Something went wrong. Try again later
    Follow

    Valkyria Chronicles 4

    Game » consists of 6 releases. Released Mar 21, 2018

    The fourth entry in the Valkyria Chronicles series that tells the coming-of-age story of the young Squad E during their battles in the snowy north of Europa.

    Valk-tier-ia Chronicles: Part 3: Lancers & Grenadiers

    Avatar image for mento
    Mento

    4969

    Forum Posts

    551638

    Wiki Points

    909

    Followers

    Reviews: 39

    User Lists: 212

    Edited By Mento  Moderator

    Atten-shun, maggots! You have just been promoted to the United Kingdom of Edinburgh's (why is Scotland calling the shots now? Probably for the best) most elite division: the 32nd Armored Ranger Corps! You will be expected to accomplish perilous missions behind enemy lines; your chief weapons, tactical superiority and stealth. To that effect, you will need to fully understand the capabilities of every soldier in your unit. That includes the areas where they excel, those where they falter, and maybe any pop culture references the localization decided to toss in. Keep in mind that the United Kingdom of Edinburgh's armies do not have any manner of psychological screening process, because this is World War 2 and we need every able-bodied anime we can recruit, regardless of psychosis or severe personality defects. Now... dismissed!

    In the third and final part of this series that scrutinizes each member of Valkyria Chronicles 4's Squad E for their combat effectiveness and personality, we have the giant bombs themselves: the anti-tank lancers and the sky-darkening grenadiers. Both highly lethal in the right circumstances, they can require the right map to be properly effective. Of course, nothing seems to prevent the AI from using them against you to devastating effect. Best not to underestimate these guys whichever side they're on. In addition, Part Three also includes the three vehicles of Squad E for your approval.

    Scouts & EngineersShocktroopers & SnipersLancers & Grenadiers (& Tanks)

    Lancers

    Specialized anti-armor units with rocket launchers.

    • Pros: Very durable, especially to explosions: mines, grenades, tank shells, mortars and other lances tend to do minimal damage. Most convenient way to remove enemy tanks, provided they can get a good angle at the weak point on their backs. After a promotion, they can use mortar lances which have the same sort of area of effect and anti-personnel damage as grenade launchers and grenadier mortars.
    • Cons: Very limited movement and ammo. No interception fire.

    Further strategies: Lancers are a very conditional unit. Generally speaking, if you're not expecting to fight any tanks on a level, don't bother bringing one. There are no lancer leaders (that is, story-vital characters that add to the command point pool) in VC4, so you're never saddled with someone you won't need. All this makes lancers sound immaterial, but that's far from the truth if you do have a lot of tanks to deal with: their anti-armor stat is so high that they can do serious damage to vehicles and pillbox enclosures even without hitting a weak point, and it's almost always a one-shot kill if the weak point is accessible. It's for this reason that I recommend maybe taking very few lancers with you into a level, either one or none at all, but perhaps deploy one from a conquered enemy base in a strategic location where they might be in range of enemy tank weak points. This also applies to when you have long-distance units (like scout commanders or an APC) that are able to escort a lancer to where they can do some serious damage.

    Lancers also offer a few other perks, the first being their near-invincibility to explosion damage. This makes them great at rooting out troublesome enemy grenadiers that a sniper can't reach, who would normally destroy a regular unit before they got close enough. In a pinch, you could also use a lancer to clear out a minefield "the hard way", taking very little damage from tripping mines that would send scouts and shocktroopers to an early grave. This invincibility will not extend to standard gunfire, however, so don't go running them past Gatling turrets or enemy shocktroopers.

    Finally, there's the mortar lance that the Lancers acquire after a class promotion. I found limited uses for this: grenadiers already do the job of mortaring way better. The few times when a mortar lance is helpful are in the game's few interior missions where a roof prevents grenadiers from being much use. Keep in mind that a lancer can't both have a mortar lance and their standard anti-armor one, so choose wisely.

    (NB: Asterisks (*) indicate a potential only acquired after completing that unit's Squad Story. For the sake of spoilers: the secret lancer and grenadier characters are recruited post-game, while the secret vehicle is mid-game (Chapter 8).)

