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Important Note: This is blog of a multi-part series that will often review earlier covered topics. To see previously covered topics and the spoiler warnings, please review the first part here.
So here we are once again! After a period of time of video games, work, moving, changing around computers, and other excuses, we find ourselves at the next part of our lovely series of blogs. Today we'll be discussing how the games make it possible for the player to fail, along with how they handle 'One Man Army' situations. We'll also look into supporting units and abilities, as well as what the games do when you have units that haven't been deployed for missions. So, let's get to it!
There are always two sides to a mission in any strategy RPG. What are the objectives for victory, and what will cause a mission failure. The harder it is to achieve the victory objectives, and the easier it is to trigger a failure, the more difficult the mission becomes. During this segment, Fire Emblem Classic mode will be left out due to the following reasons. First, obviously when you lose units permanently with no way to recover them, the game is going to become harder and objectives harder to acheive as a result, especially if your stronger units or support units go down as you reach the endgame. Second, ignoring casual mode would be a major disservice, as its addition in Awakening after its introduction in a Japanese only remake is arguably a major reason as to why the franchise reached new success, especially when Fates took that it a step further with Phoenix mode. It's also not fair to ignore it when it has become a vital part of the identity of modern Fire Emblem and there are those that actually try to play it legitimately on casual rather than one man army it.
In Fire Emblem Awakening, there is rarely, if ever, a mission failure trigger that is not Chrom or Robin(the Avatar) falling in battle. The closest that exists is a defense mission early game to stop an assassination attempt on Emmeryn, where if they succeed in defeating her then you fail. Others exist in dlc, which is honestly a disappointment for those wanting more from the base game. When the objectives are just 'defeat all enemies' or 'Defeat the commander', with no loss state other than two units, both of whom can become hilariously broken due to how classing works, Robin more so than Chrom, the challenge is just gone. In Fates, this is a common occurrence as well, however victory objectives are more varied from path to path, with some adding in defeat conditions more frequently. However, it keeps a core problem from Awakening: Only Corrin triggers a constant gameover, which only encourages the player to turn Corrin into a one man army unit, making everyone else an expendable meat shield in casual. Other units may also trigger gameovers, however those are generally in optional missions you may not even see.
It wouldn't even necessarily be that hard to reduce this problem for either game as well. For Awakening, Lucina could easily be justified as someone who cannot afford to be killed at any point, resulting in a bit more thought and risk in the late game of Awakening. Depending on your viewpoint, Lissa, and Say'ri for a portion of the late game, could also be bumped up to this role. The same logic could be applied with Fates thanks to Corrin. His family is so important to him? Then every family member, so the siblings and Azura, should be treated as such. Any one of them being defeated should be causing a game over. Heck, if either game got its writing together, they could surely justify bumping some of the extended cast to VIP status every once in a while.
The VIP Life
Due to the core crossover nature of SRW Z3, this problem is solved to a degree. Missions go through a large variety of objectives, with varying, and potentially multiple, fail states, resulting in varying difficulties. On top of this, no single regular unit is considered a game over if it is defeated unless the mission designates it so. One mission could have any of the EVAs being defeated and/or not being in a specified location by x turn being a game over, the one after could be an enemy boss not being defeated in three turns, the next could have Mazinger Z being defeated be a fail objective. It encourages active use of a majority of your units, along with different strategies due to the variety of ways to fail, and not putting all your hopes in one unit, because god help you if an unupgraded unit becomes mandatory and starts a map alone.
Now you may be wondering, what did Torch mean when he said 'regular unit'? This wasn't covered last blog, but there are actually two types of units in SRW. Mechs, which I refer to as regular units, and battleships. Battleships are a unique class of unit, which have their own separate deployment at the start of a mission that you can't avoid. So if the mission requires three battleships, you must deploy three battleships before the game will allow you to continue. They act like a regular unit, however they cannot be put into squads, meaning they do not have access to many squad mechanics such as tag tension. They often possess higher health, with long range weapons, although often with mobility problems in the form of poor movement and lack of post-movement weapons and average armor. You can also dock units in a battleship, allowing them to regain health, energy and ammo at the cost of Will. Sounds great right? Just one catch.
