>SG doesn't have multiple routes however, there are two somewhat different endings, and some missable characters/events There's also separate max counters for each team instead of one shared counter, so a team beaten down but left with several turns to spare can score several final turns in a row. >Instead of max-actions-per-character, the action limit for a turn counts for your whole squad. >There are less individual commands per unit in battle (Each unit only has one unique command, some of which are passive abilities), but each character has a wider variety of general strategic commands. >Battle doesn't rely on a fixed formation like in Rance, but rather by paying attention to how far a unit is from any given other unit (Very Close, Close, Medium, Far, Very Far) and that affecting whether close or ranged combat is done.
>Each character is limited to only two affection bonuses coupled with the extreme rarity of stat-boosting items (There's only one guaranteed per stat in each playthrough thanks to the shop), it means characters are far more bound to their starting stats, and making them awesome requires paying attention to affinities with other characters, and buffs. >There's not nearly as many options as there was in Sengoku Rance for what to do with your turns, sadly. >Instead of troop size, your commanders have levels each level raises their HP by a certain amount, which functions akin to troop count. Personally I was more fond of the House Shimazu generals as a hax squad (And ported Iehisa into Sengoku Gensokyo because he was my favourite, along with Rance himself), but anyway.