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This is something I did more than a year ago but never really found a good place to share. Seeing as there is a bunch of Rance topics active I decided to put it up to gather some comments.

Game completed in 24 turns, which is likely to be the theoretical minimum. I tried to mess around in Ran route too, but the plot development is really slow.

Starting bonus:

5 star kill monkey, all commanders except Kenshin and Mouri. Kenshin saves a fan through surrender and Mouri saves a fan through all-out battle, so I can't have them. The others are gotten so I don't have to declare war on them. Due to the speed at which I expand I actually need to wait around for forces to be introduced before I can declare war, which is definitely sub-optimal. Items and other stuff are good to have too, though a lot of them are not necessary.

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Turn 1 situation after some messing about. All the units in the middle are going to get dismissed soon. Popularity staff on Ai. Ai is a better choice than Komatsu only when she starts with 460-499 troops. The one extra cost is a consideration too. Turban is actually a good choice for the Akashita dog since he pretty much provides +1 engagement as a frontline tank and also has great negotiation.

Turn 1:

NP +3

Sounds stupid, but you really don't need anything the game has to offer right now. You can use two fans to get a dungeon treasure, but it's probably better to have the extra NP for commanders and money, two things you'll be really desperate for soon.

Turn 2:

NP+1

Declare war on Hara

Attack Hara (1/4)

Turn 3:

Attack Hara X3 (4/4)

Hara gets wasted, everyone gets sent into battle to maximise troop gain. Unnecessary commanders are dismissed, note that I get to reach Cost/Power parity this turn after the win.

Ashikaga also comes looking for repayments, which is one fan conveniently saved.

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Turn 4:

Attack Mamushi Oil Field X3 (3/3)

You must attack oil field first to gain access to Takeda, otherwise you'll have nothing to attack the next turn. The last Ashikaga territory can be surrendered without costing a turn. Make sure to capture a battle permit foot soldier this turn. Also dump your money into warrior of choice to get up to battle permit. Popularity staff is moved to Omachi and will stay there for a while. I believe Imagawa's Kyo trip also happens around this turn, it's probably better to leave them be. I made the unwise choice of declaring war which probably caused unecessary reloads.

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TARGET ACQUIRED

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MISSION SUCCESSFUL

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Omachi makes all castle sieges jokes for now.

Also in this picture: Omachi acting twice in the first four slots.

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Random defense screenshot.

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Situation at the start of turn 5. I had to give a nudge to the foot soldier as well since he got into jail at 900 something troops. I sacked all of Nagahide's troops for gold since I was a bit short and ended up sacking too many, though admittedly his troops are useless anyway. If gold is insufficient Elina and Kurosaki's troops can go as well.

Battle permit attacks Shinano (1/4)

Turn 5

Attack Shinano X3 (4/4)

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Shinano fried chickens.

Battle permits attack Kai X2 (2/3)

Turn 6

Surrender Ashikaga

Visit Miko institute

Attack Kai (3/3)

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Look at that Fuurinkazan

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Start recruiting prisoners since NP problems are now over. Prioritise negotiators and diviners. These guys need to carry the gold statues and other stuff to free the item slot for combat units.

Battle Permits attack Edo (2/3)

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BP tactician detected!

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Awww.....

You must capture the tactician soon I think, probably in these two or three turns, otherwise you will be short on offensive power to deal with multiple fronts.

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Unecessary diversion.

Turn 7

Declare war on Tanegashima

Kill monkey

Attack Edo (3/3)

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No more fixed battle, and three ninjas made it slightly too tricky for Omachi.

Permits attack Kazusa 2000 (2/3)

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Defend against Houjou X2 and Hannies. Where are the diviners.

Turn 8

Scout hanny king's secret

Meet up and reveal the secret (really should have done these much later on)

Attack Kazusa 2000 (3/3)

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It's taking Omachi longer and longer to handle these beefed up enemies.

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Hired every generic from the prison to do scrub work. Admitted there are very few prisoners.

3 permits attack Saitama (3/4)

In enemy phase, Kenshin had an epic fight with Takeda. Unfortunately Takeda was destroyed 2 turns ago, so she must be fighting leftovers.

Three updates of 8 turns each should be a good pace.

Edited by Balcerzak
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I think you all need to talk to someone about this hentai obsession of yours

Good luck I guess.

BTW picture link is broken. I'm using Chrome.

It's too late now, I have gone to the dark side years ago.

The pictures SHOULD be viewable, but if more people complain I'll move them to a proper image host.

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The host doesn't seem to like embedding. I could copy and paste directly to the address bar the urls that you had stuffed into the tags, and then they would work, but that's a bit unwieldy. Also, very keen to follow this.

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Update 2

Turn 9

Visit Miko-san

Declare war on Uesugi

Attack Saitama (4/4)

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As troop sizes get increasingly larger Omachi is starting to lose effectiveness. Unfortuantely I have no money to pad her troops at only turn 9.

Permits attack 2 blocks of one of Uesugi's areas as well as one area of Tanegashima. Yuzumi is likely to appear on the counterattack this turn, if you miss her now her chance of appearing later is much slimer.

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Fuuuuu...

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ARGHHHHHH

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Finally I remembered that I have the imortal fox diety, whould have saved me half an hour of reload hell.

Block counterattacks from Uesugi and Dokuganyruu.

Turn 10

Visit Miko-san again

Declare war on Miko institute

Attack Uesugi with Rance

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Awww... Thanks for the free castle, unfortunately I have forced my hand to push you into the abyss of suffering. Sorry.

