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wrightofway

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    New Mystery of the Emblem

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  1. Been a bit busy lately. Starting Z2.2: Prologue 1 3/3 Turns Zero killed Cornelia. Prologue 2 6/9 Turns Prologue 3 3/12 Turns Map 1 4/16 Turns 1 SR Map 2 4/20 Turns 2 SR Map 3 4/24 Turns 3 SR Took Middle East Route Map 4 4/28 Turns 4 SR Map 5 4/32 Turns 5 SR Map 6 4/36 Turns 6 SR Louise used Sword Cut on Heavyarms beam saber so I had to get a bit lucky on turn 4 EP and crit the boss but it worked out. Map 7 3/39 Turns 7 SR Map 8 6/45 Turns 7 SR Map 9 4/49 Turns 8 SR Map 10 4/53 Turns 9 SR Map 11 5/58 Turns 10 SR The second group of enemies don't spawn until Turn 4 player phase, even if all the enemies are dead. It would be an easy 4 turn if not for that. Map 12 5/63 Turns 11 SR Map 13 4/67 Turns 12 SR Map 14 4/71 Turns 13 SR
  2. Map 42 5/179 Turns 35 SR Map 43 5/184 Turns 36 SR Map 44 4/188 Turns 37 SR Map 45 3/191 Turns 37 SR Map 46 2/193 Turns 37 SR Map 47 2/195 Turns 38 SR Map 48 4/199 Turns 39 SR Map 49 4/203 Turns 40 SR Map END 3/206 Turns 40 SR Level 99 End Boss 4 Enables, 7 Hopes, a Resupply spirit and a manual resupply from Tamaki means a lot of turns for Shin Getter, most of them Valored and 3 of them using Shin Getter Change Attack. Ryouma dealt almost 200k to the boss on his own and a few other units cleaned up what was left of his health. A 2 turn is probably possible with 2 more Enables, an additional Resupply, 2 more Hopes and maybe a few more Daunts (I had 4 Daunts) by letting Shin Getter literally solo the final boss after cleaning up the 3 sub bosses on turn 2. Total Turns for Z2.1: 206 - 40 SR - 5 end boss = 161 Units: Brasta -- Perfect availability and great range and starting skills for Support Attacking. Getter/Shin Getter -- Ridiculously hard hitting, often 2 shotting bosses once Ryouma got Valor. It takes a ton of EN but a Propellant Tank mostly fixes that. Definitely worth the first pick. Wing -- Pretty underwhelming in this game. It takes a lot of EN for its good attacks and doesn't hit as hard as I would like. Having much better MAP attacks in 2.2 should hopefully justify this pick. Exia -- My second hardest hitter for most of the game. Solid range with a range increasing part and enough power to deal with most mooks with cheapish attacks. Innate Continuous Action and Yell to use it on turn 1 are also super cool. Sol Gravion -- 6 pilots and good power hampered by poor availability. Lack of Prevail makes it a lot less durable than my other Supers but having a pilot with guard fixes that. Primary advantage late game are 3 pilots with Valor, my only Resupply and a single Hope. Having so many pilots with Valor means that I could freely spend Touga's SP on Zeal, too. Dynames -- Support attacker #2. Missing the last 2 maps isn't a big deal and is made up for by joining super early. Aphrodite A -- Early game spammed Bless, late game spammed Enable. Instrumental in late game boss kills. Basara -- Does not exist Daitarn 3 -- 2L size leads to some decent damage but poor movement and bad ranged attacks leaves it as one of my worse supers. Panther -- Hope is great, nothing but a low movement heal bot before then. Nu Gundam -- I should have fed more kills to Amuro so he could Double Attack more reliably but still a solid sniper when he was around. King Kittan -- Poor damage, bad terrain ranks and low movement lead to my worst combat unit. Gunleon -- Does not exist Taurus -- Does not exist Burai -- Resupply is nice and so is Daunt but low movement made it a bit hard to take advantage of. Ru Shako -- Does not exist (except I think in one of the flash back maps but that doesn't count) Go -- Does not exist
  3. Map 31 4/135 Turns 25 SR Map 32 4/139 Turns 26 SR Would have been able to 3 turn but Thymilph only tries to attack Gurren Lagann even if it's not in range. Map 33 3/142 Turns 27 SR Took Celestial Being route Map 34 6/148 Turns 28 SR Unupgraded Alto against a bunch of accurate, high HP enemies means I had to wait out the clock on the initial enemies. Map 35 3/151 Turns 29 SR Map 36 4/155 Turns 29 SR Map 37 5/160 Turns 30 SR Map 38 4/164 Turns 31 SR Map 39 4/168 Turns 32 SR First half is an easy 1 turn. Second half could probably be 2 turned if I had 1 more unit to help finish off the boss. Map 40 3/171 Turns 33 SR Map 41 3/174 Turns 34 SR Took space route.
