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Free For All
Free For All
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Introduction
(c)
The free for all is a gameplay mode that is unlocked after finishing the game once. The free for all mode allows you to play as any
Navigation:
country, whilst being at war with all the other countries. In the beginning you will get a short scene explaining why your country goes
to war: The Shimazu brothers want to impress Kurohime, Ran is only willing to marry Souun after he unifies japan, the Youkai want to General Information
be free of human subjugation, the Mikos are on a quest to return Natori's belly warmer, and the Hannys, as we all, do it just for fun... Lore
Story
Free for all is not fair. Some houses start with three provinces, while others have only one. The quality of the initial commanders is Houses
also very variable. If you pick a weak house like Akashi or Hara, expect a challenge. There are also custom features to some of the Game Mechanics
houses. Parameters
Command Events
Difficulty Commanders
House Advantages Disadvantages
Character Clears
Troop Properties
Very weak commanders
Every few turns (every fourth?) there is Skills
Very low troop count (100-200)
an optional event to improve Kazemaru. Objectives
Akashi House Very hard Share borders with powerful houses ( Compared
This randomly gives +1 to one combat Satisfaction Bonuses
to Akashi house anyway )
stat (max 7) or +50 units. Dungeons
Own only 1 territory
Items
Item Shop
Many commanders
Locations
Asai Asakura Negotiation for neutral remains at 5
Moderate Weak commander stats Second Game Bonuses
House regardless of how many time you use
Free for All
neutral
Walkthrough
Extreme Games
Share borders with 8 other countries
Starts off with 100000 gold Clear Game Report
Ashikaga (Theoretically it is possible for Ashikaga hosue
Hard Isiroku starts with Whirlwind Shot and Links
House be wiped off the map before your first turn)
Sweeping Fire SSG
Weak commanders
Version History
Demon mages have relatively low Attack & FAQ
Strong, unique commanders
Demon Army Easy Defense.
Demon mage units
Demon troops are very expensive.
+5 troops to all ninja per turn Average commanders, but because almost all
Iga House Hard Suzume is powered up and starts with are ninjas, there is effectively no one who can be
Chun Chun Shuriken placed on the frontline without being slaughtered.
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Motonari is cursed
Large starting troop sizes
Mouri House Easy Surrounded by Demon Army, Takuga,
Strong Commanders
Tanegashima and Akashi houses
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Barriers
Upgrading the barrier level of a province requires a fixed 10 construction. Max 9, minimum 7. Block enemy attacking during their turn depending on barrier level (higher
level less enemy attacking)
Neutrality pacts
You can make an enemy house temporarily neutral (if it has an adjacent province). The cost is 5 negotiation + 3 per previous use. It will initially last for 10(?) turns, and
can be extended an addition 2 turns with an action. Neutral houses won't attack you. You can not break the agreement, it must expire over time. If there are no
non-neutral houses left on the map the game ends, so be careful so you don't win prematurely. The Demon Army can be made neutral just like any other house.
Buildings
You can build one building in each province. There are several types with different effects. If you control at least 10 provinces you can also upgrade some building types
for higher efficiency. Building, upgrading and destroying a building each take one action.
The base income is national power * 30. Shopping districts are more efficient than markets while your income is low. However, hospitals and mansions are far superior to
both. With a full roster of medium-sized units, a single regular mansion produces units worth ~2000 gold per turn. With 15 wounded commanders, a regular hospital can
save ~500 gold per turn. (There's also a normal action to heal 25 troops in each unit.) Suggested mix is to have just enough hospitals that you don't have negative cash
flow from healing, and the rest as mansions.
Example: You build four statues. This unlocks both the emperor ring and power golden bear, but you can only pick up the emperor ring. After you pick up the emperor
ring, you can pick up the power golden bear. If you instead destroy one of the statues, the power golden bear becomes locked again (not enough statues) and you
cannot collect it. If you raze all the statues, you still keep the ring.
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Any Buddha Statues beyond 18 have no value as no further items are awarded.
Challenges
This mode contains two challenge battles on the left and right sides of the map.There are two "secret" Clear Game Report achievements for clearing both challenges,
but they will show on your report only after you have cleared them. Note that in my game i could conquer every country by the 55th turn but waited until turn 133 to earn
money for the challenges, most of your units (except for those used in the 2 first battles) should have around 1800 units. Also note that although I passed the levels a few
times, this is based on my playthrough so you may sometimes end up with something a bit different but equally nasty. The reward for both fights is 1 skill book 2 of every
kind (including action book). Perhaps the easiest way to build up troops for these challenges is to stock up on level two mansions after cornering your last enemy country.
