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General Horace

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  1. If you guys haven't already, just go ahead and send your teams to SRC, there's no limit on number of drafters. I'm currently done up to the end of Act 2 but won't really post progress until I finish probably so people don't steal my team, totally
  2. sign me up bro can we submit our teams whenever?
  3. hey, I did another chapter! CHAPTER 6 - 5/36 TURNS It was really easy. Niime, like Odin, is the best Nosferatu tank in the game. UNIT LEVEL HP ST SK SP LC DF RS WEP LEVEL KAREL 06.32 18 08 14 10 06 07 05 D SWORD YUNO ??/03.65 30 09 12 14 12 07 11 S SWORD C LANCE DOUGLAS 05.91 36 12 07 00 08 13 03 D LANCE NIIME 10.95 26 14 13 11 13 02 11 B DARK MILEDY 05.53 27 11 08 09 04 13 03 C LANCE ELPHIN BARD STATS
  4. Batter gets 8x. LEG RING MARTY PARTY WITH WRATH LETS GO Also I did this so things won't get confusing:
  5. Raven (im picking for him right) gets chapter 22 other team better save him a few warp staves ayyyy
  6. MARTY IS HERE TO PARTAY wait im not on team rum i think i did it wrong, i'm more of a VODKA guy myself
  7. By far the worst part of this event is how long it lasts. It still lasts for almost ten more days. People are already desensitized to it after 4(?) days of it. I get the maps are all from awakening because it's supposed to be awakening themed but even just having the event last 5 days or a week instead would make them a lot more bearable (with prize scaling to match). And i'm saying this as someone who hasn't played it very much, I barely have over 20k points.
  8. ACT 4 + ENDGAME - 53 TURNS BERKUT - 4/4 TURNS The Javelin guys were annoying, but Tobin got up there on turn 2 and managed to take out the javelins on turn 3 and 4. Kliff and Luthier took out the left side. The saints and Alm took out the magic guys. SAIZO - 3/7 Wouldn't you know it Matilda is better than Cav!Tobin? Needed an extra turn for Tobin to kill the dudes up north FEAR MOUNTAIN - 4/11 TURNS Tobin went right with Kliff, they took out that section pretty easily. FAYE Nosferatu tanked the barons with A Alm support, and got a few dank crits that stole Luthier's exp. Silque warped Alm ahead to double lion Marla. NUIBABA - 5/16 TURNS Warped Kliff up on turn 2 to kill Nuibaba. Warp/Rescued Alm on turn 3 to keep him safe from magic as he killed the death dude. Kliff killed the cantor on turn 3. Warped Alm up for good on turn 4 and finished off the last annoying magic guys on turn 5. Kliff barely hit level 10 for his swap to bow knight, but going back to Celica's for now. Sent a brave sword, mage ring and a steel lance to sell to Alessio to Celica. Went back and forged up saber's silver sword and Deen's brave a bit. DEAD MAN'S MIRE - 6/22 TURNS Leon Hunter's Volley'd the boss on turn 5 then the other dude on turn 6. Boey swapped people a little further ahead in the swamp. Jesse infuratingly is 1exp away from Dreadfighter, but it wouldn't have helped on the next map DRACOZOMBIE SWAMP - 2/24 TURNS Didn't have a Falcoknight to get in range of the dude at the top, and only Leon ORKO'd them anyway. Jesse can promote! DOLTH KEEP - 5/29 TURNS Leon killed most of the dracozombies, the snipers, and eventually hunter's volley'd the boss. The dreadfighters lead the charge into the keep and took out the arcanists. Boey hit level 12 in the treescape and promoted. DUMA GATE - 5/34 TURNS Leon Killer Bow'd the boss on turn 2 then got help from Celica to clear out the zombie thwomps. DUMA SWAMP - 4/38 TURNS Leon, Celica, and Meatshield!Jesse cleared out the swamp. Boey and Nomah passed around the mage ring Celica wasn't using to chip at Jedah so Saber could ROUNDHOUSE him. Forged another killer bow with the Silver from the forest with Celica's leftover money, then sent the dragonshield, killerbow+3 and a mage ring back to Alm. FEAR SHRINE fuckin Luthier died in an ambush when I was scratching my nose so I had to backtrack all the way to the res shrine avoiding encounters and it sucked I used the teleporter to get out and got attacked by dudes that i'd already beaten, but I just invoked with Silque and hid in a corner until I could retreat, so I didnt get any exp. Promoted Kliff to Bowknight through villager, and promoted Alm. Gave Tobin three speed fountains. ZEKE - 2/40 TURNS Warped Tobin up and Rescued Kliff ahead on turn 1, then warped Alm and rescued Dracoshield!Luthier up (so he wouldn't die) on turn 2. Zeke helped out on the NPC phase, his bow knights took out the last arcanist and he himself got a low health paladin out of the way. RIGEL FALLS - 4/44 TURNS Kliff took the top with SpeedRing!Faye and MageRing!Luthier taking out the barons. Alm, Tobin and Silque easily handled the bottom. THE LAST BASTION - 4/48 TURNS I was ONE TWHOMP away from a 3 turn, but Kliff doesn't even kill them with a double crit. Kliff solo'd the left half of the map (including the boss), while luthier got warped up the right side, with healing assitance from Faye's physic. Tobin got catapulted ahead to kill Slayde and the middle two thwomps, and Silque killed the rightmost guy after being rescued ahead by Faye on turn 3. She warped Faye all the way across the map to killthe last thwomp on the left side that Kliff was having issues with. RUDOLF - 2/50 TURNS Technically could have 1 turned if I got 4 53% crits but im not about that life. Frustratingly, Tobin was 1 speed off doubling Rudolf if I gave him both of my peg cheeses (so I abstained) as well, and he would have ORKO'd. Warped Kliff up to aggro Rudolf, then killed him on the next turn with Tobin. ENDGAME - 3/53 TURNS Faye, Mycen and Alm were together in Alm's starting spot, everyone else was down south. Faye rescued Alm ahead turn 1, Kliff got Warped ahead on turn 1, and aggro'd Duma on turn 2, and he actually ended up getting a quad crit that brought him low enough for Alm to finish (was initially going to have Leon weaken, but it wasn't needed. Silque warped Faye up and she rescued Alm in for the kill. