As someone who has poured over 1000+ hours into the Fire Emblem series since playing Blazing Blade and Sacred Stones decades ago, I was thrilled to see the classic weapon triangle make its long-awaited return in Engage.
While recent entries like Three Houses shook up established franchise formulas in many ways, Engage also seeks to reinvigorate familiar mechanics by putting its own spin on systems like the iconic rock-paper-scissors weapons dynamic.
A Brief History of Fire Emblem‘s Weapon Triangle
Let‘s quickly travel back in time through weapons triangle‘s long legacy across FE history as critical context:
Introduced in Geneology of Holy War (1996) – The weapon triangle made its debut by giving sword users an advantage against axes, axe wielders more efficacy against lances, and lance specialists favorable odds against swords. This immediately added deeper strategy when selecting unit positioning, approach vectors and target priorities based on equipped weapon types.
Refined in the GBA era (2003 – 2005) – Games like FE7 and Sacred Stones expanded the weapon triangle by introducing light magic strong against dark magic, wind magic effective against thunder magic, and fire magic beating wind magic. This extended the rock-paper-scissors counterplay beyond melee weapons.
Absent in Shadow Dragon, Awakening & Fates (2008 – 2015) – Interestingly, various FE titles periodically removed the iconic weapon triangle, instead applying a simple system where certain weapons gave flat bonuses against specific enemy types. However, the intricate countering dynamics were sorely missed by veterans.
Returned in Three Houses (2019) – After years away, the weapon triangle finally made its triumphant and welcome return…albeit in diminished form. Rather than granting large accuracy and damage advantages in matchups, 3H‘s incarnation provided very minor Hit and Avoid adjustments based on weapon types. Additionally, many Heroes Relics sat outside the main triangle relationships.
This brings us to Engage. IS has responded to fan feedback and reinstated a proper weapon triangle mechanic with the potential for significant combat advantages…with their unique Break status spin.
Now let‘s delve deeper into Engage‘s modernized take and how we can fully utilize this classic system in strategic domination.
The Weapon Triangle is Back – With A "Break" Twist
On paper, Engage‘s triangle hews closely to the original weapon type dynamics we weapon triangle devotees know and love after years of muscle memory:
- Swords beat Axes
- Axes beat Lances
- Lances beat Swords
My Swordmasters cut down Warriors with glee while Pegasus Knights withstand their axe slashes. So far, so familiar.
The innovation comes not in the matchups themselves, but the impact. Whereas previous FEs conferred Hit, Crit, Damage or Avoid buffs in favorable triangle scenarios, Engage goes for the more directly crippling "Break" status effect.
The Brutal Efficiency of "Break"
While the weapon triangle relationships align with expectations, seeing that "Break" icon appear over enemies as my units press their advantage in engagements took some adjusting. But the strategic implications quickly became apparent.
When your unit lands an attack against a weapon type theirs beats in the triangle, the defending enemy becomes "Broken" until their next turn ends. This means they lose the ability to counterattack for the duration.
At first glance, this may not seem overly impactful. But getting denied a enemy phase counterattack provides amazing follow-up potential.
My speedy Swordmasters could strike down on Warriors and Berserkers safely without fear of reprisal. This allowed them to either hammer the enemy again right after with impunity or retreat to safety.
Of course, I needed to ensure I wasn‘t leaving my swordsmen exposed to other nearby foes who could capitalize on their overextension. But manipulating the Break status quickly became a key tactical priority.
The Math Behind the Breaking
To illustrate exactly how potent the Break effect is mathematically, let‘s analyze some combat forecast scenarios.
First, the classic Hit/Crit buffs from previous weapon triangles:
- Marth (Sword) vs Titania (Axe)
- Marth: 65 Hit, 15 Crit
- Titania: 45 Hit, 5 Crit
- Titania enjoys +10 Hit, +5 Crit with axe vs sword
Now let‘s model Break penalty instead with same attacker stats:
- Marth (Sword) vs Titania (Axe)
- Marth: 65 Hit, 15 Crit
- Titania: 45 Hit, 5 Crit. Also afflicted by Break = no counterattack
By stripping Titania of her entire enemy phase offense, Marth obtains complete initiative to fully leverage his superior speed and finesse against his axe-wielding foe with zero risks.
