charlene leaves the Esgares riverlands to move into the contested territory of Salisbury And Vaynard has no options except to move to Karnabone, which in this case is a broken fragment of Caerleon. They are sure to fall here, in turn Oh well, send the newly recruited knights to the capital and press on.
Now that Guinglain is consolidated at Asten we will have the mad king Dryst abolished in just a few more rounds. Morholt will move on the western entrance into Iscalio lands, the castle Xanas. Seeing as Guinglain is already positioned at Asten he will move further into enemy territory at the mountain pass, castle Broceliande.
Charlene's team is holding Salisbury for the moment but once Morholt's work is complete she will return to the capital with the rest of the reserve knights. That joker of a king Dryst has held this noble relic of the southern lands for too long. Morholt moves into Letishnote to force all remaining members of Iscalio back to their final stand at the castle Lothian. We will hold off one last turn in destroying the last opponent in order to consolidate an elite team consisting of Vaynard, Morholt, and Kirkmond.
Their combined geno power and all of the armies strongest units will make destroying Iscalio for good an easy, entertaining, and quick demise.
Send your titanic team to Lothian and end the foolish games of Dryst and his lackeys for good. Bulnoil began the war so that each nation would drain their realms of mana and weaken the seal holding the snake of chaos, Jormungandr, at the hidden castle of Dolorousgard Gard.
Well the snake of chaos is nearly free and the White Wolf won't part so easily from his newly acquired kingdom. Vaynard, Morholt, and our Runecaster Kirkmond; combined with our strongest units they are a formidable squad that can handle Bulnoil and his guards.
Bulnoil has been around for years and the best he's come up with is a couple Death Knights we've never seen before and a couple high tier units. After his death it gets all Japanese on you and gives you the philosophical dilemma that Bulnoil is trying to do the right thing by destroying the world because the world is nothing but perpetual pain and hell yadda yadda.
Obviously, one can only attack during the attack phase. More than three can come to the assault, but only three will actually be attacking. Knights that don't participate in the siege can be used to fortify a castle the next turn. Despite the system's simplicity, Brigandine can get rather addicting. The storyline for Brigandine is simple. Zemeckis, influenced by the Death Knight, Cador, betrays and kills the king of Almekia.
The Prince of Almekia, Lance, flees to Padstow for help. Prince Lance gains Padstow's armies, and he vows to take back what is rightfully his. Each country has its own agendas, which all amount to unifying or in some cases, taking over the continent.
The purpose of this FAQ is to inform readers on who's useful and who isn't. The first few versions had just potential power I evaluated most people based on level 30 stats. However, since leveling everyone to level 30 is often impractical who the hell is going to level Langueborg to level 30?
Rune Power remains the most important aspect when it comes to rating knights, but this rewards some characters with high starting levels who generally have poor stats in comparison to others at level 30 and thus may have received lower rankings as well.
Gauging level 30 Knights aren't the best way to measure a Knight's worth, since many Knights are only available for a short amount of time. The grades were also removed because they were mostly arbitrary as grades often are. Instead, the justifications for rating the Knight's use were fleshed out and given more detail. I added in Evil R's stats to reduce randomization. Also, his stats include setups for dual classing, if that's your bag and it probably should be.
Brigandine: Grand Edition
Brief country overview 2. In-depth country and Rune Knight overview a. Evil R's Knight Analysis a. Top Ten Knight Stats J. Stuff I still need L. Credits I made keywords to make it easier to jump specific sections. Do not reproduce this FAQ without my consent. You may not copy this into any other FAQ without my permission. You may use my FAQ on your website if you e-mail me first, but only if you do not alter it in any way.
Lance New Almekia requires some pampering, but most of his Knights are useful and he comes with a Salamander, an insanely powerful level 20 monster that is stronger than most Knights. He also has an alliance with Caerleon, which seals off his southern border. Cai Caerleon only has a single castle to defend from the beginning of the game, and he has several magic Knights that are valuable for their ability to rain magical death on your enemies.
Do not try Lyonesse or Dryst until you've gotten a good feel of the game. Leonia is in a comfortable strategic situation, but its Knights and starting monsters are unimpressive. Dryst has decent monsters and competent Knights, but he doesn't have enough Knights to protect his borders and make strong assaults at the same time. Vaynard's difficulty is intermediate, because he's in a terrible strategic situation. What makes him manageable is that all of his Knights are relatively powerful.