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM HERO 16/13.37 51 23 27 19 17 21 04 ROYAL SWORD/FALCHION SILQUE SAINT 12/05.82 35 21 12 14 17 09 13 DRACOSHIELD FAYE SAINT 12/12.36 32 22 09 13 11 15 08 SPEED RING TOBIN GOLD KNIGHT 07/10/10.17 45 21 17 20 12 17 04 RIDERSBANE KLIFF BOWKNIGHT LOOPED/09.06 48 25 39 41 21 21 08 KILLER BOW LUTHIER SAGE 12/09.82 38 16 20 15 12 14 10 MAGE RING MYCEN GOLD KNIGHT 07.31 BASE ---------------------------------------------------------------- CELICA PRIESTESS 13/10.29 34 22 16 19 20 14 08 CORAL RING SABER DREADFIGHTER 07/10/12.02 47 22 21 24 14 21 06 SILVER SWORD BOEY SAGE 12/07.59 35 20 16 10 15 13 07 GRIMOIRE RING LEON BOW KNIGHT 07/10/11.17 45 26 24 13 12 13 03 KILLER BOW JESSE MYRMIDON 07/10/09.60 38 17 21 25 21 11 07 BRAVE SWORD DEEN DREADFIGHTER 10/10.85 41 20 24 21 07 14 04 BRAVE SWORD NOMAH SAGE 07.99 BASE + MAG AND SKILL UNIT ANALYSIS Alm - 218B 115W. Steady unit. Was a bit str and speed screwed earlygame (he had 10 speed at level 16 when he promoted), but he managed to stay juuust ahead of doubling thresholds and double lion came along when the faster enemies existed. More useful than my last Alm somehow, despite having less units in the other draft. Kliff - 270B 137W As far as i'm concerned, easily firstpick material all the time. Loses a turn to Grey early on, but I highly doubt Grey can replicate Kliff's lategame performance. Really nice to have a dreadfighter that can double dreadfighters, and a bowknight with solid durability. Faye - 169B 70W. Glad I didn't go pegasus knight on Celica route, I don't think flight actually saves thaaat many tuns in comparison to Rescue!Faye. Her battles are pretty inflated from her initial training session and generally missing with Nosferatu, although have 80% accurate Nosferatu with solid crit is pretty fun. Rescue is very, very good. Tobin - 199B 100W. He's not Mathilda, but he served his purpose well enough. Having the Kliff support helped out both of them too. Ate all my speed boosters so he could continue doubling with Ridersbane, but unfourtunately still couldn't double Rudolf. Silque - 193B 62W. Warp/10 Luthier - 94B 40W. Decent enough at killing mages, and once he gets the mage ring he's pretty solid, but he's still very reliant on Excalibur for offence. Still was decently useful for a later round pick. Mycen - 7B 2W. Killed two eyeballs in final for fun. Celica - 120B 63W. Was better than Boey. Kind of underwhelming statwise. Boey - 145B 49W. Useful earlygame, although he occasionally missed doubling in chapter 2 and most of the time in chapter 3, but his high defence made it so he rarely had an enemy phase anyway, so things worked out. Had his shining moment in archer fort when he ORKO'd a bunch of archers on an EP. Later on he just used Swap to get people a little farther ahead. Saber - 173B 87W. Another combat unit for chapter 2 was nice, and had generally good combat for the entirety of his existance, but was nothing special overall. Was a little too slow to double dreadfighters later one, so he somehow got outshone by Jesse in Chapter 4. Leon - 182B 121W. Bow Knights are ridiculous, namely Hunter's Volley. Had generally garbage stats, but was kept afloat by statboosters and fountains. Insane mobility and the Killer Bow are a devestating combo, especially against all the 3+ range enemies on Celica's route. His resistance is pretty weak though, so he could only be exposed to so much magic on the enemy phases. Still, deleting annoying Cantors/bosses safely is an tremendous boon. Jesse - 85B 50W. Not that terrible somehow. Was fast enough to double dreadfighters in the Duma gate chapter, and Deen and Saber weren't so he had his moment in the limelight. Deen - 89B 57W. Pretty much filler. Brought nothing new to the team. Nomah - 23B 2W. Healed a couple times and nuked a few things with Arrow. 173 TURNS TOTAL
  9. ACT 3 CELICA - 33 TURNS PALLACATRIA - 4/4 TURNS Boey didn't double pirates :( Got stuck fighting encounters on this map for a really long time because i was too lazy to train people at shrines and kept choking points with valbo and retreating when things went south. ATLAS ZOMBONES - 2/6 TURNS Saber took out the three guys on the right with the blessed sword, baiting two on turn 1 then chipping the third. Boey chipped the middle dude with thunder, and finished with Fire on the EP, and Celica got the other guy in the middle. Leon took out the guys on the left. Forged a killer bow with Alm's money and sent it to Celica's for Leon, then spent some money upgrading it and then made a silver sword, can't afford brave yet. BOWCANCER - 8/14 TURNS Boey swapped into the lead with the leather shield then took the Iron from Celica the next turn to be more thwomp (he took like no damage from anything). He choked a point and I made sure all my other dudes were out of range (except for one immediately in front of Boey himself) and he cleared a bunch of the dudes out on the enemy phase, he barely ORKO'd. Leon previously had critblicked the boss with the killer bow (he was targetted since he has the lowest defence I guess?) and the gang combo'd pretty well for the mercs and enemies at the start, Boey and Saber left them with half health so they wouldn't run away. SONYA - 4/18 TURNS Leon killer bow'd the thunder dudes on the enemy phase. Some guys warped up north and Jesse