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PaulDogg

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  1. Nice run Gradivus, the videos for the last stretch was a treat. And I appreciate the input on Hammerne, it really does seem like you can't break even much less get ahead. Even saving a turn with a single use on C20 makes it impossible to get stuff like the brave lance which helps in 22 (or at least I didn't manage it), so back to net zero anyway. gg
  2. C23: 3 turns, 126 total I kinda just send it. Katarina barriers Frey, he gets danced, and goes Max-1 distance to kill the mage dragon with Gradivus. Marth moves up and kills the middle dragon, and his groupies take care of the ones on the side. Xane becomes Marisha and maybe I had Marisha use physic on Marth, I forget, 3 turns isn't crazy with what I have left. Frey EPs and kills like everything, so we send him up with two Anews so that he can take out the dragons on the staircase and sit in front of the boss with a silver lance, which will convince him that it's a good idea to move from the throne. I use a map save to make sure Frey survives after a few tries, not that he'll do anything on the next map, but we can sell his weapon this way. Anyway, Marth seizes the throne and we Hammerne the Anew staff one more time just before. Endgame: 1 turn, 128 total (I know that's 2 more than previous total, but my excel sheet says 128) Sold nearly everything and forged Thoron for as much crit as possible. Dance Sirius up, he gets his gf, gives her Rescue, and hits Medeus with Gradivus. Nyna Rescues Merric, who then talks to his gf. Elice rescues Katarina up, and she crits, gets Anewed and crits again for the game. I had forgotten how good this game is. I lost some turns just with poor to nonexistent staff usage plans, but 128 is okay I guess. Hammerne's usefulness in particular probably didn't pan out as much as I thought it might. The problem with long distance dances is that it doesn't explicitly save 1 whole turn if, say, a boss on a throne is in Marth's way and nobody's there to remove it. I wonder if Gradivus would have been able to get more turns saved than costed by getting it. If I ever hop into another one of these H1 drafts, I think I'll have a better idea of what chapters will be difficult to conserve staff uses appropriately. Only other regret was picking Darros. Fun stuff, thanks for hosting, GlitchWarrior! I'll be coming back to check out updates and stuff. GGs boys.
  3. Very cool chapter 19, Gradivus! I wouldn't have thought to 2 turn it like that but there you have it. Definitely worth going video mode for that one. C15: 1 turn, 100 total Strat Gradivus alluded to. Xane can walk on the sea, so Marisha walks south so Xane can stand on the sea before transforming into her. Catria is deployed to create a triangle formation with the two bishops, so that Marth is rescued over the right side bishop when Xane stands in the middle of those three. Robert goes right and chips a paladin to get turn his 99 exp into a level, Sirius finishes the paladin, and then Frey gets to the space that was occupied by that paladin to javelin another paladin and take his silver lance. Minerva nails the boss with a hammer. Marth talks to Abel before he seizes. I was mostly just curious to know if it works at first but it's cool, free ridersbane. C16: 2 turns, 102 total Minerva goes left for a little exp and items including Mercurius. Roberto gets the geosphere thief with a crit. Marth gets the map save turn 1 for Roberto's crit. Turn 2, Arran opens the door, Xane (Minerva Mode) kills the soldier in the way, Barst hammers the general, Kongming kills the sniper a +2Mt hand axe Frey kills the boss, Sirius gets us Fortify staff, Marisha thiefs the Rescue staff, Marth takes down a mage for a little exp, gets twerked on, and seizes. C16x: 1 turn, 103 total Frey gets the sword dude in front of Katarina while holding the starsphere to double, Marth gets the southmost axe dude, Sirius gets the northmost axe dude, Kongming talks to Katarina three times with Phina and Marisha's help, hand axing a sword dude and two axe dudes. In that sequence Phina took the starsphere, then Kongming took it. Katarina goes east to move out of the way and Minerva takes her spot to grab the starsphere and protect Phina from the snipers. Minerva kills the snipers on EP with a +2Mt Javelin. C17: 3 turns, 105 total Xane becomes another Sirius. Marth moves and gets twerked on and keeps going to slay a sniper in the center of the map, Minerva and Sirius move down to block the south berserker from being able to get to Phina. Frey moves and slays the berserker to the right. Katarina moves forward and physics Xane for exp, Marisha moves next to her and repairs the Anew staff. Barst is bing chilling on that fort at the start, he'll EP the three wyverns later. Kongming hand axes the sniper to the left. After EP, only thing really left standing is a sniper that went for Marth, so Minverva comes through and defeats him. Sirius moves forward as well. Frey moves past the forest on the corner next to the right indoor side of the map, Phina moves onto the forest and dances him, and Frey goes down and one space past the save tile, which is far enough to javelin the nosferatu thief on turn 3. Xane moves next to Phina in prep for next turn. On turn 3, Sirius opens the door with a key I previously bought, Minerva kills the berserker in the way, Marth moves forward and