![]() ![]() While the hit chance is moderately low, it can result in an easy encouragement to reset if he manages to hex your units. If playing on Hard/Lunatic Modes, the player should note Azama's staff range, as he will be carrying one/two Hexing Rods respectively. On the ground, there are plenty of Onmyojis and Oni Chieftains, while the aerial units consist of Falcon and Kinshi Knights. The enemy forces have both air and ground units. The effects are temporary, only lasting for 2 turns before wearing off. Try to activate a Dragon Vein when there are no hostile ground units around. You will want to be wary when you activate the Dragon Vein, especially if there are nearby enemy footsoldiers as the increased movement means that they will be able to reach and/or pile weaker units resulting in them being seriously injured or taken out of the fight. You can exploit this pattern in your activation of Dragon Veins, depending on whether you want one or two turns of low mobility fliers. ![]() That means there will be 2 turns of highly mobile fliers, followed by one of normal movement. At least on hard mode, haven't tested on others), Hinoka will do this every 3 turns, provided any of her units are close to being in range of any of yours.If Hinoka activates the Dragon Vein, the opposite effect occurs (ground units get reduced movement, fliers get extra movement).Meanwhile, all flying units will have their movement halved following the same calculations, meaning that promoted fliers will have 4 movement (not including any movement boosts). This is listed as a "Dragon Vein" bonus, so you can still stack more movement such as Boots (note that this will not add to the Dragon Vein, so a promoted cavalry unit would not get 15 movement), units that provide a movement bonus in a Pair Up and Rally Movement. This means non-promoted non-fliers get 7 movement (5+2) and promoted non-flying units get 3-4 extra movement (giving them 9 for foot and 12 for cavalry). ![]()
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