    Laurent McCloud

    PotentialTriggerEffect
    Awkward With GirlsNear womenEvasion Down
    TrainingAfter attackingHP Recovery
    True FriendNear Curtis BlackwellAnti-Armor Up
    Seeking Justice*Start of turnAccuracy/Evasion Up
    No Caption Provided

    "Stop calling me cute!"

    Laurent and Curtis Blackwell, as well as being friends, are both kind of referential parodies of typical JRPG protagonists. Where Curtis is shown as a curt and serious type who is really just a socially awkward dolt, the androgynous Laurent is way too quick to rush to judgement when it comes to what is good and what is evil. There's a certain moral absolutism in his character that pervades a lot of JRPGs where the main hero has this black-and-white moral code that is usually shown to be infallible, as unlikely as that is. I figure if you're a JRPG designer why wouldn't you slip in some low-key criticism of your peers?

    Laurent's top of the list when it comes to deploying lancers, and he's not a bad choice by any stretch. Even without Curtis nearby, "Training" is enough to stay in decent shape, and "Awkward With Girls" is easy to avoid with the right deployment choices. Kind of a nuisance to switch units around to maximize his effectiveness though. One benefit is that he gets two of the better combat potentials (those unlocked through class upgrades) for lancers: "Extra Shot," which is as it sounds and mitigates the irritating ammo scarcity of lancers, and "Tank Destroyer," which has a fixed chance of destroying a tank in one hit regardless of whether or not you hit its weak spot.

    Tier: B.

    Keigel Hohmann

    PotentialTriggerEffect
    Veteran's SkillWhen attacking a weak spotAttack Up
    Self-Made SoldierHalf HPAnti-Armor Up
    A Father's GriefNear fallen allyAP Down
    Team Dad*Near alliesDefense Way Up
    No Caption Provided

    "In my day, we had it tough!"

    Keigel's one of your oldest units - over sixty! - which makes him the ornery old fart of Squad E along with his similarly aged buddy Ryan Ford (a shocktrooper, covered in the previous episode). He's no stranger to war, having been deployed in multiple conflicts and losing his adult son in one of those, and most of his yelling and gruffness comes from a place of wanting to keep this new generation of soldiers alive and well.

    As you might expect from an old-timer, most of Keigel's potentials are designed to keep him standing. He's one of the more defensive units in your Squad, ideal for drawing enemy fire or pushing past multiple foes to get a shot at a tank's rear. "Veteran's Skill" and "Self-Made Soldier" makes him deadly in that regard, and his battle potentials "Safe, Not Sorry" and "Stand Ready" improve his defense when enemies are in range. Finally, there's "Ammo Refill," which is a hugely beneficial combat potential that fully restocks his ammo. That makes him quite independent and well-suited for charging behind enemy lines.

    Tier: B.

    Jimmy Frank

    PotentialTriggerEffect
    Redshirt's RiskNear enemiesAttack Up
    Family PhotoWhen movingEvasion Up
    Almost Got 'EmAfter missing weak pointEnemy always survives
    Survivor's Luck*After being defeatedRevives to max HP
    No Caption Provided

    "I'm gonna be a dad soon, y'know?"

    I love the idea behind Jimmy's character; that because he's got a new family to return home to and takes unnecessary risks, that he's more or less destined to be killed in action. He tells his friends not to worry about him, pulls out a family photo to show people every opportunity he gets, and starts with a potential that actually lowers defense when enemies are around. He has a close companion in the "cursed" Lily Ashley, who is fascinated by how doomed by situational irony a person can be.

    "Almost Got 'Em" is a real stinker when it hits, but most lancers don't need to worry about non-lethal shots if you're using them right. Their role is to run to a spot where they can one-shot a tank or turret, and then one-shot that tank or turret. I might say don't bother with mortar or anti-personnel lances with Jimmy, but I'd also say not to bother with them in general either. "Family Photo" and "Redshirt's Risk" are cute but also pretty effective boosts when they proc. "Survivor's Luck", earned after his Squad Story, is downright miraculous - you really shouldn't be letting units get killed, but I bless the baby angel that was in charge of RNG that day when that potential appears. Best not to rely on it though.