kills a sniper for exp. Barst, Kongming, and Roberto get exp for finishing the wyverns that Barst could not kill since he doesn't double. Marisha and Katarina warp Xane to kill Sheena with an armorslayer and Phina to twerk on Marth so he can seize the throne. C18: 2 turns, 107 total Marth goes left, Phina dances a nosferatu and starsphere carrying Katarina off to the generals. Marisha stands at range of one of the ballista since she's healthy enough to take a hit for Katarina. Barst gets the cave scroll, Kongming walks right, Minerva flies right, and Sirius hits the save. Surprisingly, Katarina takes a ballista and a silver lance, and then engages in nosferatu gameplay. I reset a bunch until Katarina gets a three fat levels between the EP and Turn 2 PP. On Turn 2, Marth gets the lifesphere, Marisha rescues him over, Phina twerks on him, Kongming kills a ballista in the way, Katarina kills the boss, Minerva gets the recover staff, and everyone else gets a little exp for themselves. Marth seizes. C19: 3 turns, 110 total Unfortunately, my Minerva isn't as strong as Gradivus's Catria, so I'm not stealing his 2 turn. Kongming is by far my strongest unit, so I warp him up to the 2 forts with a silver sword thief on it, KO the thief and end up with a hand axe ready for EP. Marth walks and gets twerked on. Xane becomes a second Marisha. Vyland and his friends show up but they're finished up on turn 2 just fine. For the remainder of turn 2, Minvera gets in position to kill the boss, Kongming sits on a fort next to the NE ballista around the boss, Marth moves forward with rapier in hand. On EP, Kongming blasts a lot of stuff with his hand axe and Marth slays many horses. Minvera defeats the boss and with 2 Anews and a warped Phina, Marth walks 4 times to the castle and seizes. C20: 3 turns, 113 total Marth moves and gets twerked on, Sirius+Minerva+Frey+Arran move forward, Katarina and Kongming stay behind, Marisha moves and thiefs the Anew staff, and Xane becomes Marisha. On turn 2 the four mounties remove a thief and a hero from Marth's path and Marth walks to the treasure room door and opens it with a key we bought previously. Katarina warps Kongming on top of the opened Anew staff chest and Kongming opens the door with a forged killer hand axe at the ready. Marth sees an EP where he needs a ~50% dodge on the tomahawk guy, would be more reliable with a more def rigged/extra seraph robed Marth. On turn 3, Marth walks forward, Kongming kills Hardin with a devil sword crit+hit, Marisha Anews Marth and he seizes the throne. Doesn't really feel like the most unreliable thing I've done this run. I forgot to say that I also rescued Midia on turn 2. Probably not worth it but hey she has 10 move. C20x: 3 turns, 116 total Sirius reveals 2 dudes. Kongming slays one, Minerva gets the other and also reveals a third dude. Frey moves forward from the back of the formation and gets danced to move to the right side of dude #3 and ORKO him. Marth walks forward. Turn 2, Marth moves forward and reveals a general, which Kongming defeats with a hammer. Marth gets twerked on and full moves forward with Frey and Minerva close behind. Sirius gradivuses the longbow sniper to protect Phina. A lot of dudes show up on EP, but everyone works together to get them out of Marth and Frey's way, and Sirius gets danced to reveal the boss, allowing Frey to open the seat for Marth. Marth sits down. C21: 4 turns, 120 total I think I could have 3 turned this without getting stat boosters but I wanted them. Turn 1 everyone moves up, Marth gets twerked on, and Phina is shielded from danger. Katarina nosferatus a couple of wyverns and Minerva trades blows with the third. Turn 2, Sirius removes the meteor mage from Marth's path, Frey gets a dance and goes with Marth through the mountain pass. Minerva and Kongming are going north. Roberto, Barst, and Katarina finish the wyverns. Unlike other maps I kind of did this quickly after settling on the strategy so I forget but I think Minerva dragonpiked the north wyverns on EP, in any case they were not an issue. Turn 3, Marth, Frey, and Sirius walk forward. Minerva moves like 2 spaces and gets danced, allowing her to reach thief that has covered the most distance and OHKO, keeping the secret shop open next turn. Turn 4, she cleans the shop of Mag, Spd, HP, and Res boosters. Frey kills the boss, Katarina makes her way through the mountain pass and kills a wyvern that Sirius did not KO on EP for a level, and Marth seizes with an Anew charge. C22: 3 turns, 123 total Well, down to my last warp charge and I use it here. Also two hammerne uses, didn't plan that out well enough. Frey got 4 talismans, 2 angelic robes, and a dracoshield. Anyway, turn one Frey gets barriered and warped up to the left door to open it, and readies his +3mt silver lance. Marth walks forward, gets twerked on, and takes out the meteor mage. Everyone else moves up to protect Phina. Turn 2, Frey moves into the throne room and takes out a glower mage, Marth moves and gets Anewed to stand just inside of the room, so that he doesn't see too many tomes. He also popped a pure water. Frey ended up making a dodge that may've been important, but dodging one thing out of like five ~70%'s doesn't seem too unlikely, got it while just trying to figure out a strat. Turn 3, Sirius hits the map save and Frey uses a dragonpike to remove the boss, Marth walks over to the throne. Hammerne was used on Anew, still one more to go.