  4. Trade: Wen Yang > Wrightofway Go > Asahina.
  5. Map 16 6/70 Turns 13 SR Barely got the SR point due to sending Getter towards the weaker side instead of the stronger one. They did tank and destroy the entire right side reinforcements and Ryoma almost has his Ace bonus now, which is nice. Map 17 4/74 Turns 14 SR Map 18 5/79 Turns 14 SR All of my units were events except for Dynames, Tamaki and Getter so I didn't have the firepower to get this SR point. Map 19 5/84 Turns 15 SR Map 20 6/90 Turns 15 SR Map 21 4/94 Turns 15 SR Map 22 2/96 Turns 16 SR I think a 1 turn might be possible with one more unit with Continuous Action (I have 2 right now.) Map 23 6/102 Turns 17 SR Took U. N. route Map 24 5/107 Turns 18 SR I only have Getter and Crowe on this route (and Sayaka but she doesn't count) but Getter is such a wrecking ball it doesn't really matter. Map 25 5/112 Turns 19 SR Kittan adds another warm body to my team, which is nice for rout maps. Map 26 3/115 Turns 20 SR Map 27 4/119 Turns 21 SR Map 28 3/122 Turns 22 SR Map 29 5/127 Turns 23 SR Map 30 4/131 Turns 24 SR It should be possible to 3 turn this with level 8+ weapons on Crowe since my level 7 left MD with ~1000 HP after attacking and counter attacking on turn 3 but that would mean missing the SR and the Super Repair Kit.
  6. Sometimes I forget to write turncounts while I'm playing and have to guess based on the difference between total turn counts from the last map I wrote down and when I remember that I forgot for a map or two. The total turn count will be right at the end of the day since it's displayed. I wish the scenario chart showed turn count by map. And yeah, I meant Zechs. I never saw Wing.
  7. I guess I should start posting some turn counts. I definitely feel like I picked my team for late game a bit too much as I ended up missing a few SR points from having too few units. Map 1 3/3 Turns 1 SR Pretty basic map. Chose Ranged Brasta for better support attacking. Map 2 3/6 Turns 2 SR I almost managed to 2 turn this one but for whatever reason one of the Hellions refused to attack on turn 2 EP so I had to clean it up turn 3. Took Celestial Being route. Map 3 3/9 Turns 3 SR Crowe took out the initial enemies on turn 1, Heero took out Trieze while Setsuna and Lockon took out the other reinforcements. Map 4 4/13 Turns 4 SR A crit by Crowe on Trowa triggered the reinforcements immediately leading to an easy 4 turn. Took the Celestial Being route. Map 5 3/16 Turns 5 SR Setsuna went North, everyone else East. After a certain number of enemies are killed 2 Genocidrons spawn and move towards Aoi. Used her to lure them towards my main force and took them down with support attacks. Map 6 5/21 Turns 5 SR This was an ugly one. I didn't manage to kill the whole first wave by turn 3 EP so I missed the SR but fortunately I managed to get Aoi to 130 Will in time to smack Sergei in the face. I missed killing 4 enemies and Setsuna got shot down after missing a 75% hit on Sergei but fortunately Crowe was there to clean up. Map 7 4/25 Turns 6 SR Getter! I forgot that the Damons would flee after all the Invaders were dead so I missed 2 kills but I didn't feel like redoing the map just for that. Map 8 5/30 Turns 7 SR The first half of this map is pretty annoying with an unupgraded Alellujah. Even with Focus up and inside Sumeragi's Command Aura he's facing 15% hits from Invaders and 40%+ against Soma. Once the good units show up it's easy cleanup. Map 9 6/36 Turns 7 SR Pretty basic map. Took advantage of support attacks from Lockon and Tamaki to take out the stronger Damons. Took Area 11 Route. Map 10 6/42 Turns 8 SR Valkyries killing Vajra. Pretty simple. Map 11 4/46 Turns 9 SR Missed the 3 turn because the last invader attacked Luca instead of Setsuna like I wanted. Oh well. Map 12 7/53 Turns 10 SR I hate Damons. They killed Crowe and Setsuna, costing me a turn. Map 13 3/56 Turns 10 SR I'm not sure that it's possible to get the SR point on this map without one of Kallen, Chirico, Zero or Suzaku. You just can't get to the SE enemies fast enough. Map 14 4/60 Turns 11 SR None of the enemies move, which makes the SR point pretty annoying to get, especially when the Talos only have 4 range. Map 15 4/64 Turns 12 SR Took Covert Route.
  8. Ru Shako has a cool name so he is the best choice.
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