I agree the end game is wearing a bit thin because the repetition is high. Now each battle is basically hit-alls from the blackrow until everyone is dead, no readjustment of strategies from Strong to Weak or to Leader as one should do in the early (and maybe mid) game.Jmustang1968 wrote: Flying units are also typically weaker than a unit of non flying units. I only employ a few fliers. Dragons become very powerful, especially the ones who come with your Dragoons. The hawkmen and griffons and wyverns only get 2 attacks, so they arent near as good late game. But another way it is great, is that you have that freedom to construct the units to your preference.
I'm glad I played Ogre Battle, but I'm too looking forward to the end by now.
The rep system should show a number instead of a bar. It isn't clear and if we didn't have guides it would be tricky to figure out what does and doesn't affect it.
As for flying units being weaker, that almost doesn't matter because you can carry a whole unit of non-fliers with a single "weak" flier and still get the movement bonus. The beast ones tank well enough and even my best frontliners are often dealing piddling damage compared to the hit-all classes in the backrow. That would be the case even if I didn't have Liches (which rarely need their 3rd attack).
I mentioned before, I even like Healers, and I get by perfectly fine in terms of damage output with a flying unit in front and a healer in the back. I can field two muses or a couple of Sorcerers behind. If your fliers are Devils or Seraphims (not sure about the Seraphim as I haven't yet promoted) they can carry my Paladins/Ninja Masters and Muses without losing the movement type, so I have rotated out "weak" Hawkmen types. With Devils at least the flier isn't even that much weaker than non-flying options.
Dragons do seem pretty decent when I face enemy ones.
I still feel that the game would be quite better off with better balancing of the classes, and possibly trimming several classes which seem to be there just for the sake of variety.
For such an old game I think it is quite a good system.
Maybe I'm a bit spoiled coming from Tactics Ogre. Most classes there are unisex, and no strange division between Muse/Enchanter/Mages. There are still a bunch of strange melee classes (the majority of beasts here in Ogre Battle are also there) that you don't really need to bother with but at least they use different skills/weapons and at least appear to be more distinguished from one another other than just having a higher or lower damage output. Flying units (which are also typically weaker there) are strategically interesting in the grid battles rather than just making everyone else fly, and Water units are also actually useful in battles with lots of water.