took them out. Celica and Saber helped Leon down south. heading back to sea shrine for some promotions, Leon Golden Apple'd to Bow knight, and Saber used the exp fountain twice for dread fighter promotion. Jesse promoted to Myrm. GRIETH - 7/25 TURNS Leon went up the right side after killing the guys in the middle on turn 1, Saber went up the left, with Boey lagging behind to kill the sniper. Celica eventually caught up to Leon to heal him. Jesse helped Leon kill the bandits on the way up the left (as in he baited them so Leon wouldn't have to face more EP action). Saber baited Grieth on turn 5, and Leon killed him with Hunter's Volley on turn 6, then got the Cantor on turn 7, along with Saber running around to finish the last magic guy on the left. Deen get! Did a shitload of more encounters, and eventually just did a paladin encounter mixed in with the next map because they just kept spawning endlessly. Didn't cost any turns though. VALLEY APPROACH - 3/28 TURNS Saber just ran to the boss with a newly forged brave sword from the money at Greiths (and I had barely spent any on Celica's route regardless), and killed him on turn 3, Leon cleared out the magic guys on turn 1 and then got the archer later. DRAGON SHRINE Mostly trained Jesse and Deen. Boey officially has become dead weight since his speed is super ass, his stats are pretty close to Nomah tier. Promoted Deen with the help of the second golden apple. MILA TEMPLE - 5/33 TURNS Surprisingly easy. Leon hunter's volley'd the boss on turn 2 and killed the sniper/mire guy near him on the EP, while Deen and Saber ran head to bait some arcanists. The three of them cleaned up pretty easily. Jesse brought Leon food! UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 13.39 37 16 15 10 11 12 04 ROYAL SWORD SILQUE SAINT 12/05.82 32 16 11 12 15 06 11 BLESSED RING FAYE SAINT 12/06.99 30 18 09 12 09 11 07 LEATHER SHIELD TOBIN GOLD KNIGHT 07/10/01.91 40 19 10 12 08 14 04 RIDERSBANE KLIFF DREADFIGHTER 07/10/03.99 38 15 18 23 17 12 08 LIGHTNING SWORD/RAPIER ---------------------------------------------------------------- CELICA PRIESTESS 13/01.00 32 15 12 14 14 10 08 CORAL RING SABER DREADFIGHTER 07/10/05.74 38 18 17 19 09 13 06 SILVER SWORD BOEY MAGE 10.55 27 15 11 08 12 09 07 BLESSED RING LEON BOW KNIGHT 07/10/05.60 42 20 18 11 09 01 03 KILLER BOW JESSE MYRMIDON 07/07.48 33 12 14 18 14 09 07 BLESSED SWORD DEEN DREADFIGHTER 10/02.32 37 15 20 20 06 12 04 BRAVE SWORD
  10. ACT 3 ALM - 24 TURNS NORTHERN ZOFIA - 4/4 TURNS Tobin rode off and solo'd Fernand's squad with the ridersbane without much issue. Faye rescued Kliff ahead and he ko'd an archer on turn 1, and weakened a bunch of chumps. Was gonna rescue Alm ahead on turn 2 but he got preoccupied by a witch on this turn and the next so he just killed them from near his starting position. Kliff was warped into boss range on turn 3 and finished him on turn 4, while Faye and Silque (and Tobin sliding over from the left) finished off the straggelers. ZOFIA FOREST 1 - 5/9 TURNS Faye rescued Kliff ahead T1 so Silque could fullmove ahead on her turn. Alm lived the mire dudes from full hp with 1HP, so he could bait them on turn 4 EP to allow the survival of Faye/Silque who were both less than healthy. Tobin baited two dudes to the left and killed them. Gotta train up my SKIRMISH SQUAD to clear out skirmishes now, Faye is ready to promote. BERUKT - 2/11 TURNS If Tobin was a bit faster and stronger could have 1 turned. Alas, he wasn't. DESAIX - 4/15 TURNS Tobin chased down the witch. Kliff got warped up to Desaix on turn 1, then Luthier on turn 2, and he finished him with Excalibur. Alm got warped to beat up the Cantor, and everyone else beat up the leftovers. ZOFIA FOREST 2 - 2/17 TURNS Rescued then warped Alm ahead with the almighty RAPIER so he could ORKO the Cavaliers (+1 Royal wasn't enough). Tobin soloed the left side with a mega ridersbane. SYLVAN SHRINE Promoted Kliff to dreadfighter (he managed to miss str 9 levels in a row as a myrm which was infuriating) and used an exp fountain to promote Tobin. Used the other two on Faye to boost her closer to again (if she ever makes it at all) FOREST NORTHSIDE - 3/20 TURNS Warped Kliff up on turn 1, and he started taking dudes out. Faye rescued Tobin ahead to kill the archer. Warped Faye up and she helped Kliff kill the boss while Tobin killed another Archer, Alm killed a witch. Silque warped Alm up the next turn to take out the last archer after everyone else cleaned up. SLUICE GATE - 4/24 TURNS Faye rescued Tobin ahead on turn 1, and he ran ahead and tanked the mire guy and killed him on turn 2. Luthier and Alm killed the dudes near the start (after Kliff and Faye weakened them. Kliff got warped into the bosszone on turn 3 and killed him over two turns, Faye got warped in on turn 4 and killed the other guy with him, Tobin got the dude in the top left. Alm subdued Delthea. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 13.39 37 16 15 10 11 12 04 ROYAL SWORD SILQUE SAINT 12/05.82 32 16 11 12 15 06 11 BLESSED RING FAYE SAINT 12/06.99 30 18 09 12 09 11 07 LEATHER SHIELD TOBIN GOLDKNIGHT 07/10/01.91 40 19 10 12 08 14 04 RIDERSBANE KLIFF MYRMIDON 07/10/03.99 38 15 18 23 17 12 08 LIGHTNING SWORD/RAPIER ---------------------------------------------------------------- CELICA PRIESTESS 10.41 24 14 11 13 14 09 07 BLESSED SWORD SABER MYRMIDON 07/04.83 33 12 12 14 07 08 06 STEEL SWORD BOEY MAGE 08.85 26 14 09 07 12 08 07 BLESSED RING LEON SNIPER 07/03.99 31 15 11 07 06 07 03 IRON BOW
  11. Oh yeah, I forgot to ask about the bonus silver from Skirmishes, I assume we just don't use it right? I haven't yet. Almost done with Alm part 3, ill post an update when I finish it.