  4. C13x: 2 turns, 96 total Short one, Sirius+Minerva+Marisha clear the top, Kongming+Frey clear east, Phina helps Marth get the Iote shield on turn 2. Marisha used over Barst because he is one point shy of doubling the axe dudes. C14: 3 turns, 99 total I previously thought you needed to talk to Tiki to open the throne room, so this was easier than I thought it was going to be. Still took a bit of tinkering to get right but really not bad thanks to all of our dragon killing weapons. Roberto is sent to get us the warp staff; he can either crit with his killer bow or get the kill on turn 2, which just makes the order of operations in turn 2 a little more particular. He won't do more than that. Either way, Frey takes care of the right dragon, Kongming swings around behind the middle and slays it, and Marth goes to the other side of the left dragon follows suit. Phina gives Marth a congratulatory twerk, taking the warp staff from the convoy if Roberto got his crit, which I think he did on this run. Marth will run up to the save point once everyone finishes their actions. Marisha comes up behind Phina and takes her warp staff, and then Xane comes up behind Marisha, takes the theif staff, and transforms into her. Barst full moves up and hand axes the right mage to death and Minerva does the same to the left. Sirius slays the farther-back middle dragon and reequips Barst with the devil axe for EP. Arran sits next to the right mage across the wall with a javelin ready. On EP a thief dies to Barst and the wall mages hit Xane and Arran, and a couple of thieves die to Marth. Turn 2, Marth talks with the old dude, Frey and Kongming defeat dragons, Barst devil axes the levin sword thief that swung at Marth on EP, Sirius and Minerva slay thieves, leaving the levin sword thief from the west alive just because we don't have anymore units to make the last PP kill. Xane moves up and thieves the Anew staff, Marisha moves up and takes it to refresh Marth, who then moves back south and gets twerked on by Phina, and then he goes west and equips his wyrmslayer. On both of his movements there he uses a vulnerary to recover from the triple thief EP on turn 1. The next EP goes well enough, the levin sword thiefs takes Phina to critical hp but she's aight, Marth defeats two dragons and tanks a mage, can't remember if much else happened. Turn 3, the team cleans up some enemies around them for extra exp, Marth wobbles toward the throne, Marisha warps Phina to Marth for one last twerk, and he seizes the throne. Hope I can get a few nice clears with Anew staff repairs.
  5. C12: 5 turns, 90 total I forgot how brutal this map is, took a long time to figure out something that's not even very consistent. I keep Sam home for this one and probably the rest of the game. I deploy two undrafteds to plug up the middle forts and prevent reinforcements that in come in around turn 3 or 4, which I guess is fine because they're not actually performing any actions, similar to rescue boosting. The energy drop and speedwing went to Minerva to OHKO wyverns and one round the boss, the robe and dracoshield went to Marth because my strat is pretty unreliable. All of Sirius, Minerva, Frey, Barst, and Marth trained in the drill grounds. The first two needed a single level to meet speed thresholds, Frey and Barst were just finishing their levels before promoting for the extra bulk, and Marth didn't actually level but he got enough to level off of the first dragon of the map. Marth will need a speed level off of that first dragon to double the rest of them. Minerva carries str starshards, and Marth def and spd starshards, nobody else needs them to make particular breakpoints. Turn 1, Minerva chunks the right dragon with a javelin, gets danced, and heads northwest to see 2 wyverns on EP, one space shy of the third unfortunately. Marth comes through to finish the dragon, making sure to receive speed on his level up or otherwise resetting. Sirius come through and parks to Marth's left and javelins the left dragon to weaken it. Arran comes up on the left side of the bridge and readies a dragonpike as the dragon will target him. Kongming, Barst, and Marisha full move to try to keep up, and Frey comes through to hit the save point, just in case we get unlucky misses on the wyverns or bandit, the latter of which will be targetting a javelin wielding Frey. On turn 2, Minerva takes out the last of the west wyverns, and she gets a speed level so she can double the boss later. Barst finishes the dragon and Kongming finishes the bandit. Now moving up the bridge, past the forts, Sirius ORKOs the left dragon. Marth shuffles forward a bit for Phina to be able to move her max distance before twerking on him, then Marth moves up through the left side as far as he can. Frey moves up the right side, his maximum movement placing him one space short of the dragon, but he can't go on the offensive and survive anyway; he equips a dragonpike and