    Tier: B.

    Gertrude Albright

    PotentialTriggerEffect
    Warzone EtiquetteWhen crouching or proneDefense Down
    TeatimeAfter attackingHP Recovery
    Strong-WilledWhen taking interception fireDamage halved
    Noblesse Oblige*Near alliesDefense/Anti-Armor Up
    No Caption Provided

    "You really believe yourself my equal?"

    Gertrude's one of those special-condition recruits that most players won't ever see, as you need to be sitting on a pile of one million ducats before she deigns to join Squad E. That's a lot of money that is best put towards life-saving upgrades to your squad's weapons and armor. Gertrude herself is a snobbish Brit who isn't really worth the trouble of scrounging together that much bank.

    That said, she certainly isn't the worst lancer in your outfit. The fact she gets snippy whenever you ask her to take cover sucks a big one, as the defense downgrade more or less cancels out the boost you get from being in the defensive position to start with, but "Teatime" activates a lot and helps a long way towards keeping her in one piece. As does "Strong-Willed" for that matter. Her combat potentials also include Laurent's aforementioned "Extra Shot" and "Tank Destroyer", so she's another strong front-line choice.

    Tier: C.

    Jean Matrix

    PotentialTriggerEffect
    BrawnyWhen taking damageDefense Up
    SloppyAfter attackingZero Ammo
    Husband at HomeNear alliesAccuracy Down
    Ripped*When attackingPenetrating shot
    No Caption Provided

    "All I need are my fists!"

    Jean eats Imperial tanks for breakfast, and right now she's very hungry. A tough-as-nails lancer who lifts her hundred-pound weapon like it was made of matchsticks, Matrix is an intimidating presence on the battlefield but an otherwise good-natured soldier able to let off some steam when she's around allies. She particularly likes the corny jokes of fellow American (sorry, Vinlandian) Stanley Barclay. That's probably why she's going to kill him last.

    As much as I like that there's a brawly distaff version of Commando wandering the battlefield, Jean unfortunately kinda sucks. There's no getting past just how deadly she can be in the right situation, but "Sloppy" is a dealbreaker if you need a reliable lancer for multiple targets. The idea that, at any point, she can suddenly go "oops, no ammo" and be useless until the next turn can really throw off your best-laid plans. That said, "Ripped" is lethal when it applies - tanks have a lot of defense, and penetrating shots remove all of it - and "Brawny" does a fine job of keeping her alive.

    Tier: C.

    Hanna Carroll

    PotentialTriggerEffect
    GutsyStart of turnDefense Up
    LoudmouthWhen hidingStealth fails
    Ace ChefWhen inside a campAttack Up
    Passionate Support*Near close friendsDefense/Anti-Armor Up
    No Caption Provided

    "Time to get STEALTHY!"

    Hanna is recruited in the mid-game when you have access to a ship, and she's that ship's cook. She's definitely what people used to call "brassy", making her opinions and feelings loudly known. This makes her terrible at stealth - she has no "inside voice" according to the game - but she can still throw down with the best of them in a sticky situation. Her Squad Story's also very cute, and unlocks a handy potential that's only useful when she's near Aoife or Jascha - both grenadiers.

    Like most lancers, Hanna's middle-of-the-road in terms of her potentials, and a lot of them are vaguely contradictory. "Ace Chef" isn't that helpful because you need to leave the camp to get a good vantage point on a tank, and likewise her "Passionate Support" requires being near grenadiers which isn't an ideal combo for lancers: despite a similar focus on explosive weaponry, lancers are front-line units with high defense, and grenadiers are squishy nerds who need to be kept safe in a hole somewhere. I would also strongly recommend you don't bring her on missions involving stealth, i.e. nature maps with a lot of tall grass to hide in. (Having the "Ammo Refill" combat potential helps her case though.)

    Tier: C.

    Brittany Scarlett

    PotentialTriggerEffect
    ClumsyWhen attackingAccuracy Down
    A Mother's StrengthWhen taking interception fireAccuracy/Evasion Up
    Magic MakeupStart of turnHP Recovery
    Team Mom*Near womenAccuracy/Anti-Armor Up
    No Caption Provided

    "C'mon ladies, we can do it!"