  12. Finally got this started. My team should probably do Peg Faye, but I want to see what Cleric can do in a draft. ACT 1 - 29 TURNS RAM WOODS - 3/3 TURNS Even with 4 villagers can't 2 turn without Lukas or Grey FLEECER FOREST - 4/7 TURNS Alm + Kliff fought the archer, then Kliff chased him and the other bandit Alm weakened down. Faye, Tobin and Alm took out the right side of the map, with Alm baiting the boss on turn 3 and finishing on turn 4. RAM VALLEY - 5/12 TURNS Silque killed the Merc. Everyone else went east and cleaned up. Oh yeah, Cleric!Faye, Cav!Tobin, and Merc!Kliff SOUTHERN OUTPOST - 5/17 TURNS Silque and Faye teamed up on the archer, and Faye baited the boss on the same turn. Tobin baited the left Soldier out and Alm finished him. Kliff helped the Clerics with the middle enemies. SOUTHERN ZOFIA 1 - 3/20 TURNS Lightning Sword carried. Silque hit warp. SOUTHERN ZOFIA 2 - 4/24 TURNS Alm got warped ahead on turn 2 to bait the northcavsquad on turn 3. He unequipped his Iron sword so the dudes would be brought down to 16 hp instead of 12 and would actually attack instead of retreat. Kliff hit level 7 with the bosskill. Tobin still has some work to do though. DELIVERANCE HQ A mummy showed up so Tobin got a bonus level and got to promote a map early. (he only gained like extra hp and +1 defence though, didn't affect next map). Promoted Silque and got Faye to level 10 for Rescue. ZOFIA CASTLE - 5/29 TURNS Before this map gave Faye +2 speed, Tobin +1 speed, Faye +1 str, Silque +2 str. Silque warped Faye over the wall, and she rescued Kliff ahead, and he bolt sworded one of the fort archers. Silque warped Alm next turn, then Faye rescued her ahead, Tobin caught up to the main group just by running. Kliff positioned himself to kill one archer on the EP, then got warped past the cavalier cluster to start killing the archers in the back and block off the fort in one swoop. Everyone beat up slayde so Desaix wouldn't own Kliff. Faye killed the two archer dudes that started on the left, Tobin went and killed the Soldier that started near the other two, and Alm and Silque cleaned up the middle enemies. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 08.68 34 14 11 09 09 08 04 IRON SWORD SILQUE SAINT 12/01.95 30 14 08 09 12 05 11 LEATHER SHIELD FAYE CLERIC 10.99 26 14 04 09 08 08 07 ORANGE TOBIN PALADIN 07/01.99 28 12 06 10 04 08 04 STEEL LANCE KLIFF MYRMIDON 07/04.99 32 12 14 19 14 07 08 LIGHTNING SWORD ACT 2 - 34 TURNS NOVIS CEMETARY - 4/4 TURNS BOEY SAVING ALL THE TURNS Boey got +2 speed Celica got +1. PIRATES 1 - 4/8 TURNS YOHOHO Celica got the bosskill PIRATES 2 - 4/12 TURNS Boey and Celica ORKO'd the weaker pirates, and Saber had the worst defence (somehow) and he brought the tougher ones down to exactly half health, so things were pretty smooth sailing once the archer and merc were down. Boey ran up and tanked him on turn 1, and with Celica's help finished him on turn 2, and Celica took out the archer on turn 3. VALBAR - 5/17 TURNS Saber lured the boss on turn 4 after Boey chipped with thunder. Celica, Saber and Boey combined for the kill. Leon survived pretty easily. CANTOR - 5/22 TURNS My party brought the cantor to exactly 1HP, which kinda sucked, but the odds of hitting all the attacks was pretty terrible anyway. NECRODRAGON - 3/25 TURNS Want to promote Leon and Saber before the next map since Saber's stats are subpar so doing the shrine first. Celica's levels have been awesome. SEASHRINE Saved the exp for later. Promoted Leon and Saber. Leon hasn't proc'd speed yet. PIRATES 3 - 3/28 TURNS Saber doubled the mercs, and the archers attacked Leon because his defence was much lower than the rest of my teams. Pretty easy clear. PIRATES 4 - 3/31 TURNS Leon killed the boss with a Curved shot + enemy phase on turn 1, which made things a lot easier. He healed up and baited the second mire guy on turn 2 with his bad res, (even with the two res waters its still easily the worst on the team) and then everyone plowed through on turn 3 player phase. NPC CONRAD - 3/34 TURNS Celica went up, Saber went left. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 08.68 34 14 11 09 09 08 04 IRON SWORD SILQUE SAINT 12/01.95 30 14 08 09 12 05 11 LEATHER SHIELD FAYE CLERIC 10.99 26 14 04 09 08 08 07 ORANGE TOBIN PALADIN 07/01.99 28 12 06 10 04 08 04 STEEL LANCE KLIFF MYRMIDON 07/04.99 32 12 14 19 14 07 08 LIGHTNING SWORD ---------------------------------------------------------------- CELICA PRIESTESS 10.41 24 14 11 13 14 09 07 BLESSED SWORD SABER MYRMIDON 07/04.83 33 12 12 14 07 08 06 STEEL SWORD BOEY MAGE 08.85 26 14 09 07 12 08 07 BLESSED RING LEON SNIPER 07/03.99 31 15 11 07 06 07 03 IRON BOW