This grants much more domineering tactical control to press any positional advantages for either securing kills or strategically retreating prone units. The probability math shifts whole exchanges into the player‘s favor.
Additional Weapon Triangle Nuances
While the core sword > axe > lance > sword triangle sets the foundation, we must also consider other weapon types that behave uniquely:
- Bows, Tomes and Staves – Ranged physical bows and magical tomes/staves sit outside the main triangle relationships and receive no inherent advantages against any types. However, they remain vulnerable to broken melee attacks.
- Gauntlets – The punching and grappling "weapons" used by Brawlers operate independently without impacting core triangle dynamics. But they still can break swords, lances and axes to prevent counters.
- Combat Arts – These special techniques have advantage against ALL melee weapon types, although Gauntlets seem resistant. So Combat Arts offer a great way to damage otherwise unfavorable opponents.
Having diverse weapon representation capable of responding to any threat is critical when constructing your well-rounded team. Let‘s explore that next.
Building Teams With Weapon Triangle Synergy
Accounting for weapon types when selecting my squad and tactical roles has taken on renewed importance in Engage given the potency of Break statuses.
Here are some of my current favorite unit compositions optimized around the weapon triangle:
Balanced Core Offense
- Alear (Lord class) – As main character, I customized Alear to function as a balanced Lancereaver with Hand Axe sidearm to handle both weapon types well. Their unique weapon also helps tip matchups.
- Clanne (Swordmaster) – Specializes in cutting down Axes users decisively with high speed, precision strikes before they can respond.
- Yunaka (Warrior) – Total tank against Lances with her mighty axe attacks breaking through defenses.
This simple triangle core ensures I have strong counters ready for whatever weapon types enemies bring to bear. Each can Break dangerous foes for allies to clean up.
Hyper Offense Rushdown
- Framme (Swordmaster) – Extremely fast Swordmaster lethal to unsuspecting Axes wielders. Also sports solid Magic resistance.
- Goldmary (Falcon Knight) – Skilled lance flier who can reposition quickly across maps to isolate deadly Swords users in ideal matchups for her and allies. Her Resistance is a bit low however.
- Seadall (Berserker) – An axe-critical machine who obliterates anyone daring to raise Lances against him. But has cripplingly low Resistance.
- Veyle (War Monk) – Brawler who runs Gauntlets well outside the main triangle dynamic. She fills gaps against weapon types that usual counter Sword/Axe/Lance while providing buffs. Her Defense needs support however.
I utilize this more aggressive composition to overwhelm opponents quickly with Break chains. But it‘s riskier if enemies escape the initial onslaughts.
Methodical Balance
- Alfred (Paladin) – Well-rounded cavalry Lance specialist to counter Swords. Can also heal allies.
- Celine (Swordmaster) – Evasion master who reliably Sunders Warriors and Berserkers by denying their axe blows.
- Bunet (General) – Unbreakable Great Knight who just refuses to fall while holding ground against all physical attacks. My ultimate defensive wall.
- Anna (Thief) – While flimsy, she outranges dangerous melee foes with her Bow. Her mobility also enables opportune potshots at distracted tanks.
I shift to a more defensive posture with this combination for drawn-out battles of attrition, using Bunet as the immovable object while my mobile ranged units watchfully Whittle down impatient opponents. Works great on higher difficulties!
These samples demonstrate how various team construction philosophies changes radically depending on playstyle and game mode parameters. But keeping weapon triangle coverage in sharp focus remains universally essential.
Now let‘s explore advanced tactics to truly dominate Engage‘s weapon triangle with skills, equipment and map maneuvers.