    The middle-aged Brittany is the other half of Rita Raywater's prime-time sitcom double-act, as a divorced single mom who is done with men as a foil to Rita's man-hungry mission. Like Keigel, she also has a tendency of taking the younger recruits under her wing, in part because they remind her of her own daughter waiting at home. Moms are tough, as Final Fantasy XIII is wont to tell us.

    Boy, I don't even know about Brittany. "Clumsy" can be annoying because lancers are often required to make very difficult shots on a tank's weak spot - you certainly don't want to be close enough to be in range of its gatling turret's interception fire when making your approach. "Magic Makeup" and "A Mother's Strength" are, like most lancer potentials, at least good for keeping such a high-risk/high-reward unit alive. I also appreciate the utility of "Team Mom" once you've earned it from her Squad Story, as it's not difficult to put together a team of women to take into combat. Indeed, the best scout commander (those that can escort multiple units on their turn) is female, which makes it a handy gender-focused potential to have.

    Tier: B.

    Sergio Mousquelaire

    PotentialTriggerEffect
    TrainingAfter attackingHP Recovery
    Good With KidsWhen inside a campDefense Up
    Terrifying TreatmentNear wounded allyAttack Down
    Medical Officer*After healing allyAP Up, Second Action
    No Caption Provided

    "Anaesthetic? Hoho, that's a luxury."

    The third of the Cygnus crew to join Squad E as secret recruits in the post-post-game, Sergio is the ship's medical officer and in charge of keeping people alive. He's also regularly referred to as one of the most inexplicably strongest people in the navy and even has one of those olde-timey weightlifter mustaches to prove it, which is why he ends up becoming a lancer.

    I usually don't care for the Cygnus crewmembers as they all have fairly major flaws or, in the case of Sergio, a focus on medical expertise that rarely comes into play for a lone wolf lancer unit. "Medical Officer" would be amazing for an engineer with their high-yield first aid ability, but lancers just get the usual garden-variety first aid which barely recovers a third of a unit's HP and lancers usually stay out of everyone else's way regardless because of how specific their role is. "Good With Kids" makes him very hard to kill in addition to a camp's HP recovery bonus, but why bring a lancer if he's just going to stay in camp? It's not like they have the range of snipers or the interception fire of shocktroopers, both make for better camp defender options. Just seems like a weird, superfluous choice for a secret character.

    Tier: C.

    Grenadiers

    Specialized units with long-range mortars which can be specced out for either anti-personnel or anti-armor.

    • Pros: Deadly in most scenarios. Can easily take out most infantry units, even those in cover. Their trajectories means they don't need line of sight and can be concealed behind walls and other barriers as they do their work. Brilliant with interception fire, when they manage to hit.
    • Cons: Limited movement, limited ammo, limited defenses. If an enemy has a roof over their heads or you're in an interior map, they're useless.

    Further strategies: Grenadiers are new to Valkyria Chronicles 4. They're a very powerful unit that has the same strengths (high damage, high range) and weaknesses (low ammo, low health, low movement) as snipers but arguably have greater utility and are much harder to avoid. This unfortunately applies to enemy grenadiers as well, who will be the bane of your existence on most maps until you figure out a way to eliminate them that doesn't involve foolishly charging into their interception fire range.

    Like snipers, grenadiers are all about location. However, where you'd want to put a sniper in an exposed, elevated area in view of multiple targets, the opposite is true of grenadiers: they need the most secluded, blocked-on-all-sides spots to keep them safe, with enough room above their heads to fire off their "death from above" mortars to anything in range.

    When outfitting a grenadier, you want to first maximize your range and accuracy and then either their anti-armor or anti-personnel damage stats. I usually opt for the latter, because you have lancers for the former, but there are times when an anti-armor grenadier becomes really vital (a certain recurring tank boss, for instance). Normally, I'd recommend just having the one grenadier - Riley Miller, who you bring with you on every map anyway for her leadership bonus - but there are times when having a second deep in enemy territory (deploying them at a conquered enemy base, ideally) can really do some damage.