Controlling Zemeckis can be rather difficult, since his country is surrounded by all of the other countries and he starts out with 5 cities to defend. Take note that it's not necessarily the battles that make a country "easy" or "hard.
The real differences show up in how well you can deal with initial assaults. After you conquer your first country, you're pretty much set for the rest of the game.
Conversely, if an enemy ruler is defeated, their Knights and monsters will all run away. If you find yourself losing a battle like if the enemy has too many monsters for you to deal withtry to attack and eliminate the ruler of that country. Lance and Lyonesse are easy targets, while Dryst, Vaynard, and Zemeckis are relatively difficult to take down.
Cai is pretty easy to defeat, but he usually tears you a few holes in you during the process if you have the initiative, a round of decent physical attack should off him. The AI can be stupidly aggressive with him and bring him to the front in order to get better position for magic, which makes him fairly easy to take out. The best ways to kill leaders are ranged attacks from Centaurs and concentrated magic attacks, because leaders rarely leave themselves undefended.
This isn't always true, since Vaynard can be a moron and rush your army of dragons, so consider yourself lucky in these situations. Of course, you should probably use leader sniping as a last resort tactic, because it is often much more profitable to destroy the enemy's monsters and Knights for additional experience than to simply pound on one Knight to end a battle. Don't put all your powerful generals together at first.
It's best to have balance in the game. For example, try not to have Gereint, Meleagant, and Halley in the same fighting party. By doing so, you leave your kingdom with very few good defenders. It is best to have a few maybe 2 or 3 pretty strong groups, than one godly trio and two weak ones. When you're putting groups together, keep Rune Power and monster costs in mind. You don't want a bunch of guys who can only carry one or two monsters. Remember that no matter how strong a Knight may become, monsters will always be the bulk of your army.
In general, more monsters means a higher chance of victory to a point, because you can still pack your units with six Ghouls. But then you're dumb. Several Knights under level 5 eventually become worth using. I call these characters "project Knights. Also, they usually end up becoming decent units. Lance is the poster-child of project Knights, starting out as a mediocre unit but ending up as a nigh unstoppable killing machine with some leveling.
Other project Knights won't end up quite as good, but they follow the same mold. In the country sections, I'll try to point out good project Knights. Knights don't die in this game, though I sometimes wish they did. They are given the Wounded status if their HP goes down to 0 in battle. After the battle, they are sent to the country's capital or the closest thing to it and cannot perform any actions for a month. After that month, the Knight must be moved to another castle to do anything.
This is a giant pain in the ass because it often means that it takes two months for that Knight to participate in the offense again, so try to avoid losing generals in battle. Quests can also give Knights the wounded status. There are some situations where a general may be wounded for more than a month like being turned into a duck.
Occasionally, Knights can be injured during the storyline. There is a trigger to "unwound" them in these cases, and it usually fixes itself given time.
Underestimating opponents was the cause of many of my losses in Brigandine early on. Don't be too aggressive in your invasions. Look at other castles during the attack screen and try to assess their strength before rushing in. Eventually, your judgment will improve, and you will be able to tell if your force is strong enough to take a given castle.
If you think it's dead even, save, then charge in.Brigandine Grand Edition: Lance vs Ouroboros #1
You may end up taking a casualty that may not have been worthwhile. When you level up in a class, you get a star the process for getting stars in the Ninja class is unknown at this time. In this new class, he still retains his old Druid abilities.
This makes things like spell-casting fighters possible. Dual classing can make for some very powerful Knights. However, important stats are often diluted in this process. Try not to give primarily physical characters magic classes. It might be okay to give a Priest or Bishop a fighting class for improved durability, but they are usually lacking in INT afterwards.
Magic users generally do well when switching between the healing and offensive mage classes. This creates a relatively versatile unit that can dish out damage or heal depending on the situation. Your mileage may vary, but these combinations have nearly always worked out for me. After 12 turns of fighting, the battle ends and the attacking country retreats, no matter what the situation is like. If you are defending against someone you cannot beat, then have your Knights move to different parts of the map.
If you just sit around different corners of the map, the computer won't be able to take all of you down if you're too far away.