Advanced Weapon Triangle Strategies
While respecting the basic rock-paper-scissors relationships will take you far, mastering advanced combo execution and weapon advantage pressing can enable thrilling tactical possibilities!
Leveraging Skills
The FE series always offers myriad skills that can help tip matchups further in your favor even against weapon triangle disadvantages:
- Sundering Strike (Swordmaster) – High crit skill directly punishing Axe wielders. Insanely deadly on triangle advantage.
- Lancefaire (Cavalier) – Flat damage boost against Swords on top of Break potential.
- Axefaire (Fighter) – Likewise improves Axes against those fragile Lance users.
- Armored Strike (Warrior) – Helps Axes chip through resilient Armors.
- Seal Defense (Thief) – Ranged debuffer enabling ranged Bow units to soften targets for ally cleanups.
Reviewing your units‘ entire skillsets instead of just equips reveals hidden combo potential. Clever skill activation sequences enable some amazing exchange blowouts!
Leveraging Equipment
The right weapons, combat arts (CA)and gear choices also heavily influence weapon matchups:
- Wrath CA + Killing Edge – Practically guarantees critical kills on wounded axe units after initial Break.
- Spike Armor (General armor) – Improves bulk against Axes specifically.
- Longbow (Archer equip) – Allows safe debuffing from range without sacrificing Break potential up close later.
- Levinsword (Sword equip) – Grants magic AoE that defeats high defense Lances more reliably.
Item synergies also provide more flexibility in responding to various threats even from a specific weapon type specialist. Knowing these special case tools prepares you for any sudden matchup outlier.
Leveraging Positioning
Proper positioning and manipulation remains paramount for fully leveraging the weapon advantage:
- Funnel Foes into Chokepoints – Guiding enemies into narrow spaces heavily favors your swordmasters against incoming axemen
- Isolate Speedy Units vs Slow – Your fast swordsmen can easily neutralize slow armored Knight counters in single combat.
- Boundless Force Threatens Flanks – Drop dangerous Wyvern Riders directly into the backlines to divide formations and enable better flanking matchups. Their mobility introduces chaos!
- Set Traps with Decoy Units – Leave injured Bow users in precarious positions to bait overly eager Swordmasters into Ambush traps.
Consider all tools at your disposal to dictate combat contexts to your weapon advantage – this strategic mastery separates novice leaders from true generals.
Engage Community Reactions
Before closing this guide, I also want to touch upon some great discourse I‘ve seen around the reintroduction of Weapon Triangle mechanics straight from the FE community itself:
Praise for Reinstating Beloved Systems
- "They remembered the little details veterans loved like proper weapon triangles with tangible combat consequences. Love seeing Intelligent Systems finally listening!"
- "The core strategy feels like classic FE again. Thank the goddess the insane overcomplexity got toned way down."
- "Weapons Triangle adds another layer to coordinate during army building and combat. Way more fun than stale flat boosts."
Concerns About Overcentralizing
"While dynamic,3Houses showed Weapon Triangle risks becoming the ONLY consideration with optimal play revolving completely around it."
"If you get hard countered, few other factors can offset so it could make combat very binary and matchup-dependent in frustrating ways."
"With how impactful Break statuses are, you practically suicide yourself attacking into disadvantage without support. Kills creativity."
I believe IS struck an elegant balance with the new Break iteration. It makes weapon types decisively meaningful without completely overshadowing other strategy elements. But only extensive play will reveal where this lands long-term!
Wrap Up
And with that exhaustive rundown complete, you now have intimate familiarity with Engage‘s modernized take on the iconic weapon triangle!
While weapon advantages have defined top level FE play for decades, don‘t overly rely on those age old principles alone. Creative skills, builds and tactics can overcome even sharp mismatches when executed cleverly.
But respect the triangle supremacy at your own peril – and enjoy effortlessly Breaking foes who dare challenge your weapon mastery with faulty formations!
Now get out there and cleave through those bandits, soldier! Service awaits…