    Riley Miller

    PotentialTriggerEffect
    InventorAfter attackingAmmo Recovery
    Trial and ErrorWhen attackingAccuracy Down
    Auroral Vow*Start of turnAttack/Defense/Accuracy/Evasion Up
    A Child's Wish*After attackingSecond Action
    No Caption Provided

    "Uhh... it's a learning experience!"

    Riley Miller's the deuteragonist of the game, a brilliant engineer and scientist who left her hometown (shared by Claude, Raz, and Kai) in Gallia to develop weaponry for Vinland, the game's United States equivalent, after her family's factory burned down with her family still in it. Claude instinctively kept her from running inside to save them, so when the war brings the two back together she's less than happy to see him again. Naturally that then develops into a romantic subplot that persists throughout the game.

    As with most of the major story characters, not only is Vocal Fry a requisite on any map - her command point bonus is essential, whether you plan to use her or not - but most of her best potentials only show up after major story events. "Auroral Vow" is, like Claude's version, a massive boost while "A Child's Wish" can spell certain doom for multiple enemies when it procs. "Trial and Error" isn't as bad as it sounds, since mortar shots have a wide splash damage range that will still do the job even if it doesn't hit directly on the target, and "Inventor" means Riley's a little more self-sufficient than other grenadiers that rely on engineers to be useful. Overall, exactly the sort of grenadier you want to be saddled with.

    Tier: A.

    Ben "Stahlschrott" Smith

    PotentialTriggerEffect
    IronmanWhen taking damageDefense Up
    No RestSubsequent actionsFull AP Recovery
    Cold IntoleranceMoving on snow mapsAccuracy Down
    Flicker of Emotion*Half HPAnti-Armor/Defense Up
    No Caption Provided

    "If it bleeds, we can kill it."

    Ben's the very last normal recruit anyone is likely to find, as you need to complete one of the post-game high-difficulty skirmishes before he'll join. Very obviously modelled on the T-800, "Stahlschrott" ("scrap metal" in German) is implacable and unstoppable. His apparent lack of humanity is kind of a sore spot with the other recruits, however.

    Stahlschrott's a little more durable than most grenadiers thanks to "Ironman", but you shouldn't expect him to be bulletproof despite appearances. He also has the lowest accuracy of any grenadier, which isn't ideal, but he does have the highest HP. If "No Rest" activates it makes him very effective at getting around; a good strategy is to move him into a spot where he can get multiple shots off, and then if his AP bar happens to refill you can withdraw him back to a base so he's in less danger. He's the only soldier I know about that has a snow map specific potential in "Cold Intolerance", and because you get him in the post-game maps - which can be set anywhere - it can be a crapshoot whether or not to bring him.

    Tier: B.

    Jascha Alatt

    PotentialTriggerEffect
    Trajectoral TheoryWhen attackingAccuracy Up
    ProfessorWhen inside a campDefense Up
    Illogical ThoughtsNear AoifeDefense Down
    Mysterious Bond*Near close friendsAttack/Anti-Armor/Defense Up
    No Caption Provided

    "It's not logical... but still..."

    Jascha's the type of person you'd expect to be a grenadier: a math and sciences professor that's comfortable with the trajectories and calculations you'd need to be effective at the job. He has a stern scholarly vibe, despite not being all that old, but his little sub-story involves a crush on fellow grenadier Aoife, which he first interprets as some kind of disease because apparently even tenured professors can be idiots sometimes.

    Egghead is a great defensive grenadier thanks to "Professor," the battle potential "Support Fire," and "Mysterious Bonds" (once you've earned it), all of which can activate if Jascha's in a base with someone (ideally a shocktrooper) to protect him. If you have Jascha and Aoife in the same battle, both of whom are grenadiers and would also be there with Riley, then that means you messed up in the unit selection process and thus "Illogical Thoughts" is a non-issue. "Trajectoral Theory" procs a lot, and Jascha also has the "Arc Calculation" battle potential which boosts accuracy even further. I'd recommend the old "take a base surrounded by enemies, deploy this grenadier there to wreck shop" approach.

    Tier: A.

