Valkyria Chronicles 4 Squad Stories: Strategies for To Live Unbound, Love and Logic, and The Price of Skill, aiming for 2-3 turn clears.
Walkthrough
- 1Squad Story - To Live Unbound (2t): Utilize the telescope and interception fire for a 2-turn clear. If you have T4 grenades, you can eliminate the 2 crouched shocks and engineers in one throw, though this is not strictly necessary for a 2-turn completion.
- 2Squad Story - Love and Logic (2t): Position your grenadiers facing away from the main group to increase the consistency of the first enemy turn, preventing random grenade outcomes. After this setup, proceed with a standard clear to the main camp. Be mindful of unit positioning, like Hanna's, to reduce the risk of friendly fire.
- 3Squad Story - The Price of Skill (3t): This mission is described as a 'turkey shoot' where success relies on enemies not dodging your attacks. Too many dodges can push the completion time to turn 4 or later, making it a candidate for the worst squad story in Valkyria Chronicles 4.
- 4Squad Story - Legacies Left (3t): The medium tank can be attacked with a Lancer or with tanks positioned across the valley.
- 5Valkyria Chronicles 4 No Reload C.Run Worlds Apart (3t): This mission was played after clearing 18a, accounting for the time taken to recruit and promote Gertrude without repeating missions. It is possible to achieve no damage and zero allies downed, but this requires reloading or significant luck and takes 4 turns. The strategy involves hoping enemies miss their shots and Gertrude doesn't miss hers, plus waiting for scouts to die to interception fire. For a no-reload run, a 3-turn clear was chosen. If you haven't used R&D or ground extensively, Gertrude is available upon reaching chapter 11. Tier 3 royal weapons, obtainable by chapter 8b at the earliest, are appropriate. For fairness, tier 1 royal weapons were equipped. Tier 5 grenades are available, but tier 3 grenades are expected by chapter 11.
- 6.Run Mischief Makers, Girl in the Iron Mask (4/2t): See individual mission breakdowns.
- 7.Run Girl in the Iron Mask (2t): This is an early-game mission with level 5 enemies. A leadership star is not assigned, direct command is not used, Minerva is not deployed, accessories are limited to capped bullets and military cape, and weapons are limited to tier 1 royal. The tank is fully upgraded but used as if it only had the first 3 weapon upgrades, meaning it doesn't one-shot enemy tanks from the front and stops with 50 AP remaining.
- 8.Run Mischief Makers (4t): This mission is played with weapons and accessories available after clearing 7b and gaining access to the leadership star, but before clearing chapter 8. Grenades are tier 5 due to inability to downgrade, but function similarly to tier 3 grenades in the video. There is a bug in Mischief Makers: skipping the cutscene (a non-interactive cinematic the game plays automatically) immediately after receiving reinforcements, before character dialogue appears, prevents the active character from teleporting with the team when the enemy is killed.
- 9Squad Story - A Chivalrous Heart (3t): If Minerva crosses the bridge first, the direct command (a command that allows you to control units) cutscene and unit repositioning occur on the bridge. If a generic unit crosses first, the cutscene happens at the next captured camp. This can be used to relocate units to the southeast Camp, making them less exposed and able to resupply. To capture the main enemy camp without being fired upon by scouts, both routes into the camp must be taken, allowing for surprise defeats of Godwin and Rosetta. Nico can also be defeated with a surprise frontal attack using terrain and the engineer's smaller hit/sight box. Aulard and Teresa are hidden near the west passage; scouts' increased visibility range works against them once spotted. Use any class except a scout to pass without triggering fire. The generic shock trooper can defeat Stanley without interception fire by staying within 200 range. T1 Curtis is defeated by snipers from the grass. The engineer crosses the bridge, grenades Niege, and proceeds to the southeast base to grenade Raz and Co. Minerva heads to the southeast base to capture. The engineer breaks the southeast fence towards the main camp and stops at the camp to resupply. T2: The shock trooper heads west to defeat Stanley. Minerva and the engineer defeat Godwin with two grenades. The engineer positions next to the shock trooper for the west entrance to the main camp. T3: The shock trooper and engineer move west through the double barricaded passage using grenades. Rosetta and Nico are defeated by surprise attacks. The shock trooper and engineer enter the main camp and defeat Claude, Kai, and Viola.
- 10Squad Story - Reluctant Solitude (2t): Deploy Minerva and Riley to support other grenadiers. Eliminate snipers on the cliff and the Ace before proceeding with the lower team. Be mindful of fences and cliffs when positioning shots to minimize the chance of collision, even if not directly on the enemy target.
Tips
- Being able to make Odin a leader significantly aids in passing tanks and scouts more easily.
- Positioning grenadiers away from the main group in 'Love and Logic' improves first enemy turn consistency.
- In 'The Price of Skill', excessive enemy dodges can prolong the mission beyond the intended 3 turns.
- For 'No Reload C.Run Worlds Apart', achieving a 4-turn no-damage run requires luck and reloading, while a 3-turn clear is more feasible for a no-reload run.
- In 'A Chivalrous Heart', using a generic unit to cross the bridge first allows for strategic unit repositioning to the southeast Camp.
- When facing scouts in 'A Chivalrous Heart', using classes other than scouts can prevent them from opening fire.
- In 'Reluctant Solitude', prioritize eliminating cliff-top snipers and the Ace before advancing with the main group.
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