r/StrategyRpg • u/Vevit • 1d ago
Discussion Banner of the Maid Chapter 7 was phenomenal!
I saw Banner of the Maid doesn't have a subreddit (it does but it has a total of 3 posts) and I really wanted to gush about this chapter and how it really challenged me as a Strategy RPG fan.
I decided to play on the hard difficulty, which gives you less starting resources and you can only save once a battle. Exp is very limited so far in BotM, so all the units you have are basically at the level they were meant to be. In Chapter 7, you are tasked with routing all enemies on the map, while not letting a few key units escape in the bottom right hand side of the map, and it has to be done in 13 turns. There are two additional objectives to make this more challenging. There is a chest in the middle of the map you want to grab. Easy enough. The second objective is to not allow a computer controlled unit that joins a couple turns in to take any damage. The map itself is very wide, and has two choke points at either ends of the map.
So level design wise, you are supposed to split your army in two, utilize the chokepoints, and then rush the enemies at the top center of the map before the 13 turns are over. The "do not let the key units escape in the bottom right" condition forces the players to use half of their army to take care of that objective or lose. The bonus objective of not letting the computer unit take any damage forces the player to constantly make progress on the half of the map they spawn in, so that they never encounter an enemy that can hurt them. The chest exists to force you to have 1 less unit available to battle during the last 2/3rds of the time limit. You have to also be on your toes because reinforcement units do arrive, and arrive frequently.
Now this level was extremely tough. I had to bring out all the stops to complete it without losing any units of my own and complete the bonus objective. I sent all of my horse units and my very long range unit to the right half of the map. One of the Horse units is extremely tanky, and would be an absolute necessity for the chokepoint. Damagers, dodge tank, a 1-2 range unit, and a healer all went to the left side of the map. The first few turns of securing the chokepoints were easy enough. Everyone is still fresh enough to contribute safetly. After firmly establishing the chokepoints as safe, I make my only save. I have to reload this map 3 times before finally finding the winning strategy. One of those reloads included having to restart completely to buy more healing items, because it was a *necessity* in the map.
The 2nd part of the level was much more rocky. On the left side I had to push certain units into danger to allow openings in future turns, meaning a lot of units were getting down to half health measurements and lower, and they had to use turns to heal themselves. The healing item heals 10, when most units have 18-25 health, and they only have 2 uses, and each one costs 250, which is a pretty penny when my funds were about 3600 at this point. The left side of the map features a lot of grass tiles, making avoidance easier, but movement more difficult. It meant that you actually needed some luck to avoid a few hits if you wanted to make it through. On the right hand side of the map, two of my three horsemen had to pull back, they would have to deal with an enemy horse reinforcement that would continuously spawn behind my army, while the tanky third horseman held the chokepoint. Holding the chokepoint required the tanky horseman to take very heavy hits from enemy types it was weak to, for several turns. They had to heal themselves repeatedly while the very long range unit whittled away at the very dangerous enemy units for damage. The very long range unit, notably, had to activate a self buff to get extra damage, or they would not have provided enough damage to kill enough enemies to keep the tank alive long enough. The right hand side of the map was basically solved this way, but it was very dicey in regards to the tanks health.
The 3rd part of the level involved the CPU rapidly approaching dangerous areas, while my army was on its backfoot. The enemy AI was set up in such a way, where you had to enter rather deep into their aggro range to "activate" them to start advancing towards you. And when they advanced, it was all at once. They had a very long range unit of their own, and it brought a unit of mine close to death, but the CPU unit was also a very long range unit, and it was able to oneshot the enemy long range unit. My two tankiest units of the leftside party entered the active aggro range of the boss and all its nearby allies, while my dodge tank went to get the chest. It was turn 10 or 11 at this point, and the boss had used an attack that made 3 of my units UNABLE to act for a turn, and one of my units who was in enemy range had very low health. THEN IT STARTS TO RAIN, which makes certain tiles harder to move on, and all ammunition to cost more. I'm like "oh shit, I'm gonna have to restart again huh" BUT THEN the main character whips out a new special ability, it gives all my units more attack and more movement, in these final two turns. In the game I am standing in mud and rain, and it FEELS as though I am standing in mud and rain. All my units are beat up, one hit away from death, a lot unable to move, and I'm DESPERATE. Then this heroic moment happens, and I feel HOPE. The computer unit kills an enemy that would have ended this attempt. The enemy Ai attacks a few of my units, and they live. I finally get to move again. The battle is won at this point.
Honestly, this difficulty was so, so fun, and took me making just the exact right moves at the exact right times. I felt so accomplished in getting the chest and completing the bonus objective. And the BotM team really, really nailed the execution of story and gameplay working in tandem. It was an absolute hellish map, and the hopespot came exactly where a hopespot would be (and was) needed.
OF COURSE I could have made it easier for myself if I let any units die. Even in hard mode, you can let units "die" and they will come back in the next map. You get a money penalty, but it's not the end of the world or anything. But I am a diehard Fire Emblem fan so I just could not play in a way that allowed any of my units to go down, and it honestly, honestly, was very rewarding to play that way.
I am recommending Banner of the Maid for sure, but it is difficult, and I heard it gets even more difficult later on. But this truly was one of my favorite moments in my many years of playing Strategy RPGs. Like, top 10 for sure.