Regardless of mission, if a unit that is considered to be a battleship class, regardless of whether it's the submarine mentioned in the previous blog or the Nahel Argama, seen above, or Chouginga Gurren Lagann, and said unit is defeated, then it's an instant game over. No ifs, not buts, the mission ends right there and has you start over. However, due to how the battleships are generally setup, they can usually hold their own for a turn or two until assistance arrives if they get swarmed. Although generally, if the enemy is right on top of the battleship, they usually can't move far enough in a single turn to escape, and often struggle to do a run and gun escape. They'll need assistance.
'But how does it handle unit deaths? Is there a punishment, or do you get off scot free like Fire Emblem casual mode?"
There is a punishment system. Every unit you have has a money value, which gets deducted from your war chest at the end of the map if they were defeated. Is it a perfect system? No, as in the late game, the amount of money coming in from both missions and in-between missions vastly outpaces it. However, it's still detrimental, as it can deny you a crucial upgrade. That's also around the same point where the system actually breaks by intentional game design. Roger Smith arrives with Big O mid game, and he exclusively possesses the 'Negotiator' skill. In addition to reducing an opponent's Will by 3 if he successfully hits, if Roger was deployed and hasn't been defeated by the end of the stage, then the 'repair' costs are nullified. Yes, there is no way of sugar coating it, it's a broken ability, considering the Big O is a heavily armored unit that can can also hit like a truck. Granted, it's only required for two-three missions, so you cannot use it if you wish not to, but it's still there, and it's only fair to mention it.
The one/few many army strategy is still extremely dangerous however. There are a greater number of enemies per map, and as the game progresses, they being to implement more and more use of partner mechanics, resulting in higher damage output from them and less damage taken for them. Some enemies in the late game even gain the ability to perform two actions in a single turn Remember that the chance the enemy will hit increases with each miss, and then resets once they hit, meaning regardless of evading or blocking, they are going to hit eventually, and they will bring the pain. Also remember, there is limited ammo and energy. The one man army can only last so long before they can't even fight back, and the AI loves to attack support units. In addition, the game loves to do the following that helps prevent and discourage that plan.
A) Not fall for your bait nonsense and go for weaker units or your VIP units. What, you thought baiting them out with a one man army of Gurren Lagann on its own would work? Oh no son, you only got about maybe a quarter of the enemies around it to fall or it, the rest are rushing your battleships, including several boss units. Have fun stopping that with your weak units because you tried to solo it, because Gurren won't be able to clear them fast enough.
B) Forcefully deploy your units. This can mean several things, such as a mission having two portions, one portion of which only involves only the mandatory units. Meaning if one of those units isn't among them? Have fun dealing with that. Oh, a cutscene is going to happen mid mission? Let me move this unit across the map from your forces and then not move it back so it's behind the enemy and near the boss. Some missions will even start you between two enemy forces, or have enemy reinforcements deploy right in the middle of yours mid mission. Enemy reinforcements do not deploy off of the side of the map like in Fire Emblem, they can deploy anywhere at any point.
C) Plot. The plot of the game may weaken units for periods of time, or may render them unusable, whether via story or due to a route split that separates the team. Placing your bets can be extremely foolish as a result. Oh you had your bets on Gundam Unicorn? Sorry but the NT-D system is out of control and trying to take out some of your team, he's an enemy (with boss stats!) until you defeat him. Shinji and Asuka? Nice job choosing to do the Activation Test, both of them are separate enemy factions. The list can go on, but you get the idea. It's completely willing to take away or weaken your units for one reason or another.
D) EVA-01. Making a one-man army unit of EVA-01, or keeping it in a weakened state, is literally the stupidest thing you can do. Yes, it is an amazing unit offensively and defensively, however it also has the most dangerous drawback in the game. If at any point EVA-01 is shot down, unless it's a mission objective or a mission failstate, then EVA-01 will go into Berserk mode. In Berserk mode, EVA-01 will revive and become a hostile unit with boss level stats and will attack any unit, regardless of friend or foe. In addition, it's AT Field becomes stronger than normal, and less intensive on its energy, resulting in much greater defensive capabilities that few units can pierce effectively. Have fun with that.
E) Ramping up in the mid/end game. As in any game, there's obviously a difficulty increase as the game goes on. With Super Robot Wars, this results in the standard stat increase, much like Fire Emblem. However, it also results in more enemy units acquiring the abilities for adjacent units to join in on attacks, as well as for partner and adjacent units to block attacks. In addition, some units gain the ability to act twice a turn, and possibly gain MAP attacks. They will tear through forces for breakfast if they aren't prepared, and can easily make their way to an objective that will cause a failure. A one man army, or even a small group? They can't stop all of these units. The mobility, damage output, and defense will be too strong. Even Mazinger Z and Big O, my most armored and upgraded units throughout the game, had trouble dealing with them despite having an army that was properly leveled backing them up.