  13. CHAPTER 5 - 4/31 TURNS Been playing SoV a lot so I probably won't update that much for a while.
  14. Yeah, I suppose it's an option for a four player draft.
  15. ACT 4 + ENDGAME - 52/221 BERKUT - 4/4 TURNS Matilda got warped up to deal with all the enemies on the right, then ran up and killed Berkut too. Kliff took out the left side enemies with a brave sword and Luthier, Silque and Alm handled the mages. RIGEL FOREST - 2/6 TURNS Kliff doubles the dreadfighters, which made this pretty easy. Mathilda ran north, and killed all the enemies up there, Kliff got warped towards the boss. Witches tried to kill Luthier (idk why he has Coral Ring) and Alm and Luthier each beat one up. FEAR MOUNTAIN - 4/10 TURNS Kliff ran right, Matilda ran up to the boss and killed her with Gradivus on turn 3. Archers were annoying like usual, as were the Barons. NUIBABA - 5/15 TURNS Annoying 3 range magic made this more annoying. Warped Kliff up first to kill the Cantor, then Nuibaba the next turn so Matilda could come up a bit safer and start taking out the Arcanists. Alm eventually got warped up too. now over to Celica! DEAD MAN'S MIRE - 5/20 TURNS Palla and Est flew up north to take out the boss (Palla's res is annoying). The Dreadfighters ran ahead and baited the archers and other magic guys. Mage Ring Celica managed to pick off a few dudes, and Nomah tanked the archers (he somehow lives) MIRE BONEYARD - 1/21 TURNS Atlas Got in range of the far left dracozombie, Kamui + Est killed the one down south. Celica + Nomah killed the one closest to the spawn, and Palla ORKO'd the two at the top. DOLTH KEEP + DRACOZOMBIE SPAWN - 5/26 TURNS Thankfully both Atlas and Palla ORKO Dracozombies, and Kamui does if he lands a 50% crit with the brave sword, so things worked out. Atlas caught the boss by turn 5 and ROUNDHOUSED him. TREESCAPE Got the items and enough exp to promote Conrad. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 17.23 38 18 20 12 10 11 06 ROYAL SWORD KLIFF MYRMIDON 5/7/11/10.32 41 18 20 28 11 19 08 BRAVE SWORD SILQUE CLERIC 12/08.78 34 16 08 13 16 05 11 BLESSED RING LUTHIER SAGE 12/05.18 35 16 18 11 07 07 10 CORAL RING MATHILDA GOLD KNIGHT ??/10/06.60 40 23 20 22 23 16 11 GRADIVUS ------------------------------------------------------------------------- CELICA PRIESTESS 20/05.73 36 26 17 18 19 12 11 MAGE RING KAMUI DREAD FIGHTER 7/11/08.69 40 22 18 23 07 12 02 BRAVE SWORD PALLA FALCOKNIGHT 12/09.68 40 18 17 20 12 16 05 SILVER LANCE ATLAS DREAD FIGHTER 10/10/06.68 41 29 16 20 13 13 04 SILVER SWORD EST FALCOKNIGHT 12/04.16 36 15 11 19 15 12 12 SILVER LANCE NOMAH SAGE ??/08.08 28 12 16 19 01 06 14 ANGEL RING CONRAD GOLD KNIGHT ??/10/01.00 40 18 20 17 09 13 12 BLESSED LANCE DUMA GATE - 6/32 TURNS Palla and Est flew and took out the thwomp terror and two mages over there (mistdancer actually helping????), everyone else fought witches, Kamui beelined for the top dreadfighters. Mage Ring Celica weakened the boss with thunder, allowing Est to finish. DUMA SWAMPS - 3/35 TURNS NOMAH THE REAL MVP FOR SURVIVING JEDAH WITH 1HP Chipped away at Jedah so the almighty ATLAS could oneshot him with a ROUNDHOUSE crit. Palla and Est took out a bulk of the zombiethwomps. DUMA TOWER Got all the Silver I could on the first floor avoiding battles, then went back and forged stuff, then went through the rest normally. Gave the statues more or less all to Palla. BACK TO ALM FEAR SHRINE Looped Kliff back to Villager to swap to Bowknight. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM HERO 17/06.14 41 22 23 18 11 13 06 ROYAL SWORD KLIFF BOWKNIGHT 5/7/11/10/3/7/10/01.00 50 25 27 39 14 25 08 BRAVE SWORD SILQUE CLERIC 12/10.14 35 16 09 15 18 06 11 SPEED RING LUTHIER SAGE 12/08.81 36 17 21 13 08 08 10 MAGE RING MATHILDA GOLD KNIGHT ??/10/08.66 42 21 22 26 24 18 11 GRADIVUS ------------------------------------------------------------------------- CELICA PRIESTESS 20/05.73 36 26 17 18 19 12 11 MAGE RING KAMUI DREAD FIGHTER 7/11/08.69 40 22 18 23 07 12 02 BRAVE SWORD PALLA FALCOKNIGHT 12/09.68 40 18 17 20 12 16 05 SILVER LANCE ATLAS DREAD FIGHTER 10/10/06.68 41 29 16 20 13 13 04 SILVER SWORD EST FALCOKNIGHT 12/04.16 36 15 11 19 15 12 12 SILVER LANCE NOMAH SAGE ??/08.08 28 12 16 19 01 06 14 ANGEL RING CONRAD GOLD KNIGHT ??/10/01.00 40 18 20 17 09 13 12 BLESSED LANCE Celica's stats aren't updated, forgot to get them before. ZEKE - 3/38 TURNS Warped Kliff up and the arcanists suicided on him after he took out a bow knight. Warped Luthier up afterwards and Matilda just ran in to help. RIGEL FALLS - 4/42 TURNS Silque, Luthier and Kliff up top, Mathilda and Alm on the bottom. The enemies north of the start ran north over the river and suicided on Kliff (Silque picked one of them off). Kliff ran ahead and took out the bow knights up north, then got warped ahead to pick off the the witch summoner and the Arcanists on turn, and Lured the boss on turn 3 while killing the Cantor. Luthier and Silque finished off the weakened Barons and Luthier Excalibur'd the boss. Alm and Matilda just finished off the group at the bottom. SECRET SHRINE Gave Luthier all the defence boosts. Also got rid of my hoarde