I like simulation RPGs (SRPGs), so I've been playing them for a long time.
Lately, with the emergence of excellent game development software, it seems like there are more free SRPG games available compared to the past.
This time, I'd like to summarize my thoughts on how to approach and complete SRPGs.
I don't consider myself a particularly cynical person, but I thought I'd share my thoughts as a player.
Basic approach to strategy
For my first playthrough, my basic stance is "I'll be happy as long as I can clear it."
I don't intend to raise the level of many units to the maximum or max out all their stats in my first playthrough.
Even for tough enemies that drop valuable items if you manage to defeat them, I often don't go to the trouble of trying to defeat them.
For the first playthrough, I really try to play in a natural, relaxed way.
When playing through the game a second time, you can choose different paths you didn't take in the first playthrough, or use units you didn't level up.
Since I've already cleared the game once, I can try out bolder strategies and tactics, making the second playthrough more relaxed and enjoyable.
Also, for games where difficulty settings are available, I usually start by playing on normal difficulty.
For a second playthrough, if there are bonus elements that can only be obtained on hard mode, I might choose hard mode.
Map walkthrough
march/formation
If the map doesn't have a turn limit, I generally take my time and proceed carefully.
Place highly capable ace units and defensive units with high HP and defense on the front lines.
Its primary role is to withstand attacks during the enemy's turn, and its secondary objective is to reduce the enemy's health through counterattacks.
The second row will be used to place units that are semi-regulars, units that perform indirect attacks, and units that have weaknesses in defensive capabilities.
The role of this unit is to finish off any enemy units held back by the first row during your next turn.
And non-combatants are placed in the last row.
These include support units that can heal or allow units to move again.
If the enemy is heading towards you, occupy a position on advantageous terrain to avoid being attacked by many enemies at once.
If the enemy is the type that starts moving when you enter its movement range, use your front-row units as bait to lure them in, and then launch a coordinated attack on the next turn.
If the map has a turn limit or a reason to hurry, I will try to move as quickly as possible without worrying about the formation.
If it's necessary to split the troops, I think it's important to try to avoid having too many combat and healing units concentrated in one area.
Additionally, grouping units with the same movement speed allows for a more cohesive and efficient advance.
battle
What I think is important in SRPG combat is,"To reduce the number of enemies" and "To minimize damage from enemy attacks."That's what I think.
Which should be prioritized depends on the situation, but I think these two will be the main pillars.
First, if there's an enemy that can be finished off, defeat that enemy.
With fewer enemies, you'll have fewer opportunities to be attacked during their turn.
Furthermore, they place considerable emphasis on one-sided attacks through indirect means.
When we launch an attack, all we think about is preventing any counterattack.
The basic strategy is to wear down the opponent's health with indirect attacks and then finish them off with direct attacks, while avoiding taking any damage yourself.
Reinforcements
In recent games, we rarely see endlessly spawning reinforcements anymore.
That said, we want to prevent reinforcements from arriving as much as possible.
If a unit is stationed at a spawn point and stops there, we try to prevent it as much as possible.
Furthermore, if we cannot prevent their appearance, we calmly adopt a defensive stance and wait for their arrival.
Since reinforcements often march towards you as soon as they appear, I think it's generally best to just wait.
Reinforcements can sometimes appear from unexpected locations, so it's important not to let your guard down on maps where you have someone to protect.
If you think "no more reinforcements will appear" and send everyone on their advance, reinforcements might suddenly show up when you get close to the enemy base.
It is important to leave some guards behind to account for the risk of the enemy approaching an unprotected target.
boss
The boss is basically defeated by gathering your units together and overwhelming them with sheer numbers.
If you have the resources, try to have the units you want to level up attack.
In most cases, bosses have attack methods that can be both direct and indirect.
Therefore, units that are likely to be defeated in one hit should refrain from attacking.
If you can safely heal the enemy with a healing unit, have the unit you want to level up attack them repeatedly to gain experience points.
Unit Training
Deciding who to raise is one of the most enjoyable aspects of SRPGs.
In SRPGs, there's a limit to the number of members you can deploy, so you inevitably end up with some units you want to train and others you don't.
The choice of who to pick will likely depend most on your play style and philosophy.
Since you'll be deploying the main character in almost every map, I feel that leveling them up early often makes things easier.
They're often not very strong at first, but it seems like they're often fortunate enough to have events and equipment that make them stronger.
Given the limited number of units that can be deployed, I believe that units capable of fulfilling multiple roles are very useful.
For example, a unit that can both perform magic attacks and use healing magic is a typical example of this.
I quite like healing units because, in many cases, they can learn offensive magic as you level them up.
Other points I am conscious of include:We are training our characters so that they use a variety of weapon types.
For example, if your regular units are all sword or spear users, you'll want to train a unit that uses an axe.
This is because even if you acquire a powerful weapon, it will be wasted if you haven't trained a unit that can effectively use it.
I want to use as many different weapons as possible, so I won't force myself to level up any particular weapon, but I am mindful of it.
When I'm unsure who to train, I often choose based on their personality or their looks.
When a character I chose because I liked becomes stronger and transforms, or finds an unexpected opportunity to shine, I like them even more.
Item related
In terms of equipment, I'd like to give them as many different types of weapons as possible.
Basically, I want to give them about three types of weapons: one for ranged attacks, one inexpensive weapon for finishing off enemies, and one for tough opponents.
Additionally, for units that aren't particularly strong or impressive, we give them special weapons that are effective against specific classes to give them a distinctive characteristic.
Doping items that boost parameters are often used to compensate for weaknesses rather than enhance strengths.
I often use characters that I feel I can use on anyone as the main character.
summary
I've roughly summarized the things I consider when playing through a simulation RPG.
In any caseThe most important thing is whether you are enjoying the process of figuring it out.That's what I think.
I believe there are as many play styles as there are players, so you should choose the play style that you find enjoyable.
I think it's up to each player to consider a game that doesn't suit their play style as a boring game.
However, in my opinion,The fun of a game lies in quickly figuring out and adapting to the strategies best suited to that game.I believe it is located there.
When you have to grope around for a solution without a clear answer, and you finally manage to clear the challenge, you get a satisfying sense of accomplishment.
I always play with the mindset that if I manage to clear the game in the end, then that's the right answer.