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At the 76.7% mark of Unicorn Overlord, I must say, I am disappointed that the actual tactics is actually really, really lacking. The game is almost entirely based around strategy and unit building. Strategy referring to your game plan and method of attack, rather than any in-combat minutia. The real-time threats like catapults is basically a non issue as I never got hit by any at all. Even on the highest difficulty, I can just use the battle forecast to pick whichever unit deals the most damage and or takes the least damage. Of course, you spend some time building squads, but then you steam roll everything once you get a good one going (barring strategies revolving around particular OP items).
It also doesn't help that the gear carried by almost the entire game's worth of enemies is all basic gear. You never have to look at what an enemy is carrying except for bosses. They are all copy paste battalions, so there's very little I have to actually do on the fly to accommodate to different challenges. If it's a Soldier, every Soldier has the same combat logic. The Colosseum has the most unique squad compositions that require actual thinking to work around, but none of that appears outside of that side content. Almost every enemy has one basic weapon, and one basic bangle (a simple accessory that gives the same small bonus value of extra physical defense and magical defense). It turns what would be such an in depth medieval fantasy battlefield sim into a carry unit rush down to just "get the game over with," rather than requiring proper adjustment to adapt to a situation and the thrill of demonstrating what each region's enemies are capable of. The only exception to rushing down the boss are one or two maps that require some extra units to hold split points of interest, or rushing to save an NPC unit that causes failure if it dies.