of statboosters, Luthier got the two leftover Peg Cheeses, Silque the Soma, Luthier the defence boost, Mathilda the skill booster, Luthier the luck booster, and I think that was all of them. LAST BASTION - 5/47 TURNS Kliff baited the boss between the 2nd and 3rd aisles and killed the mages there, Luthier was warped on the rightmost column and killed the mage there, then fought bow knights with the mage ring, with a little help from Matilda. Kliff got warped over to the left to finish off the last column over there after Alm got warped up the middle to start fighting the thwomps. Matilda just ran up the far right corridor and took out a bow knight before killing Slayde and then helping Alm with the thwomps. RUDOLF - 2/49 TURNS Warped Kliff up to aggro Rudolf, then finished him with a combination of Luthier, Matilda and Kliff again on turn 2. ENDGAME 3/52 TURNS Silque started one the left. Alm had the speed ring on turn 1 to move a little farther forward, then traded for the Falcion when Silque warped him a little ways ahead. She warped Kliff on turn 2, and he baited Duma with the killer bow, just out of Medusa range. Ganged up on Jedah since he was blocking Palla from killing one of the witches, and killed him with Celica. Palla flew up and killed the right witch (living with 1HP!!!) and Kliff hunter's volley'd Duma into death range for Alm to finish once he got warped up. UNIT ANALYSIS UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM HERO 17/13.90 43 26 27 22 13 15 07 FALCHION KLIFF BOWKNIGHT 5/7/11/10/3/7/10/09.10 51 27 31 41 16 29 08 KILLER BOW SILQUE CLERIC 12/11.08 35 19 10 16 19 06 11 SPEED RING LUTHIER SAGE 12/11.42 40 19 23 17 12 14 10 MAGE RING MATHILDA GOLD KNIGHT ??/10/11.11 42 25 25 28 26 19 11 GRADIVUS MYCEN GOLD KNIGHT BASE + 1 SPEED DUMA LANCE ------------------------------------------------------------------------- CELICA PRIESTESS 20/10.16 39 28 18 22 21 13 11 MAGE RING KAMUI DREAD FIGHTER 7/11/12.68 43 25 21 23 10 15 02 BRAVE SWORD PALLA FALCOKNIGHT 12/12.60 41 25 19 22 13 21 05 SILVER LANCE ATLAS DREAD FIGHTER 10/10/11.51 44 31 19 21 14 13 04 SILVER SWORD EST FALCOKNIGHT 12/08.18 36 18 13 21 19 13 12 SILVER LANCE NOMAH SAGE ??/09.75 29 13 16 09 01 06 14 ANGEL RING CONRAD GOLD KNIGHT ??/10/05.51 42 19 21 20 10 15 13 BLESSED LANCE Alm - Even though he's a great unit in Vanilla, he really wasn't that fantistic here in a draft, he was really held back by his movement, and Mathilda and Kliff were so insane offensively that he often wasn't needed and was never a warp target as a result. Still very dependable. Kliff - Hooo boy. Kinda regretted taking him for a while in the first round but his endgame performance more than made up for it. Incredible unit, Bowknight is an amazing lategame class. Silque - Warp/10. Early promotion helped a lot with her AoE healing and some combat ability. Hilariously defence screwed tho. Luthier - Feels like a massive steal for a fifth round pick, thought he was gonna be a lot worse tbh. Pretty good at fighting magic enemies with his decent res, and once he got the mage ring he was excellent, also helped a ton with taking out Desaix. Mathilda - Absolute larceny getting her in late round 4. There's no unit (other than maybe Cav Kliff) that can match her performance with the early Gradivus in the midgame. Amazing mobility and offence. Mycen - He killed a Mogall in endgame to clear a path for Slique to warp Kliff on turn 2! He's actually not as bad as I thought he would be in the last dungeon, his defence and strength are actually pretty good. Celica - Got really overlevelled with soloing the starting maps (don't do this btw) so ORKO'd for basically forever. 4 Movement meant she lagged behind a lot which became apparent really quickly in some maps. Once she got the mage ring she was able to kinda contribute again though. Kamui - Much needed unit for the early Celica maps, but not early enough. Him and Atlas had this dynamic where Atlas was better against everythign that wasn't Dreadfighters, and Kamui could double them. Palla - Early promotion helped her a bunch, so she could fly around gooning enemies on the wrong side of walls. Ate a ton of statboosters and had a huge forge to let her ORKO Dracozombies and put a huge enough dent in the Zombie thwomps so Est could kill them without eating a counter. Atlas - Turned out to be very useful, and had his shining moment when his huge strength and ROUNDHOUSE let him OHKO Jedah in the swamp. Could also ORKO dragonzombies with nothing but his bare hands a silver sword, which helped save at least one turn. He's kind of a meme but when there's lots of exp to go around he's actually a pretty good unit. Est - Flew around and was a great team with Palla. Her much better resistance helped in a lot of scenarios. Nomah - Healed dudes and chipped at Jedah. Most useful of the free units. Conrad - Kind of existed and wasn't a total detriment. Thoughts on rules - 3 players is the way to go. I don't like mulitple villagers because it devalues picking dudes early (mainly Lukas). We'll see if Terradors skirmish deal fixes other things. WIth 4 players there just not enough units.