Permits attack Yamatai (2/3) and Tanegashima (2/4)

Turn 11

Surrender Tanegashima

Declare war on Tenshi Sect

Attack Yamatai (3/3)

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Omachi barely does anything on these guys with the 50% battle effect on their backs. I didn't even manage to kill the miko.

Permits attack Tenshi Sect (any two) and Uesugi (0/3), triggers Kenshin night raid loss.

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5 action divier says lol to these peasants.

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1000+ troops ninja and diviner units start to appear at this point. Better catch them all!

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I was frustrated of the foot soldier who foiled me a few times, but when I load up on fire power I ran into an easy kill. Also featured is Shibata the master leaker.

Turn 12

Declare war on Mouri

Lightening in the day

Attack one of the Tenshi Sect areas

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Even a random squad can beat these guys.

Permits attack Izumo (2/3) and the left over tenshi sect area.

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It breaks my heart to do this.

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Both Dokuganryuu and Mouri decided not to act for some reason, so I get to butcher some peasants with all of my aces.

Turn 13

Shibata learns Enhanced Initial Guard

Baba Shoun learns Battle Rating Up 2

Attack Izumo (3/3). Rance need to appear in this fight to trigger the all-out duel. More specifically, Rance needs to show up against Motanari.

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I remember raging at this battle again and again back in the days. Initial battle ratings in castle fights are just the worst things ever.

Permits attack Mouri areas. I have four now.

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Enemy formations are fantastic.

There should be more and more free fans from here on, which are probably best used to strengthen key commanders.

Turn 14

Turban learn enhanced initial guard

Declare war on Takuga

Attack Tenshi sect

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Their tacticians actually do massive damage, as the 'cheating' stat bonuses have kicked in and they have attack buffs and high troop counts.

Permits attack Takuga and Mouri, then start working on Dokuganryuu's huge row of areas. You can probably afford to slack off on defending from here on in, depending on how many permits you have collected.

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...not cute.

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The shortage of foot soldiers is becoming a problem as other units can no longer handle tougher enemies. Even guts armor has little effect now, these mouri generics probably have 8 attack.

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Fuuuu.... I don't know why Mouri has so many warriors. These guys are the worst as they do nothing but mauling at your 4 defense generic with cheating 8 attack 8 speed and massive squads. I don't remember but this fight probably had a three warrior front row too.

Turn 15

Nogiku learns enhanced initial guard

Omachi gets 9 speed

Attack central earth (2/2)

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Finally, diviner permit get!

Permits do work.

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Guys please have more sensible lineups.

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Enemy generics smartly picked off the monk and left the Uesugi fodder alone. Go for the girls man, this preference is inconvenient.

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Mouri does a triple invasion yet again, I let them be in fear of Kiku-chan's assassinate. Also I have no foot soldier left. These generic foot soldiers really melt to enemies and I have to rely on the three I started with.

Turn 16

Declare war on Iga

Punish Inukai

Attack Takuga (3/3)

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9999 my ass, why do you only have 500 troops when you get into my prison?

Permits finally clean out Dokuganryuu.

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Defend against Dokuganryuu so I can take them out next turn.

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Uesugi generic ate a musket to the face and I mauled their backrow. Your sacrifice will be remembered.

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Foot soldier troop size is starting to not cut it anymore, almost died here.

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Mouri doubles again....

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Mouri triples for the third turn in a row, this time thankful with a weaker lineup. Ezo has four outskirt areas so I really can't let more than one area to be recovered by Mouri.

Edited by Balcerzak
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What broken images? He certainly didn't move all his images from the root album into a /sr/ album and forget to update the links. No sir.

See, they all display just fine.

Edited by Balcerzak
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They are moved now, hopefully things work now. If not I'll be back to fix it later.

What broken images? He certainly didn't move all his images from the root album into a /sr/ album and forget to update the links. No sir.

See, they all display just fine.

Oops. Yeah I did that intentionally because I thought photosharing services would support their built-in photo organising service. Apparently not... Should have been obvious really. Facepalm_emote_gif.gif

Also they appeared fine on my computer so I thought it worked.

Edited by nano
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Update 3

Turn 17

Attack Oushuu (8/8)

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Battle ratings etc.

Permits attack everything possible.

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Dokuganryuu counterattacks into Oushuu. Needless to say I let it go.

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Dokuganryuu doubles into Oushuu. Please guys, invasion is not a good idea when your house is on fire.

Turn 18

Declare war on Asai-Asakura

Attack Ezo (5/5)

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Turn 19

Finally the all-out battle is available!

All-out battle with Mouri

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A bit overprepared here.

Attack the last Mouri territory

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These guys have really small troop sizes for this stage of the game.

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Old man Mouri just fought three battles in a row. What a champ.

Turn 20

Surrender Asai-Asakura

Attack Cairo (4/4)

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Baba has 6 actions and battle rating up 2, he can push the meter over by himself.

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Random defense fight.

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Akashi declares war on me because they have balls of steel.

Turn 21

Surrender Akashi

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Attack Amazon (4/4)

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Counterattack. Kazuhisa is pretty insane at this point, you can't go up against him without defense buffs.

Turn 22

Declare War on Tokugawa

Attack Morocco (3/3)

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Turn 23

Surrender Tokugawa

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Attack South Africa (2/2)

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Chinu why are you so slow (or mayber everyone else is too fast)

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Peace and quiet at last.

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Final commander list. Only the foot soldiers and Omachi purchased additional troops.

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The game ends on a start-of-turn event, so it's recorded as 24 turns.

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