
Maeda Keiji and Gracia: Both of them can be obtained pretty early on, but only Keiji is useful when you look at it. This is why sending Senhime into the battles against the Nuhe is so handy. Battles that you are scripted to lose/retreat from still count as loses without the worry of generals being killed. But, doing the annoying 3 losing battle thing is annoying. She’s one of the best units early on and a fairly good unit later if you’ve invested in her. Senhime and the Nuhe: One of the more frustrating parts of Sengoku Rance is keeping Senhime from leaving you out of boredom. Tacticians and Ninjas generally have good scouting abilities, but if you can’t complete a scouting action with one unit, I’d say just go in blind. Nothing’s worse than being attacked by an enemy’s best units and all you have are your weak generics. This not only gives you a good idea of who to send into battle, but also who you should keep from taking any actions that turn. Scout, scout, scout!: Unless you’re going up against someone that you just know you can steamroll, you better scout. One of the few characters I’d recommend dropping some action books on. Her default attack, Aim and Shoot, has a seemingly high chance of insta-killing a general and her turn tends to come up fairly quick. She’s really the only Musket unit I would go out of my way for. They are slow, have low action, are expensive, and are pretty frail considering you have to put them on the frontline. Yuzuhara is your friend: Musket units pretty much suck and are not worth it. Tacticians are okay too, but with Natori being the only “good” miko early on, I find it helpful to build up at least another one before I get Chinu. Aside from Yamamoto and the two special generics that she can add to your army, mikos should generally be chosen over archers. Miko > Archer: Miko units are basically Archer units that can heal. Don’t recommend it on Suzume or Gekkou, but on others it really useful.

This really helps keep your good fighters from dying and I usually make an effort to have it before I fight Tokugawa (with can be annoying in speed runs).

I’ve played Rance a lot so I know it’s not 100%, but it darn near 80-90% chance of negating those annoying Assassination skills. But most importantly is freaking Assassination Guard. Attacks that take preparation may not be so annoying on 1 st time playthroughs, but they can really irk you late game and on other playthroughs. For example, Shuriken negates preparation. Not only are they fast, but they have so many little skills and tricks that I just find plain useful. I'm always up for improving my game.ĭo not underestimate the usefulness of ninjas: I find my ninja units to be some of the most useful units in the game. Also, if anyone has any strategies they like to used, I'd like to hear them. Was playing SR in school today (yes, played hentai in school) and I just thought I'd jot down a couple of strategies I tend to use.
