Chapter 10... is it the beach landing battle ?
Just on that one.
If you have Elite snipers, they should be pretty accurate now...
The real problem is there are no vantage points where a sniper is worthwhile. The movement of a Scout means they can run up close and headshot most baddies. Distance shooting means expense of a CP with no movement, when it's movement that counts most towards hitting an objective. Basically the game is a matter of moving your troops as quickly as possible, expending movement to shoot baddies when they'd inflict too much damage otherwise.
Don't worry. I started out late too. Didn't buy anything from the old man until rather late in the game (after Chapter 7). I used "Awake all potentials", "Increase Defense", and "Increase Attack" most often.
Increase Def and Evasion creates practically god-like troops! You can just run thrugh mobs a lot of the time. This is key to hitting A grades.
I never cared about the grade when I played. So it didn't bother me at all. I only focused on my strategy. I disliked Lancers too, but they have their use. You'll find out later. At the end of the game, my soldiers were 13,12,9,10,11 (scout, trooper, lancer, engineer, sniper)
I'm 12, 11, 11, 11, 11 already. Just unlocked the Lancers useful feature, which should make them more worthwhile. This is where Aceing levels is important, because I have access to better skills and equipment. the game wants me to unlock everything and get all the medals, right, which is accomplished by...'unnatural' tactics
. Also you can't have unlocked all their potentials. At level 13 my Scouts have 2 out of 4 Battle Potential available.
Hmm... the current system gives me the flexibility to deploy my soldiers more creatively though.
How can moving only some of your troops each turn be more creative than moving all of them? The benefit to this system is you can rush troops. In Fouzen I buffed a Scout, took the tram, ran along the left ledge and killed 2 Shocktroopers and blew up a tank with him, clearing the way to capture the base and blow the bridge the following turn. Well, I guess that
is creative use of the soldiers, but the only other option if I were to move the forces 'intelligently' and support each other was to slowly march them over the bridge providing each other covering support.
Let's give another example. When I first entered the Big Tank mission, I thought 'there's a big, tank, I'll take lots of Lancers.' But Having more Lancers is no benefit. The number of shots per turn is dictacted by the number of CP. One Lancer and an Engineer is more efficient. You can buff the Lancer (although increased Tank damage doesn't appear to affect Lancers or the Edelweiss) to get more effective shots. The mission preamble bore no relation at all to effective tactics of its completion. Surely a proper tactical combat game would tell you the intel and you'd choose the setup to best that? Lots of Lancers should give lots of anti-armour firepower. As it is the squad never needs be mixed up between missions. Add Alicia, Largo and Rosie for the extra CPs. Have a couple of Scouts, Wavy, Melville and Ted and my favourites, for doing all the work. I'll also add Jane the psycho Shocktrooper for her Potentials. Chuck in an engineer to patch up the Edleweiss or clear mines, and any spaces can be left empty.
The addition of the Lancers' new feature should see more reason to actually bring Largo along instead of leaving him at the base. There is also some reason to mix up the team with use of potentials now I have the single character Unlock Potential, which can make for quick head-on tank kills in 4CP. As long as they don't miss
. And fingers crossed the missions vary now so snipers actually get some action. Seriously, a game like this really wants snipers to have opportunity fire, so you want to position them on high ground to give covering fire! That's what snipers are for!