I actually really like Leda's Paralogue tone-wise, especially on Dietrich's route, as it has that perfect feeling of "What the actual... Welp, guess we're doing this now!" that permeates so much of that particular route.
Dietrich’s paralogue is funny because the whole battle happened because he pressed a silly button, and the battle ends early if you kill all the enemies. It’s secretly a rout map, just like how Anatolia’s paralogue is secretly a kill boss map
I feel like your problem with Bertrand's map comes from not realizing that while they have infinite bait, there's only one unit who uses it. I've 4-1'd that paralogue twice and 4-0'd it once. It comes down to strategic placement of your units and timing
I did the Anatolia paralogue in the worst possible way. I brought 3 armor knights because I thought the enemies were physical. I killed as many worms as I saw in no particular order because I couldn’t differentiate the ones who stunned the boss and the ones who were just annoying. It went okay until at some point, I was out of stun worms and the main boss prepared an aoe on all of the green units and I completely forgot they’d just get confused instead of getting deleted. So I panicked and turned back time to make sure I managed to KILL THE BOSS before it had a chance to “kill” my green units.
One time, after being in the cusp of killing him, I accidentally let the turn in which he’d “kill the green units” happen and I laughed at myself for a solid 5 minutes when I saw them just get a lil confused instead of being vaporized. Great map. The boss gives like 3 level ups per bar. Please be smarter about it than I was lmao
I saw the thumbnail that said “These Paralogues suck.” My first thought was “what? But I loved Anatolia’s paralogue.”
Looks like we agree on that.
I would put Leda’s as the worst. Because not only is it so contrived, it doesn’t even feel like a real map. It feels like some sort of playtest map they accidentally included in the game.
i've generally enjoyed the variation on objectives so far. So I actually quite liked Betrands and Theodoras paralogue. I don't think I got quite one-shot in Theodoras and really like balancing how many enemies I have to route on Bertrands to then kill snipe the giant. Cai on the other hand is interesting in concept, but really fell flat for me so far, since I could just kill the cluster around centurio and Centurio himself before any other units got even close to the defend spot. I expect to like this more on a potential maddening run though.
Making a character tier list so soon after release that is worth anything sounds borderline impossible. Most players probably haven't tried building units more than one or two ways, and it seems like luck with growths matters a lot in a game where everyone is a training project.
Fun fact: you can totally see the lights on the switches through the fog in Theodora's paralogue.
And I've only sorta done Cai's paralogue the intended way once. Centurio is so easy to just kill in the first few turns before anyone can reach the goal. He has a big army around him but for some reason about half of them will just completely ignore you if you walk up to them and choose to run to the left instead lol
Honestly I view Leda’s paralogue as good training opportunity for my slow bulky units. Gave Yang Jie like all the kills to help him ascend to nostank godhood
I killed the big hydra living weapon flesh worm on Dietrich route. Was not easy, but all villagers lived. Bit scary with the underleveled units i brought to try and train
Another cool thing about Anatolia's paralogue is how you can leverage the beast's size to your advantage. As far as I can recall, it's the only 3x3 enemy in this game capable of movement, not to mention the 1-3 range that can potentially let it pelt the green units through the wall should they happen to be in the wrong position. Thankfully, the space happens to be small enough to the point where you can not only trap it to limit its range, but also enemy phase half of its shield, which saves you the effort of throwing one of your units at it during player phase, which is especially helpful given the shield regenerates every turn so as to disincentivize you from throwing Dietrich at it and enemyphasing the entire map, as things tend to typically go on Dietrich path. That plus the stun gimmick honestly make for a pretty fun and satisfying puzzle boss.