The difficulty of a game is a sum of all of it's parts, not just one portion of it. Focusing, or relying on, only a small number of parts results in a massive imbalance in difficulty. Modern Fire Emblem still relies on perma-death to create it's difficulty, resulting in a poorly implemented casual mode that can only focus on stacking the odds against the player with enemies that have stronger equipment, better stats, and more abilities in earlier missions, with lower difficulties being a calkwalk due to it's nature. For Awakening and two of the paths of Fates, the capabilities for grinding further reduces to the point of stronger enemies as a result. While Super Robot Wars runs on a casual-esque mode, it still punishes players for allowing units to be defeated. In addition, it takes the concept of VIP units, gives it permanently to a multiple units, and also rotates the role throughout the cast from mission to mission. On top of a wider variety of mission objectives, and game design meant to actively counter and discourage the active use of a small group of units, it results in a game whose difficulty increases at a more natural pace and actually works regardless of how defeated units are handled.
'They call me Boss. Not even the Author knows my real name.'
Just so everyone's on the same boat, here's what the definition of support unit will be for the following section. A unit that, when introduced into the game, has some type of healing or supporting capability. To further define it for Fire Emblem, anyone that can use a staff in their class by default, has a rally in their default class, or is a dancer class falls under it. Super Robot Wars Z3 will also be kept under a similar tight scale in order to keep this fair. What they can class into and gain from certain systems or leveling does not count because then most, if not all, of the playable roster for both would count as that and then we'd be going into some technicalities on both sides.
So I will be upfront here. I absolutely despise support units that do not have a method of defending themselves, especially in Fire Emblem where 90% of the time in the early game, your healers, such as Lissa, Sakura and Elise, only have access to staffs, and you can't fix that until level 10. I absolutely hate it. It only encourages grinding the healers to an unhealthy degree along with strategies meant to optimize said grinding, since they have to be adjacent to the wounded unit until they can access higher level staves like Physic, especially when you remember the lack of proper defensive options and control, as well how fragile they are. It also doesn't help that when you heal, only the staff user will gain any experience, meaning the game essentially punishes you if you paired someone with them in order to help keep them alive.
So when Fates showed me the maid/butler class, and how they would have a weapon as well as the ability to use staffs? Dear god I was happy, especially when I found the brass/bronze version of the weapon class they wielded would reduce the chance of a critical on them. On top of 1-2 range, meaning they can retaliate against most attacks, and giving the enemy a debuff? Alongside the class having the skill that healed them when they healed others? Sweet mother of pearl. This is on top of the fact that as a units skill with staffs increases, they soon gain access to stat altering staffs or ones with different functions like teleporting a unit to a square adjacent to the user. However, after finding out about the butler/maid class, I found out shortly that Sakura and Elise still had the same problem that Lissa did, as well as Felicia was still squishy as well. What a buzzkill.
Now you're probably going, 'Well Torch, why wouldn't you just get Anna from the optional mission in Awakening and swap Lissa with her?'. That's a sound train of thought. Just one problem with that. In theory, due to the focus of the partner mechanic, the idea of unpairing and repairing units as the situation requires, and how you can abuse the infinite encounters for grinding, Lissa is a more valuable unit in the late and post-game than Anna. Anna can only provide/receive support bonuses to/from Tiki and Robin, along with Morgan if she marries male Robin, while Lissa can provide support/receive bonuses to/from a large portion of the male cast, her son Owain, along with Maribelle, another pure healer unit who can also support more units than Anna as well as Olivia, the only Dancer in Awakening. The further along into the game you go, for both Awakening and Fates, the more likely the units will be harder to fit into your army, especially when you remember their supports will have to be started from scratch. Late game units also tend to have a smaller amount of characters to form supports with as well. I also heavily dislike the idea of a single healer at any time, meaning even if I replaced one of them with Anna, the other is still around with the same problem.