    Connor Doherty

    PotentialTriggerEffect
    Immersion WritingHalf HPAccuracy/Defense Up
    Unpopular AuthorHalf APDefense Down
    Poor LogicWhen attackingAnti-Armor Down
    Chasing Inspiration*After defeating an enemySecond Action
    No Caption Provided

    "They just. Don't. Get. My work."

    Connor signed up to get inspiration for his writing, which seems like a perfectly valid reason to want to get shot at. He's also an annoying nitwit who tends to see people as fictional archetypes, which is a level of meta I don't think I was prepared for in an anime game about tanks and blue magical ladies.

    Connor looks like a palette-swapped Jascha, but is nowhere near as useful. Well, until he gets his Squad Story exclusive potential "Chasing Inspiration", at least, which lets him kill and then kill again. Until then, you have to deal with the fact that moving him closer to enemies is also likely to drop his defense ("Unpopular Author") and then fail to kill anything due to "Poor Logic". His one other good potential, "Immersion Writing", requires that he loses half his HP and grenadiers can't really afford to drop that far with how little HP they have to begin with: grenadiers are second only to snipers in lowest average HP total. If Connor's in range of any interception fire, he's not long for this world.

    Tier: C.

    Aoife

    PotentialTriggerEffect
    Darcsen BondNear DarcsenDefense Up
    Love TroublesNear menAttack/Anti-Armor Down
    Pure KindnessAfter rescuing a fallen allyAttack/Accuracy Up
    Promised Love*Half HPAttack/Anti-Armor/Defense Up
    No Caption Provided

    "You really are handsome..."

    Aoife (pronounced "ee-fah") is an attractive Darcsen whose natural charisma and aura of kindness tends to give the men around her the wrong impression. She has the sort of freely generous, affectionate and complimentary personality that can be easily interpreted as romantic interest, I think is the idea. In truth, she's been engaged since before the war started and has to quietly let down the line of paramours forming behind her.

    Here's the weird thing about her potentials: there's only one other female Darcsen in the game, and she's a secret character you don't get until well after the game's story is over (and another grenadier). That means it's very tough to get the benefit of "Darcsen Bond" without also risking the negative "Love Troubles". Also, and I explained this above, but you do not want to be sending a unit like a grenadier to run out into danger to rescue a fallen comrade, which makes "Pure Kindness" useless. Another character that has a bunch of potentials that run counter to how you're supposed to play their class effectively.

    Tier: C.

    Louffe

    PotentialTriggerEffect
    Darcsen BondNear DarcsenDefense Up
    Radar OperatorAfter spotting an enemyAccuracy Up
    Social AnxietyNear allies (not close friends)Defense Down
    Self-Expression*When inside a campAttack/Accuracy Up
    No Caption Provided

    "Asshole..."

    Louffe ("loof", probably a joke on "aloof") is the last of the Cygnus crewmembers to join Squad E as secret post-game characters. She's the radio operator onboard the Cygnus, and her perception and grasp of logistics and geometry serves her as a grenadier too. The big joke about Louffe is that she never learned how to talk to people, and her main source of conversational banter was her typically gruff drill sergeant back in officer training, which means she swears like a sailor and insults everyone who tries to talk to her. I mean, if you're a fan of tsunderes...

    Unlike most of the Cygnus crew, she's very capable in her role as a soldier. She has Aoife's unfortunate mix of "Darcsen Bond" and a negative that procs as often ("Social Anxiety", which hits with everyone besides her friends Curtis, Brian Haddock, and eventually Stahlschrott), but "Radar Operator" and "Self-Expression" combined makes her accuracy damn near pinpoint. She has a couple of unique battle potentials too: "Cover Stance" boosts her defense if she takes interception fire, and "Artillery Boost" is almost always a certain kill if it activates.

    Tier: B.

    Vehicles

    Special units that wield heavy ordnance and can provide cover or transport for infantry.

    • Pros: All vehicles can be used as makeshift cover for units, making them ideal vanguards for pushes into enemy territories. Other pros are conditional on the type of vehicle. They no longer require two command points to use, unlike in VC1, which greatly increases their utility.
    • Cons: Can usually only deploy one (the Hafen) or two per battle. Very obvious weak point means you can never leave them exposed, especially if there are enemy lancers or anti-armor turrets nearby.

