It turns out for that kind of flanking plan to work, you need people in the front position who are a little tankier.
Read moreLet’s Play Tactics Ogre PSP: Part 299 – Flanked II
It turns out for that kind of flanking plan to work, you need people in the front position who are a little tankier.
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We have a bunch of goons trying to hold us in place while we’re attacked from the side.
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We demonstrate that having the High Ground is not a win condition.
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I updated my Switch to an OLED model, around Christmas, and I figure now’s a pretty good time to give my thoughts on the upgrade, having had an opportunity to drive it around for a while.
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We clear out the opposition (and they still don’t drop weapons).
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We end up between a bunch of Fusiliers & some monsters.
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We finish the Ice Temple’s one fortress map.
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We move on to the Ice temple.
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We make a new weapon – which Denam isn’t a high enough level for.
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We finish dealing with the minions and take on the Guardian directly.
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It’s time to take on the Lightning Guardian.
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We end up having to bust out some cheats due to how the “remove debuff” spell works.
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We have our most hazardous map when it comes to knockback.
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We have a u-shaped layout for this map.
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We deal with another uphill climb-themed map.
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We clear this one out again – and still no fusil drops. ?
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Unfortunately, we don’t get any dropped fusils.
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We run into a few enemy Fusiliers!
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We move on to the Lightning Temple.
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We take on the guardian of the WInd Temple, and set to doing some crafting to show how that system works.
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We clear the entrance to the Wind Temple.
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We have our first level where the tileset shifts from “Fortress” to “Temple”.
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We go against a combined group of Winged, Griffons, and Wind Dragons.
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We encounter a new subclass of the Winged – the Night Crow.
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