It's this same train of logic that explains why I don't mind Azura and Oliva. While they are fragile, they are able to retaliate and defend themselves, also helping them gain experience in the process. The fact that as they grow, their dance ability, which allows one adjacent unit to act a second time (and also granting the dancer experience), can also give stat buffs is a benefit as well, allowing them to empower weaker units to gain a kill, while stronger units can ensure a kill to possibly keep other units, including the dancers themselves, safe. Azura goes one step further in this regard, also providing a providing a passive healing radius, along with a passive damage reduction radius and a radius that reduces damage taken and dealt to enemies of a certain army. They may not be the best offensively, but I'll be damned if the dancers aren't my ideal support unit setups.
I also like the idea of the rally command. A mass buff in a certain stat to all units in a radius, at the cost of that units turn. In my opinion, I also like the fact that the rally abilities, with the exception of rally magic in Fates, are only gained through classes that have access to some type of weapon, and I do like the concept of sacrificing skills in order to have this powerful buff. Although I will say, I'm iffy on the concept of stacking rally skills on a single unit and able to apply the benefits of several rallies in a single use of the rally command. It's a little too strong for my tastes. Overall, I really don't mind how Fire Emblem handles it's supporting units except for the healers outside of the maid class. In my honest opinion, how the healers are generally handled feels like an archaic method for the sake of increasing difficulty in the early game.
Rei's Usefulness > Fire Emblem Healer Usefulness
There are two main supporting moves in Super Robot Wars. Repair and Supply. Repair is as its name implies. It will heal both units in an adjacent squad. On top of this, it provides experience to both members of the healers' squad, meaning anyone that was brought on for defensive purposes isn't being screwed over. There is no unit in the game that possesses the repair ability and no attacks. Did I also mention these units can also heal their own squad? Every single unit with repair possesses at least two attacks, and fit various archetypes that suit your preferences. Tetsuijin is a heavily offensive based unit, Venus A is a jack of all trades, the RVF-25 Messiah is more of an evasive glass cannon, EVA-00 being a tank, the Ptolemaios 2 Kai being a VIP unit that really shouldn't have it. The rest of them fall under hybrid roles.
There are ways to improve the performance of the repair command. For the vast majority of these units, it would be acquiring a specific ability for the pilot. This would enhance the amount healed by a multiplier of 1.5 along with extending the range by 1 square. In the case of Venus A and Sayaka, the pilot, there is an additional way of enhancing the command by meeting certain criteria for performance and upgrade, which would further increase the effectiveness of the heal by double along with extending the range by 2. Effectively, while Venus A is a jack of all trades, if Sayaka meets the criteria and has the ability, along with the corresponding upgrade requirements for Venus A, she is able to heal any unit in a 4 square range for 3 times what a normal repair can do. Obviously, it's nowhere near the healing range and other tricks FE healers can pull out late game, but sacrificing it for actual combat proficiency, and the previous benefits, is fine in my book.
The Supply command on the other hand serves a different purpose. It's role is to grant a unit full recovery of energy and ammo for all attacks to a single adjacent unit, unlike Repair which affects both units in a squad. In addition, just like Repair, both units in the squad will receive experience for the action, not just the user. However, arguably due to game breaking potential, unlike Repair, there are some snags to it. First, it cannot be used post-movement. If they aren't in range, it's not happening. Second, any unit that is targeted by Supply loses 10 Will. If you recall the previous blog, stronger attacks are generally tied to certain Will values. Fail to meet the value, and the attack will be unusable. A poorly timed Supply could potentially cripple your offensive capabilities.
The Supply command does try to distribute itself among different types of units, much like the Repair command. However, there are only 7 units with Supply compared to the 9 that have Repair, with two of said units needing to meet certain criteria before obtaining it. On top of that, there is nothing nearly as tanky as EVA-00, with the closest one being Dai-Guard. The Supply units are generally worse than the Repair units, with the only exceptions being Boss Borot, who is able to increase the range of his Supply command by meeting certain conditions, Dai-Guard, a unit with heavy offensive and defensive capabilities, and the Ptolemaios 2 Kai, which acquires it after meeting certain conditions and can proceed to use it on any unit within range of its Command ability, another support-esque ability.
The Command ability, unlike Supply and Repair, is a passive ability that belongs to a group of 12 units, made of battleships and mechs. It affects a small radius around a unit, increasing the accuracy and evade chance of all units within except the unit that possesses it. The farther out a unit is from the unit possessing command, the less of a bonus they receive. As the unit levels up, there is a chance the command skill will level up as well, increasing its range and effectiveness, up to a maximum level 4. In addition, if a unit is in range of the area of effect for two separate Commands, they will only receive the benefits of the one that is stronger.