    Further strategies: (Tanks) A tank is the most important unit on the field in terms of pure destruction and the focal point of any forward charge. Along with lancers they're the most reliable way of destroying other tanks and turrets, and their varied weapon loadouts - anti-armor tank shells, anti-personnel machine guns, area-of-effect mortar shots - makes them versatile against any type of resistance. Just need to make sure to keep that weak point safe: the best way is to prioritize killing enemy lancers first (the machine gun is better suited than the mortars or shells for that) and be pointing towards any other dangers so that the rear is facing away from them. Obvious enough, but you can run into problematic scenarios where a lucky enemy lancer or tank can kill you in one shot. Suffice it to say, if you brought an engineer with you, keep them near the tank(s) in case of repairs unless they're needed elsewhere.

    (APC) The task of the APC is to carry your units, especially low-movement ones like lancers, snipers and grenadiers, deep into enemy territory. APCs, like tanks, are near bulletproof so you shouldn't worry about any infantry besides lancers. Because APCs tend to be more exposed, it's more important than ever to ensure an enemy anti-armor unit isn't around to one-shot it: either use the APC's short-range machine gun to take them out, or deploy one of its passengers to do the deed. When upgrading the APC, biggest priorities are AP (movement) and carrying capacity. If you have a space left for another unit, put an engineer in there to keep the APC in decent shape.

    (I'm only including vehicles for the sake of completion. No point assigning tiers because they are singular presences on the field with distinct roles.)

    The Hafen (Claude Wallace)

    PotentialTriggerEffect
    Wind TalkWhen aimingAccuracy Up
    OverburdenedNear alliesAnti-armor Down
    Auroral Vow*AnytimeAttack/Defense/Accuracy/Evasion Up
    Iron WillWhen taking interception fireDamage halved
    No Caption Provided

    Claude's tank the Hafen (named for his hometown, and that of several other characters) is the centerpiece of Squad E and, for most maps, the only compulsory unit. It's a medium tank that eventually gets promoted to heavy with enough upgrades, not that it makes much difference besides changing its model slightly. Nothing spectacular, but a scrappy fighter that can take a beating. It has a staff of two: Claude Wallace, who we already discussed in the first episode of this series, and its driver and engineer Miles Arbeck, who can be a bit of a neurotic wuss but is otherwise the nerdy soul of Squad E.

    It's a no-nonsense tank with three firing modes - shells for anti-armor, machine guns for anti-personnel, and mortar shells for groups of enemies - and a considerable amount of armor. Decent movement range too, even when it gets upgraded to a heavy tank, easily outpacing most infantry besides scouts. I generally use the Hafen on the first action of any new map to scout ahead a bit, since there's very little that can wear it down besides anti-armor turrets and those annoying times when enemy grenadiers can wipe out your AP with interception fire. Once placed up ahead, other units can follow its wake and use it as cover. Even with "Wind Talk", though, the shells can be unreliable at longer distances, and the mortar has limited range. Still, it's one of the few units that can drive right up to an enemy tank, go past it, blow the shit out of it via its weak point, and suffer no ill consequences from its interception fire. That can count for a lot.

    The Cactus (Dan Bentley)

    PotentialTriggerEffect
    Love of TanksNear allied tanksAccuracy Up
    Shut-InWhen inside a campDefense Down
    Ace Tank DriverWhen movingAP Up
    Protector*When carrying alliesDefense Way Up
    No Caption Provided

    Dan's probably the person I most relate to in this game: a seasoned sort who appreciates his solitude, but rises to the occasion when necessary. His Cactus is the franchise's first playable APC (one appeared as a boss in the first game) and is frequently the lynchpin of any strategy due to its unique capabilities. I might suggest you don't rely on its machine gun turret for much: it's slightly less effective than a shocktrooper's weapon, though up close it can still do the trick nicely.

