Notorious Bastards in 1 Turn (Valkyria Chronicles 4)

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  • Опубликовано: 7 сен 2024
  • I beat Notorious Bastards in one turn. This is the hardest one-turn completion I've done in any Valkyria Chronicles game. You need to kill 18 enemies, but you're only given 5 CP--pretty stingy compared to other difficult Squad Story battles that give you 6. The enemy also has 5 CP. Aside from the large number of enemies and small amount of CP, there are a few factors that combine to make the battle very tough to finish in one turn:
    * You can't use Last Stand.
    * All of your units are shock troopers, so you don't have the mobility of scouts and engineers. You also have the lowest weapon range of any class.
    * None of your units' potentials are all that great. There is nothing major like Double Action or Double Movement.
    * Many of the enemies don't like to move during the enemy phase. Some only move under certain conditions that are hard to figure out, and sometimes they only move a few feet. Even when the enemies do move, many of them stop shortly after getting hit, which can prevent you from killing them. Other than the grenadier (whom you can't counterattack), none of the enemies seem to attack during the enemy phase, so you can't use counterattacks.
    Several times, I thought I had a working strategy, but then I was foiled by the mysterious enemy AI. After a lot of trial and error, I finally found a solution.
    The equipment I use is important:
    Simon:
    ZM MP 7(e)
    Survival Knife (+7 vs Pers)
    Viola:
    Robinson M99D
    Small Tank Shard (+10 vs Pers; the in-game description is wrong)
    Emmy:
    ZM MP 8(e)
    Volatile Powder (+7 Acc, +6 vs Pers)
    As I mentioned above, the enemies tend to stop shortly after I hit them with interception fire, so I chose powerful weapons and accessories to help me kill them with only a few shots. Simon gets the ZM MP 7(e), which is powerful, but short-range and inaccurate. He's able to get very close to the target of his interception fire, though, so that helps mitigate his weapon's flaws. Viola can't get quite as close to her target, so she gets the Robinson M99D (a slightly better version of the basic trooper guns) and the Small Tank Shard, the best attack-boosting accessory. Emmy gets the ZM MP 8(e), an unusual weapon. Its stats make it look like a scout's rifle; it only fires 7 shots, but each one is fairly powerful, and the range is more like a scout's range than a trooper's. Despite the numerical resemblance to a scout's rifle, it fires just as fast as any trooper weapon, making it very suitable for a situation where I only have a moment to kill an enemy with interception fire.
    Here are some move-by-move details:
    1. (Simon) I run forward and shoot the trooper on the bridge. This causes two things to happen: more enemies spawn, and any of my units not currently being controlled are warped to a spot in the northwestern clearing. It seems strange to kill only one enemy when I have so many kills to make with so few CP, but it works out better to kill the other enemies later.
    2. (Simon) I use Direct Command, take Viola, and start a friendly fire kill. This kill is quite tricky; if my positioning is slightly off, or if my luck is bad, I will take too much damage. Once the scout is dead, I proceed to kill a couple troopers with a grenade, drop off Viola, and end my move next to a scout. After I cross the bridge, it's easy to get killed by the grenadier. He didn't hit Simon this time, but he did hit Viola.
    3. (Viola) I flamethrow four enemies and try to get to a point where I can do a double kill of the gatlings next move. I didn't get Viola very far during the previous move, so I make up for it by getting a boost from the grenadier (although the second boost he gives me doesn't help much). I also use Viola's Berserker potential for a little extra AP. You can't really tell in action mode, but I lure the grenadier into breaking a barricade near the end of the move. This shortens my path during the next move.
    4. (Viola) I double-kill the gatlings, kill the grenadier with friendly fire, and place Viola in preparation for the enemy phase.
    5. (Emmy) The biggest obstacle here is the enemy AI. Initially, I planned to use friendly fire and a double headshot to kill the three remaining enemies in the clearing, then place Emmy to kill the engineer during the enemy phase. I had killed the engineer many times in practice, but whenever I executed my strategy for real, he didn't move. I came to believe that he only moves if an enemy in the clearing is alive. But if I leave one alive, how do I kill both him and the engineer? This was a difficult puzzle; I found many ways to kill either one, but they didn't both want to cooperate at the same time. Finally, after much experimentation, I discovered one very particular spot that caused both enemies to run into my interception range and get killed.

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