The presence of Command in and of itself is interesting. It prevents stacking, meaning it encourages having the 'Commanders' spread out among your forces. Arguably, one could say it encourages dividing your forces into squads, with each squad focusing around a commander. As a result, encouraging the player to try different things. Just charge right up the middle, go for a pincer maneuver, have a squad dedicated to providing long range fire, etc. It opens up opportunities, which is what a strategy game should be doing.
There are two supporting abilities left. The tactical command system and song system, both of these exclusive to two separate characters. The tactical command belongs to LeLouch, and is fairly simple. Choose a selected area within range, and you can cause one of the following temporary stat changes on all allied units within: increase offense and accuracy, increase defense and evasion, and greatly increase offense and accuracy but suffer a decrease to defense and evasion. It's a focus on providing the right boosts at the right time for your team. The song system on the other hand belongs to Basara. I have no idea how it fully works since he keeps getting shot down every time he's been deployed and an enemy attacks him even once, including the first mission he appeared in. My understanding is that the system possesses a mix of healing, Will raising, status effects, and stat buffing moves, and it makes up the entirety of his unit, with all of them having a not very effective attack variant, but that's about it. Seems like he has potential in the right hands, but god damn he is squishy.
It's a rather interesting comparison between the two when you look at them. Fire Embem, who focuses on weapons with a 1-2 square range, forces most early game healers, and squishier support units, to move adjacent to allies they want to help, yet as the game goes on, to the point where the healers can finally defend themselves, gives them the ability to heal units, along with other supporting abilities, from a greater range. Meanwhile, Super Robot Wars, which has a greater focus on range, forces all of the capabilities of support units to be short ranged, within 1-5 square potentially with the exception of Basara and LeLouch. However, as a trade off, all of these support units have offensive capabilities, and some greater defensive capability in either armor, mobility, or a hybrid of both.
You can see it in the end result of both games. On one hand, you have support units that are not enjoyable to use at all. They are squishy, grind heavy units, with the healers often being unable to properly retaliate. However at the same time, the healerunits often shift focus from being close range to long range by the time they have any means of defending themselves, while often remaining squishy or barely reducing that status. On the other hand, the support units remain consistent throughout their game. Same range for their abilities, same offensive/defensive capabilities, unless they gain something via plot or upgrades. They don't require alot of effort to ensure they can remain safe and that they keep up with the group, but they aren't strong enough that they can be left alone, with one or two exceptions. They were just better designed overall, and because of that, the game can afford to give these units VIP status for certain missions.
Macross Units Were Generally Shelved in My Playthrough Unless Needed
So folks, let me ask you something. What happens to your unused units in Fire Emblem between missions in either game? Answer: Nothing if RNGesus doesn't smile upon you. No experience, no weapon skill leveling, no stat buffs. Nothing. At best, you can use some class items, give some stat buff items, and in Fates spend some alone time with them if the opportunity is available. The game offers next to nothing to help decrease any gaps between inactive and active units, especially in a game where permadeath exists. In Awakening and two of the paths of Fates, you have the ability to engage in generic encounters to level your units, although often times the experience returns aren't the best, and obviously, you actively put your weaker units at risk when doing this along with draining your supplies in Awakening. With Conquest you don't even get that option, it's just a straight linear line to the end.
As a result, the entire setup only makes the loss of a unit worse than it should be. You lose every single item they had, you lose any items you had sunk into them, any relation bonuses they gave are gone, if they were necessary for a child unit then you've potentially lost that. Who is going to replace that? 90% of the time it's going to be someone who's vastly under-leveled, incapable of wielding the tools needed to make an actual dent in enemies, who initially gives no benefits to anyone they'll be paired up with. What the hell were your units doing in between missions? Oh wait they were manning the stores because RNG told them to, no big deal. While in casual mode this problem isn't as relevant, since defeated units return next mission with everything intact, it's still a major problem if the same units keep failing, arguably resulting in the infamous one man army situations unintentionally happening.
Dai-Guard Occassionally Ended Up Being Benched To Test New Units
Guess what attempts to minimize that problem! If you guess Super Robot Wars Z3, you are correct! Although you would probably be expecting it though, given the earlier discussion of mandatory units and rotating VIP status. The solution to this problem is also attributed to having a large unit pool and a small deployment size in comparison. In the end game you have at least 60 units, you absolutely need some way to offset a roster of that size. Which is what the Sub-Orders menu is for.