Beyond that several houses have unique bonuses that can increase the troop numbers of certain units every turn. They are Uesugi (Female Warrior units), Hojo (Diviner
units), Takeda (Cavalry units), Tanegashima (Musketeer units), Miko Institute (Miko units), Iga (Ninja units), and the Tenshi Sect (Monk units).
Challenges count as troop battles, so units fighting in them are exhausted. They will not be able to defend this turn.
Campaign of Bunroku
The Campaign of Bunroku challenge (the one on the left side of the map, on the demon army's territory) consists of 8 battles, all except the two last battles aren't very
hard, and even the last two aren't as hard as expected. As the enemys stats are very low, the main problem is how to use your units effectively. I'll recommend the
number of units for each fight and they will total to 30, however you may not need as many to win depending on the size of your units and their stats/abilities.
Fight 1 - 2 Foot soldiers, 1 Warrior. Each of them has 300 hp, and variable action fans/special abilities. Use 1-2 units. A single unit of Warriors at about 1000 can
handle this alone easily.
Fight 2 - 2 warriors in the front row, and in the back row 1 warrior and 2 archers. Each has 500 troops, and again, they have variable special abilities. Use 2 units.
Fight 3 - 5500hp Peasant, 450 hp warrior in front row, and 5500 hp peasant, 500hp archer, and 6500hp archer in the back row which can 1h-KO your weaker units
and has a fondness for shooting divines (you can use this to your advantage by bringing a fast diviner and having them shield themselves), but has low action points
with only 2 or 3. Use 4 units.
Fight 4- 5500hp warrior and 450hp foot soldier in front row, and 3500hp warrior, 3500hp archer, 2000-4000hp diviner in back (Depending on your units you may be
able to win even if it launches a shikigami, or you may have to start over). Use 5 units.
Fights 5 and 6 are both one 5500hp peasant and one 450 hp foot soldier. Use 2-3 units. If you have a couple decent size (1500+ Warriors) with decent stats they
can win by themselves.
Fight 7 - 5500hp warrior, 8450hp foot in front row, and 3500 hp warrior, 7500 hp foot soldier, and 5000hp diviner in back row. 6 units. Isiroku or a musketeer with
Penetration Shot are excellent at killing/weakening the diviner as they can ignore Foot Soldiers.
Fight 8 - Same as fight 7, only an archer instead of a diviner. your very best 6 units. An alternate encounter switches the 3500 warrior to the front and swapping the
5500 warrior with a 2500 hp ninja unit.
Russo-Japanese War
The Russo-Japanese War challenge (the one on the right side of the map, on the Dokuganryuu house territory) this challenge has 3 very hard fights in the beginning but
after them, you are as good as done.
The recommend units here sum to 31 so use 2/3 maximum values, and 1 minimum (probably fight 1).
Fight 1 - ninja, warrior, and monk, each with 300 troops. 1-2 units.
Fight 2 - two foot soldiers, each with 1000 troops, and a warrior with 800 troops in front row, and a miko with 300 troops in back. 3 units. The miko unit has Battle
Rating Down 2.
Fight 3 - two foot soldiers, each with 1000 troops in front row and a musket with 800 (This Musketeer always has Special Cannon, thus if possible you want to drop
him before he can fire. Fortunately his attack power is relatively low but it can still cripple weaker units) in front, and an archer (8500 troops) and a tactician (500
troops) in back. 5-6 units.
NOTE I have seen fights 4 & 5 in reverse order or both fights with cavalry, there may be other types as well so be ready for anything as those two are the hardest fights
in the challenge. Also note that the ninjas you can meet have the Assassination ability so they can be very dangerous.
Fight 4 - Three ninjas (2000 troops each) in front, and in back a foot soldier (5300 troops), ninja (2000 troops), and a tactician (500 troops) in back. 6 units.
Fight 5 - Three cavalry (1700, 1800, and 1000 troops respectively) in front, and a foot (7000 troops), archer (3500 troops), and tactician (500 troops) in back. 6
units, your strongest. One of the cavalry units may have Battle Result Up 1 or 2. Also the archer unit can have Accurate Shots (like Uruza), so it's best to bring units
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