    The potentials for the Cactus are a bit strange, but generally very positive. Parking a vehicle in a camp does them no good whatsoever as far as I'm aware, as they don't restore HP the same way infantry does. It's not like they can take bases, or hide behind the sandbags that surround bases, so always leave the Cactus just outside one if you're moving in to take it down (maybe poke in a bit to destroy any barricades enemies might be taking cover behind). "Ace Tank Driver" is exactly what you want from an APC, while "Love of Tanks" is borderline useless because of the spray-and-pray nature of the APC's turret. It doesn't hurt to get "Protector" as soon as possible either, as it will ensure that the Cactus will survive even anti-armor shots.

    The Glory (Ronald Albee)

    PotentialTriggerEffect
    Loyal to MinervaNear MinervaDefense Up
    The Pride of Squad FAfter attackingHP Up
    Darcsen DiscriminatorNear DarcsenDefense Down
    Newfound Pride*Near alliesAttack/Anti-Armor Up
    No Caption Provided

    I never really used the Glory much. It's intended as an alternative to the Cactus for maps where the added firepower trumps the mobility of the APC, but those are very few and far between. Ronald's also a bit of an ass - you'll notice he's another bigot with an anti-Darcsen potential - so I'd prefer not to use him. In case you were wondering, I spoiler-blocked this one for the same reason I did Minerva: that Squad F gets wiped out and has those two join Squad E are some major mid-game spoilers.

    The advantage that the Glory has over the other two vehicles is its versatility. While the Hafen is a static powerhouse and the Cactus a glorified omnibus, the Glory can be specced out for either anti-armor tank shells (the mortar shells also come with this mode), a strong gatling gun for eliminating mid-range infantry, or a flamethrower that - like the shocktrooper version - is a one-hit kill for almost any infantry unit in the game and can hit in a wide but short-ranged arc. The only problem is you have to assign this weapon before the map begins and you can't change it thereafter, so unless you're familiar with the map and what it has in store it's tricky to take advantage of this loadout-switching. "Darcsen Discriminator" sucks, of course, but easily mitigable. "Loyal to Minerva" works if you intend to keep the two close together, which isn't a bad plan because the scout can do things a tank can't (like take bases) and might also activate "Newfound Pride" once you have it. "The Pride of Squad F", also shared by Minerva and Christel, isn't a bad little perk either.

    Final Tier Chart

    SoldierRoleTier
    Minerva VictorScoutS
    Azusa TsukikageScoutA
    Brian HaddockScoutA
    Christel WardScoutA
    Claude WallaceScoutA
    Eileen BlackwellEngineerA
    Jascha AlattGrenadierA
    Kai SchulenSniperA
    RazShocktrooperA
    Riley MillerGrenadierA
    Rita RaywaterEngineerA
    Ryan FordShocktrooperA
    ZaigaShocktrooperA
    Andre DunoisEngineerB
    Aulard AbingtonEngineerB
    Ben "Stahlschrott" SmithGrenadierB
    Brittany ScarlettLancerB
    Curtis BlackwellScoutB
    Ferrier BlancheurShocktrooperB
    Fleuret ValoisShocktrooperB
    Gertrude AlbrightLancerB
    Jimmy FrankLancerB
    Keigel HohmannLancerB
    Laurent McCloudLancerB
    Lily AshleyShocktrooperB
    LouffeGrenadierB
    Mabel DrakeSniperB
    Millennia HudsonScoutB
    Nico EmeryScoutB
    Norid SaarinenSniperB
    Rosetta ValerianoScoutB
    Scott AldissShocktrooperB
    Stanley BarclayShocktrooperB
    Simon BaleShocktrooperB
    Thomas "Odin" KevinScoutB
    Vancey FioréShocktrooperB
    AoifeGrenadierC
    Connor DohertyGrenadierC
    Emmy MistralShocktrooperC
    GodwinScoutC
    Hanna CarrollLancerC
    Jean MatrixLancerC
    Jester MooneyScoutC
    Leonhardt StrauchSniperC
    Rebecca LonghurstEngineerC
    Sergio MousquelaireLancerC
    Teresa LeachScoutC
    Viola BryceShocktrooperC
    Aladdin BallardSniperD
    Neige LePretonSniperD

    That's all of them! Thanks for reading, and hopefully you have some tips and ideas for your next sortie. Until the next war, everyone.

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.