If you can keep this up for 12 turns which isn't that hardthe enemy is forced to retreat. It's cheesy, but you might have to use it if you're desperate. You might even be able to wound one of their Knights in the process.
Here's a boring story that illustrates this point: Mira was closing in on him she was leaving herself exposed by not placing monsters ahead of her. So I says to myself, "what the hell, I'll attack her. Teath managed to kill her, and Esgares ran away. The sit-around-and-wait-out-the-enemy-for- twelve-turns strategy is often tedious and unexciting.
If you're seriously out powered and can't outmaneuver your enemy, go for Knights or powerful monsters. In another one of my battles, I had Soleil grouped with a bunch of Centaurs and a Dragon. They were fighting Dryst, Iria, and Bagdemagus. I used all of my Centaurs and a couple Divine Rays to chop down Dryst's Bahamut, and he ran out of real fighting power.
I ended up running, but I killed off Iscalio's most powerful monster. When you undergo a pincer attack when you're attacked from 2 or more directionstry to focus your strength on Knights that come alone. Unless it's Zemeckis, three of your Knights should be able to overpower one of the enemy's.
The AI usually runs if one of its Knights is injured, so this tactic is good if you're outgunned. Elements are pretty important in this game. Blue opposes Red, White opposes Black, and Green doesn't oppose anything except itself to my knowledge. The damage you take and give is increased by a percentage for the number of opposite elements you have.
This isn't exact, but these were values I noticed during the game. They're not exact values, but they should be around that area.
For more precise information on this, check the mechanics section of this FAQ. There's nothing more annoying than having to chase an invader across your own territory.
You have to move your attacking Knights to retake the land that was yours. It's a real pain in the ass. Leave at least three Knights with enough monsters at vital areas.
Note that the AI doesn't always take empty castles, but don't count on this. Champions have good movement and high critical hit rates. The same is true for females in the Archer class. They can become an Artemis, which are excellent ranged units who can shoot from 4 hexes away they're also nigh unhittable because of high AGI. A 4 range hex attack is incredibly useful to have around that's more than some Knights' Rune Area.
Winning a battle nets your surviving Knights and monsters EXP. This is very valuable for weak Knights and monsters. If you know you're in for an easy fight, take someone weak it's easy to tell when the AI is going to run. They'll wait for a little while in the harder modes, but they still run after turn 1.
They could use the experience more than some of your better generals.
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Remember that more you can bring more than three people to attack a castle at the same time. However, only three may actually enter the battle. Once you have won, all of the Knights sent on the attack will be stationed at the castle you sent them. This saves you the trouble of moving them the next turn, and they can take part in future assaults from that castle. This may seem incredibly obvious, but sometimes it is very tempting to put a mage in the front where they can wreak the most havoc.
When you find a good place to cast a mass-destruction spell, put them behind stronger units like Dragons. In general, G-Scorps are useful meat-shields as well, though they are obviously nothing close to dragons or hydras. Building a solid line of defense is probably the best tactic available in Brigandine, and even at its best, the AI just can't do much to a decent line of tanks.
When you destroy a country by taking all of its cities, you will receive some of its Knights. This may seem like an awesome deal, but your enemies get Knights as well.
It also seems that they often get stronger Knights. It may be more profitable for someone else to destroy another country so you get the better Knights. For example, if you destroy Iscalio, you get Daffy and Victoria, who are mediocre compared to Bagdemagus. I've heard that you have a chance of getting Bagdemagus if you let someone else kill Iscalio off, but I have not confirmed this.
The last time I played, an enemy destroyed Leonia, and I didn't get any of their Knights, so you don't always get Knights when someone else destroys a country. Anyhow, here's a semi-complete list of transferred Knights. I still haven't completely figured out how the Knight dispersion method works yet, but I will add information as I find it.
Dillard, Kirkmond Also, when acquiring certain Knights through questing, enemy countries also get some Knights sometimes. If you get Shiraha, the enemy gets Kazan. If you get Layoneil, the enemy gets Helrato. There are a few circumstances that require something special such as Liguel joining Iscalio when meeting Miguel. Enemy countries do quest occasionally, because weaker countries can get Aldis.
The additional monsters the lower leveled Knight could hold are always more valuable than anything a single Knight could provide.
