Japanese Super Famicom version
Der Langrisser Deployment, command, and development basics
Actions and decisions from predeployment hiring to healing in battle, treating a commander and mercenaries as one unit.
Scope: Japanese Super Famicom version (1995) / References checked: 2026-10-15. No gameplay verification performed. A complete guide including every map and all enemy data remains under further cross-checking.
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Choose formation from victory conditions before deploying
Show conditions and data
- Read the starting conditions and distinguish defeating every enemy, defeating a specified target, escorting, and turn limits. Conditions can also be rechecked through the settings menu during battle.
- Place commanders, hire mercenaries, then check weapons and armor. Available mercenary types depend on development paths, so avoid charging spearmen with a cavalry-only formation.
- Make a suspend save immediately before deployment. If preserving a normal save before a branch, decide which record to update first.
Check mercenaries' positions relative to their commander before attacking
Show conditions and data
- When selecting mercenaries, check that they remain within their commander's influence. Before pursuing distant enemies, consider whether they can stay in range through the next enemy phase.
- Defeating an enemy commander also removes their troops. Target commanders for a safe quick finish; when seeking experience, check whether mercenaries can be defeated first.
- No experience is awarded for troops that disappear. There is no need to endanger escort targets or allied commanders for experience.
Restore units with treatment and adjacent recovery
Show conditions and data
| Recovery method | Conditions and effects | When to use |
|---|---|---|
| Commander treatment | User's HP +3, MP +2 | Prepare for the next spell outside enemy reach |
| Mercenary adjacent recovery | At allied-phase start, mercenaries directly above/below/left/right of the commander recover HP +3 | Pull wounded troops back and return them to the front next turn |
| Healing magic | Check learned spells and area before use | Restore multiple wounded units before attacking again |
- Diagonal adjacency is not treated as the same automatic recovery condition. Command-range combat modifiers are separate from recovery directly above/below/left/right.
Infantry, spearmen, cavalry, and anti-air measures
Show conditions and data
| Opponent | Candidate counter | Placement caution |
|---|---|---|
| Infantry | Cavalry | Do not mix them into a charge along spearmen's line of fire/front line |
| Cavalry | Spearmen | Lure the enemy onto plains and receive them within allied command range |
| Spearmen | Infantry | Do not lead with cavalry |
| Flying troops | Archers | Prepare front-line units to protect archers from melee attacks too |
- Matchups alone do not fix victory or defeat. Check remaining HP, stat differences, terrain, and command modifiers too. Judge monsters by their attribute field as well as appearance.
Choose a destination before changing class at Lv10
Show conditions and data
- When a new class becomes available, check desired late-game spells/mercenaries and subsequent classes. Do not choose a branch solely by immediate stat differences.
- Class changing returns the unit to Lv1. Acquired stats, magic, and recruitable mercenaries carry over, so do not compare development by displayed level alone.
- Troops' kills award experience to their employer. Safely give attack opportunities to the commander you want to train and use healing for development too.
Choose a different fighting tile even against the same opponent
Show conditions and data
- Check terrain modifiers such as forest and slopes. Do not repeatedly attack a strong enemy occupying highly favorable terrain.
- When luring enemies, first secure the bait unit's retreat and command ranges for participating units.
- Use commanders to search for hidden items. Do not conclude nothing is present after sending only mercenaries to unusual terrain.
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