  16. ACT 3 - 92/169 TURNS NORTHERN ZOFIA 6/6 TURNS The Arcanist caused some problems because he was so slow, Silque couldn't warp someone there because she had to kill the bossguy. ZOFIA FOREST 1 - 6/12 TURNS ALL HAIL KLIFF AND HIS 8 RES Thundersword 2RKO's these dudes, so I warped Kliff a little ways up and had Silque's passive healing help him out (she has more res so isn't targetted). Silque ended up finishing the boss with Angel after a pretty healty Alm weakened him, everyone finished the map with a collective like, 9 hp. BERKUT AND FERNAND - 2/14 TURNS Kliff brought them all pretty low on turn 1 and then each of my dudes finished on turn 2. PALADIN SKIRMISH - 3/17 TURNS Had an annoying Mire dude and a couple archers so took a couple turns. Desaix's map was a nightmare with this skirmish combined him (particularly extra archers and the mire dude) so I decided to do it outside. Preempitively forged a Silver for Matilda and repaired the steel sword. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 11.89 33 16 16 10 09 09 05 STEEL SWORD KLIFF MYRMIDON 5/7/09.85 34 14 11 21 11 13 08 LIGHTNING SWORD SILQUE CLERIC 12/04.85 31 15 07 11 12 05 11 BLESSED RING LUTHIER MAGE 07.31 28 12 09 07 02 05 08 LEATHER SHIELD ------------------------------------------------------------------------- CELICA PRIESTESS 12.23 30 19 12 14 12 08 08 IRON SWORD KAMUI MERCENARY 7/04.90 31 12 12 16 02 08 02 STEEL SWORD DESAIX FORT 5/22 TURNS A lot easier than I anticipated. Luthier's shit defence (even with the shield) made him a prime target for Desaix himself after warping Kliff into the fort to take out the thwomps, and Luthier finished Desaix himself with Excalibur on turn 3. Lightning sword annoyingly left the archers with 1hp left and the cantor summoned enough meatshields to be sufficiently annoying. On the plus side, Matilda get! A chump spawned on Celica route. ZOFIA FOREST 2 - 3/25 TURNS Silk warped Mathilda ahead on the left side, and she obliterated all the enemies there. Alm ORKO'd a bunch of cavaliers with his new sword and then everyone tagteamed the boss, or would have if Alm didn't KILLSTEAL from Luthier with a crit. What a jerk, just like sheep. FOREST NORTHSIDE - 5/30 TURNS MAN this chapter actually sucks a lot. Warped Kliff ahead to start chipping at the boss since he's pretty immortal and then eventually took him out with Alm. Everyone else just kinda cleaned stuff up. Gave Silque the HP+2 item to let her have enough HP to warp on the last turn to chase down the last sniper. ARCANIST ENCOUNTER - 3/33 TURNS Delthea's map was super bad with like 15 arcanists so I did the encounter again. SLEIUCE GATE - 5/38 TURNS Luthier MVP!!!! Matilda ran ahead north to take out the Mire guy with Kliff's help straight ahead, Alm, Luthier and Silque fought dudes at the start, and subdued Delthea. Mathilda lured the boss and Luthier destroyed him with Excalibur, then got healed up and owned the dude next to him too. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 14.67 35 18 17 11 09 10 06 ROYAL SWORD KLIFF MYRMIDON 5/7/11.02 35 14 12 22 11 14 08 LIGHTNING SWORD SILQUE CLERIC 12/06.92 34 16 07 12 14 05 11 BLESSED RING LUTHIER MAGE 12.22 32 15 14 09 04 05 08 LEATHER SHIELD MATHILDA PALADIN ??/06.99 27 13 16 15 16 11 10 SILVER LANCE ------------------------------------------------------------------------- CELICA PRIESTESS 12.23 30 19 12 14 12 08 08 IRON SWORD KAMUI MERCENARY 7/04.90 31 12 12 16 02 08 02 STEEL SWORD PALLACATRIA - 4/42 TURNS Kamui handled the north, Celica the south. Celica orko's the pirates so it was pretty easy. Palla get!!! Time to get Atlas, lets do this. ATLAS ZOMBONES - 2/44 TURNS Pretty easy, just zombones. Went back to Sea Shrine and promoted Atlas and Palla (with the exp fountains). BOWKNIGHT SKIRMISH - 2/46 TURNS phew only 3 dudes ATLAS ZOMBONES 2 + SKIRMISH - 3/49 Slayer helps a lot here, as does Palla being OP. Just a brigand skirmish, so they were weak. WOLF FORT - 10/59 TURNS Palla and Atlas started on the right, Kamui and Celica on the left. Palla baited the mages with a Javelin, and Atlas finished one, and she finished the other one. Palla flew over and healed with some fish and got the Silver lance, and Kamui got shot at by a bunch of archers on a forest. Celica orko'd the boss with Thunder when she finally arrived, allowing Palla to fly into the fort and start ORKO'ing the other archers (the other ones don't hurt her that much). Kamui helped with cleanup and Atlas baited the sniper to chase him so Celica could ruin his day. DEEN - 6/65 TURNS Kamui plowed through a few of the inital dudes, and Celica + Silver Sword Atlas took out Deen himself. Palla flew up and dealt with the right group. GREITH - 11/76 TURNS Actually wasn't terrible. Palla flew around killing the Magic guys and snipers on the outside (she orko'd them all) while Kamui, Atlas and Celica stomred the fort. Atlas actually ORKO'd the bonewalkers and they all attacked him because of his ass defence, so that kept things pretty clear. Greith went down to all three of Kamui, Atlas and Celica. Est get! BOWKNIGHT SKIRMISH 2/78 TURNS hopefully no more of these happen ATLAS ZOMBONES 3 - 2/80 TURNS WE DID IT Palla killed most of the map. VALLEY APPROACH - 3/83 TURNS Palla ate another Pegasus Cheese so she could double the boss. Her and Est flew across and took out him and the archer up there, while everyone else took out the rest of the gang. DRAGON SHRINE Promoted Kamui and Atlas and trained Est a bit. TEMPLE OF MILA - 9/92 TURNS Mire is the worst. Atlas ROUNDHOUSED the boss pretty early on to get rid of the annoying reinforcements. Palla and Est flew up and got rid of a couple of the mire dudes, with Est baiting and carrying food for Palla to restore health. Atlas is actually super good. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 15.30 36 18 18 12 09 11 06 ROYAL SWORD KLIFF MYRMIDON 5/7/11/02.98 37 15 16 23 11 15 08 BRAVE SWORD SILQUE CLERIC 12/07.60 34 16 07 13 15 05 11 BLESSED RING LUTHIER SAGE 12/02.61 33 15 15 09 05 06 10 PRAYER RING MATHILDA GOLD KNIGHT ??/10/01.00 40 18 18 18 19 13 10 GRADIVUS ------------------------------------------------------------------------- CELICA PRIESTESS 20/01.00 34 26 15 15 17 10 10 MAGE RING KAMUI DREAD FIGHTER 7/11/04.63 37 19 16 20 06 11 02 BRAVE SWORD PALLA FALCOKNIGHT 12/07.59 39 16 15 18 10 12 05 SILVER LANCE ATLAS DREAD FIGHTER 10/10/01.00 38 26 16 19 11 11 04 SILVER SWORD EST FALCOKNIGHT 12/01.00 34 13 10 17 12 10 12 STEEL LANCE
  17. ACT ONE RAM WOODS - 3/3 TURNS Kliff parked on a forest and nabbed kills that Alm weakened. FLEECERS FOREST - 5/8 TURNS Alm ran at the boss and took out most of the map while Kliff beat up a few dudes. THIEF SHRINE Got Silque and fed her the dungeon. Promoted Kliff at level 5 to merc. Gave Silque +3 speed. RAM VALLEY - 6/14 TURNS Alm and Kliff went right, Kliff passed Alm the iron sword since he could ORKO one of the archers with it which was very handy. Silque beat up the merc. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 06.99 30 14 11 09 09 07 04 IRON SWORD KLIFF MERCENARY 03.62 24 10 10 11 10 07 08 BREAD SILQUE CLERIC 05.35 19 09 05 08 06 03 11 LEATHER SHIELD SOUTHERN OUTPOST 6/20 TURNS Silque absorbed most of the exp, hitting warp here. Alm ran for the leftfort soldier with the iron sword, while Silque and Kliff handled the rest. SOUTH ZOFIA 1 - 3/23 TURNS WOO THUNDERSWORD Silk got fed the bosskill. SOUTH ZOFIA 2 - 4/27 TURNS Alm baited a dude on turn 1, Silque finished him, and Kliff got the other chump. Kliff killed another dude and positioned himself for the last cav on the bottom half, while Alm was warped up in range of the other 4 enemies. Kliff got warped up to help him finish things off and more importantly hit level 7. DELIVERANCE HIDEOUT Promoted Kliff at the start, then fed the entire dungeon to Silque, and promoted her to Saint. She's horrendously magic screwed, sitting at 13 after 3 str statues. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 09.06 32 15 13 09 09 08 05 IRON SWORD KLIFF MYRMIDON 5/7/02.11 31 11 11 16 10 10 08 LIGHTNING SWORD SILQUE CLERIC 12/01.00 30 13 07 09 11 05 11 LEATHER SHIELD ZOFIA CASTLE - 7/34 TURNS Hitrates were annoying, but sometimes missing a thundersword on a cav was a blessing in disguise because it meant they wouldn't run away. Silque had barely enough warp range to push alm and Kliff over the wall, Kliff thunder sworded two archers then helped Alm with the bulk of the enemies, Silque waterwalked across to get the two archers on the left. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON ALM FIGHTER 10.42 33 16 14 09 09 08 05 IRON SWORD KLIFF MYRMIDON 5/7/04.99 32 11 11 17 10 10 08 LIGHTNING SWORD SILQUE CLERIC 12/01.30 30 13 07 09 11 05 11 LEATHER SHIELD ACT 2 - 40/77 TURNS Went Triple Strength so Celica could ORKO pirates on the second map. ZOMBONES 5/5 TURNS With some careful movement Celica prevails. PIRATES 1 8/13 TURNS Celica solo was not the play. Plentitude actually helped out quite a bit. PIRATES 2 7/20 TURNS Celica needed 15 str to ORKO the level 3 Pirates by the last turn, and she did it! Thanks STR statues. Got Earth's boon and made some Pirates into food to sell for money for forges $$$$$ VALBAR - 5/25 TURNS Leon died, RIP. Celica just ran to Barth and killed him with Gold dagger double + Fire double. CANTOR - 5/30 TURNS Technically could have done it in 4 turns but the odds of everything falling into place was so low I settled on 5. Kamui got the Cantor kill and took out some zombones. DRACOZOMBIE - 3/33 TURNS Celica nuked them on turn 2 and 3. SEASHRINE Saved everything past the Mila statue for later. Promoted Kamui with the zombie and one of the Bonewalker encounters, then got the last bonewalker on the way out. PIRATES 3 - 3/36 TURNS Kamui and Celica both double the Mercs, so it was pretty easy. UNIT CLASS LEVEL HP ST SK SP LC DF RS WEAPON CELICA PRIESTESS 10.97 26 17 11 13 12 07 08 GOLDEN DAGGER KAMUI MERCENARY 7/03.18 31 12 12 15 02 08 02 STEEL SWORD PIRATES 4 - 4/40 TURNS Needed a Sunder crit at 38% on the last Mire dude from Kamui. Otherwise, Celica cleaned out the map pretty easily. NPC CONRAD - 3/43 TURNS CONRAD DOUBLE CRITTED THE BOSS LMAO WE TAKE THOSE
  18. Looks like I fucked up counting, Quint gets one last unit, and the last 3 dudes are free!
  19. PKL picks Tatiana and Sonya I pick the almighty ATLAS GO BIG OR GO HOME KIDS
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