Try to take out as many monsters as you can before you go for Knights. This injures that country's Mana reserves, as it has to make up for killed monsters by making new ones. It is fully possible to wage a war of attrition and win, even without taking all of a country's castles.
Just keep killing their expensive monsters Dragons and Angels especially. As a country loses its castles, it loses its ability to create and maintain new monsters, so eventually a country will only be able to make crappy fodder like Ghouls and G-Scorpions. Given the choice, I would rather kill New Almekia's level 20 Salamander than Lance in a given battle. Promoted monsters are not easily replaced, while leaders just need a period of one month to become active again. However, if your army can't afford to waste time killing monsters, target the leaders instead.
When you kill a leader, there is a good chance that one of his monsters will be left behind. If the castle a retreating Knight is in is surrounded or blocked off from that country's other castles, then retreating leaders will have to initiate a Force Retreat.
Force Retreats increase the chance of abandoned monsters by quite a bit. For the best results with monster stealing, use Charm on the monster and kill it. Monsters that are outside a Knight's Rune Area when a Knight force retreats or gets injured have a higher probability of being left behind, so Dimension is a handy tactic there. Units have unlimited counterattacks in Brigandine, except against ranged attacks and magic.
Make sure you can take a counterattack before you make an attack. You can calculate the amount of damage you do by subtracting their defense from your attack. With this knowledge and constant use of the status screen, you should be able to play much more intelligently, especially when figuring out if your group of monsters can destroy a certain unit. This is why leaders with a Rune Area of 3 are less useful. Their monsters must stay within 3 hexes of the leader to remain effective.
The wider range of movement for Knights with higher Rune Area allows for more diverse strategies. This does not necessarily mean that you should keep monsters inside the Rune Area at all times, however. There are some instances where you may need to take a monster outside of this area in order to get an extra attack in. Still, keep the monster's lowered statistics into account in your planning. Masterless monsters that are left behind by wounded Knights also suffer from lowered stats.
Killing a monster will net you anywhere between EXP. To maximize experience gain, kill as many monsters as possible, then go for the Knights. Defeating or even hitting country leaders gives a lot of experience as well. The experience system in Brigandine is merit based, in a sense. The experience you get from a physical hit or a spell is proportional to the amount of damage that it does. Support spells give experience values equal to the spell's MP cost.
There are a lot of Knights that you will end up not using in this game. For example, Langueborg and Brusom are absolutely atrocious Knights. They really end up hindering your progress in battle, so they would probably end up helping you more if you sent them off to quest.
When Knights quest, they will be gone for months. They can get upgraded stats, new items, weapons, monsters, and they can even recruit other Rune Knights. The drawback is that they could also get wounded in the process. Centaurs are a valuable part of any army. They might not be very strong, but their ranged attack makes for reliable damage high AGI means that they rarely miss with no retaliation.
Also, they are relatively cheap just 35 Rune, so even stiffs like Langueborg can fit a couple. High Centaurs can shoot from 3 hexes away, which is insanely useful. If you have a Scout, Archer, or Artemis, team them up with lots of Centaurs. This is probably the most powerful support attack group I can think of, since they can kill or mortally wound a unit every round. Another thing that makes them so useful is the fact that it is so easy to crowd around a single enemy. There are only six hexes around any single unit, and having all six open is rare, considering the enemy's allies and your own monsters.
Their ranged attack gives a whole new row of offensive potential, and the increased range of the High Centaur makes for three potential rows of offense one for frontline monsters, and the next two for Centaurs. Though the damage they do is never stellar, repeated snipes will wear down almost any opposition you face. I think Centaurs are the most effective creatures in the game for this reason.
This goes back to the point above, but if you find yourself in a situation with sucky Knights, and you are forced to defend a castle, the best possible last minute army is a group the purely consists of centaurs. Even the worst Rune Knight should fit at least 3 in their army.
They're cost effective, and they're probably the best units you can muster up for quick defenses. Centaurs are arguably better in these situations they can snipe invading Knights, while Dragons have to fight through frontline monsters first.
In these situations, it's almost inevitable that you'll take casualties, but this works out fine because Centaurs aren't hard to replace at all. Turn order is determined based on level.
The Knight with the highest level will act first, and the rest of the characters follow this order. In case of a tie, the person who goes first is random. Adjust your strategies accordingly. If you think you'll need healing late in a turn, put your healing monsters on a low-leveled character.