The Sub-Orders menu is selectable in between missions when there are pilots who were not deployed for a mission for one reason or another. In this menu, you can choose one of 4 options, and assign up to 6 pilots for each option, resulting in up to 24 units making themselves useful. These options are to gain 20 Pilot Points, have 2 kills added to the kill count, gain 500 experience, and gain money equal to 300 x the pilots level. The last two are pretty self-explanatory. The money could go towards upgrading a unit, while the experience goes towards leveling up the pilot, with every 1000 giving a level, whose own stats affect the performance of the mech. It's a two way street. An unupgraded mech holds back a properly leveled pilot, while an underleveled pilot holds back an upgraded mech.
'But Torch', you proclaim, in shock that such a simple concept has been left out of a casualized Fire Emblem, 'What exactly are the first two items? You never mentioned them!'
You're right, I never did. I was holding out because I wanted to save them for now. Kills are pretty straight forward, almost like a fighter pilot. For every unit defeated, a pilot gains a kill. If a main unit attacks an enemy with a partner, and the partner lands the killing blow, the main unit will get the kill. Once a pilot reaches 80 kills, they achieve 'Ace' status and receive a permanent bonus. This can modify an already existing passive, provide a stat buff, increase damage output, and more. Afterwards, it no longer has meaning except to get someone to 150 kills to achieve a one-time reward. Depending on the unit and the resulting bonus, it could be static, or it could be something that only becomes stronger as said unit grows in strength. It encourages actively rotating your units for combat, as every kill going to someone about 80 is a waste of resources and firepower, especially since there's a limited number due to no grinding.
Pilot points on the other hand are like a separate set of currency. It's an amount exclusive to each pilot, and is earned either through sub-orders, engaging in combat, and through certain passives. Pilot points allow a pilot to increase their stats, performance on types of terrains, and special passive abilities. For a pilot not in use, it offers a means to keep up with the rest if they are unable to be included in gaining experience through sub-orders. Even for pilots in use, it's a big deal. For example, for Chirico who pilots Scopedog, I purchased B Save for 300 pilot points, which increased his ammo for each weapon by 1.5 times what each weapon had. Meanwhile, for Roger Smith, I purchased Hit and Away, which allows a unit to attack and then move, resolving the mobility problems that Big O had due to the majority of it's attacks not being allowed post-movement.
Perhaps the biggest point of success for this concept was Alto Saotome from Macross Frontier. In between the 15th-20th stage, the Macross units started showing a problem. Their evasiveness couldn't keep up with the enemies' accuracy, and they couldn't take the damage like other evasive units such as Scopedog or the ARX-7 Arbalest. They were getting shot down faster than I could keep them safe and level them. As a result, I benched them, but kept them circulating in the sub-orders menu. Then, later in the game, Alto started making the rounds as a mandatory unit. Except he was ready for a late game deployment. Alto was only a couple of levels behind where the other units were, his machine was upgraded to be roughly on par with everyone else, and had gained some PP in order to spend on helping his evasion. His initial deployment had a bit of a rough start, as was the mission after, but after that he was actively included in deployment, to the point where he was able to build up to 80 kills and gain his ace bonus.
That is how maintaining unusued units should be done. Not via grinding endlessly for them to be ready, not to be left at the hands of RNGesus, not to be ignored. It should be quick, short, and easy to do, and it should be able to keep the units at a minimum level where it will be tough to reintroduce them, but it will be possible. Does it need to cover every unused unit? No. However, it should still cover enough units that you have some backup in case something goes wrong, or the deployment size increases, or they are forced into use.
Boss Units Deserve Love Too!
Perhaps it's due to how Super Robot Wars sets itself up that it could get away with stronger support units and properly maintaining unused ones while maintaining a steady difficulty curve. While stronger support units do mean less risk to maintaining healing and supplying midmission, along with other benefits, and maintaining stronger ones means the army is ready for a sudden change in units, it's arguably balanced out by the game being more aggressive in presenting more opportunities for failure, as well as changing up the rules from mission to mission. Meanwhile, since modern Fire Emblem doesn't really build itself around the same premise, and relies on fewer objectives and units to trigger gameovers alongside classic mode, it must then look elsewhere to increase difficulty as a result, creating more fragile support units as well as turning up enemy strength as a result.
That's all for this blog. Next time, we'll keep things to a more contained size, and talk about optional and secret content in both series, in how players locate said content and how much there is. Until then, I leave you with this image.