Started a Rogue, and thought an AAR might be interesting this time. 11 days in so far (probably a bunch of spoilers, but will try to avoid anything obvious):
The initial priority is to get a merc up to Big Guns 11 so that they can use a gravity gun. In the less dangerous early levels, I can focus my resources on gaining gold and exp. After turn 10, I just want to hang on by my fingertips until I have an operational grav gun by ploughing all of my resources into castle defences.
Day one
Here I can make the most of accrued medal bonuses from previous games. After the first round I have ~2350gps and 4 APs to spend. 2 APs are used on robbery, bringing me up to ~2400 gps - I can now afford a house upgrade and 2nd merc.
The first recruit on offer is a teamwork 6 aim 9 guardian - pretty good, but not the big gun specialist I’m looking for, I can afford to be choosy at this early stage. My last 2 APs are spent to get a different recruit - luckily I end up with Ferrari, a teamwork 3 aim 10 militia - I plonk down the 2400 gold to obtain her services, and set her skill focus to Big Guns.
Day two
Williams, a Hunter with great stats, arrives at the barracks. Little Girl gets the boot to make way for him.
I spend my money to get repairman 1 and 12 chickens. The former may help me earn perfects more often (for this the castle walls need to have max hps at the start of every wave and at the end of the day). As for the chickens, it’s always useful to have a safe way to spend that last leftover AP to gain a few gps, but I don’t intend to make any greater investment for a while.
Days three to eight
Now that I have 2 mercs I’m happy with, most of my resources are invested into greater experience gains. Dinner is eaten every day, for 3 APs a time. Williams picks up cookery skill, which gets focussed. Trainer is increased to level 4, for 19% gain in exp per day. Additionally I buy a few smith levels and inventory slots.
My Rogue gains capable 2, along with the party skills threat and active, with focus placed on the latter. I won’t take any more party skills until I have hired my 3rd merc, in order to minimise any potential overlap.
Equipment-wise, I decide to replace Williams’ Bow-gun with a 4 mod-slot shotgun, and Ferrari gets a cheap HMG to replace the hunting rifle. My Rogue’s pistol is replaced with a revolver - better for the armour and hp-heavy waves to come. A 5 slot mk-2 hunting rifle did turn up on the smith, but I decided not to buy it - potentially a decision to regret as 5 mod slots are quite rare.
Day nine
I buy looter up to level 3 along with another inventory slot - I want to get the most out of the boss day loot. Eating dinner with the boost from Williams’ cookery 3 provides a 45% exp bonus - especially useful for boss day.
Ferrari has reached Big Guns 8, and I’m able to replace her cheap HMG with a chain gun bought from the smith.
Day ten
I sell the loot and buy repairman 2. Tough day ahead, I’m using 2 grenades, a grail of jure and a sniper revolver (for killing crows) in my quick slots.
Day eleven
I survived with a few worrying moments. The revolver took down the ballistae and suicide bombers quickly enough, with help from the odd grenade. A few rats, barbarians and dragonflies got through in the meantime, but castle hp didn’t drop below 30.
Picked up a mk-2 laser gun in loot, but since it needs small guns 12, and my Rogue is only up to 6, I will probably sell it and invest the cash in immediate survival measures.