uses a vulnerary. Everyone else moves forward, Arran using a vulnerary, Marisha using physic on Sirius. On EP, a dragon and Darros go for Frey, and Marth takes the rest. I think Marth got a dodge on this run, though I think he usually survives anyway. Turn 3, I have to perform mental gymnastics to make sure everyone who needs to move up does. If I recall correctly, Frey takes a step back and javelins the fire dragon for the kill. Kongming moves in to ORKO Darros (rip I should have picked somebody else) and then Phina comes in from behind to dance him. Then he kills the swordmaster. That takes care of a lot of problems, but the only thing legitimately in Marth's way is the tomahawk bandit, which Sirius ORKOs. Marth moves ahead, landing himself on the left fort on north side of the bridge and he uses a vulnerary. Arran moves to sit in front of the devil axe bandit and pops a vulnerary. Everyone moves up, I think I had Marisha physic Sirius, maybe Minerva. On EP, the bandit moves first and chunks Arran, and the dragon kills itself on Sirius. Turn 4 now, Arran moves to take the central north fort, then Barst comes in to take his spot and defeat the devil axe bandit. Marth max moves west along the bridge, now a space short of the first fire dragon there, and heals to full with a vulnerary. Minerva flies in to Marth's left and gets the speed starshard since she'll need it for the boss, then tops off with a vulnerary. Sirius moves to the left fort where Marth was previously, and Kongming moves to the right fort. Frey pops the map save for our pretty unreliable EP coming up. Marths sees two fire dragons and a wyvern and needs to dodge one of them. Minerva sees two fire dragons. Kongming sees a fire dragon, not a big deal for him. Turn 5 Marth's wyvern ends up north of him, blocking the bridge. Sirius comes in just behind Marth to javelin it and finish it off. Minvera takes her Hauteclere and reliably 2HKOs the boss. Kongming overkills the pisces dragon. Marth seizes. C13: 4 turns, 94 total I think maybe you can 3 turn by rescuing Phina but I'm sure I can save a turn later with it and this gets me the secret shop. Turn 1 Marth gets on the river and Phina twerks on him and he goes to slay the farther back dark mage while sitting on the forest. Kongming barely gets across the river and hand axes the close mage. Minerva flies across and gets the axe dude. Barst goes east and into the forest to chip the dragon with a hand axe and Frey finishes it just barely with a dragonpike. Sirius goes west with our new silver sword for WTA reasons and takes down the dude with a pocketed poleaxe with a ~50% dodge for good measure, which helps quite a bit. Marisha Thiefs the spirit dust. Arran readies a dragonpike and stands at the edge of the west dragon's range. Our new friend Robert sits around since he can't do a whole lot right now. On EP, the dragon takes a chunk out of Arran, a mage dies to Barst and an axe dude takes a swing at him bringing Barst to critical HP, the tomahawk dude misses Sirius and the mage hits him, from the north one dragon wades across the river to die to Minerva, and another one to fight Marth who handles it well but doesn't KO in return. Turn 2, Kongming finishes the dragon that went for Marth, Minerva heads northeast just outside of a dragon's range but within the range of two approaching wyverns, she eats a vulnerary and readies her dragonpike. Marth crosses the second river and drinks a vulnerary. Barst finishes the axe dude who went for him last turn, Frey takes out the other axe dude officially clearing out the southeast of immediate danger. To the west, Marisha elfires the dragon that faced Arran, Arran defeats the mage that targeted Roberto, and Roberto drinks some HP juice and moves just into the range of the tomahawk guy harassing Sirius. Sirius moves north to be outside of Beck's range but within the two wyvern's range and pops a vulnerary. On EP, the tomahawk guy goes for Roberto, Sirius kills his wyverns, Minerva kills her wyverns. Turn 3, Marth crosses the river, sits in the woods, drinks some pure water, and readies his wyrmslayer. I think he once again needs a single dodge, but at least he has terrain this time. Minerva sits on the fort behind Marth and drinks a vulnerary, and Marisha physics her back to full to guarantee she survives EP. Sirius full moves north, getting past the dragon's range and into Beck's, and drinks a vulnerary. Frey pursues the dragonpike thief with a javelin, he'll get to finish him next turn. The southern crew + Barst finish what remains in their zone. Turn 4, Minerva doubles and barely kills the boss. Frey gets us a dragonpike from the thief. Sirius with his Anna club member and discount cards buys us three physics, probably overkill but between this map and the previous I'm hoping these will make me a little less reliant on getting a couple of dodges. Marth seizes. Surely it's smooth sailing from here, right?
  6. C6x: 2 turns, 61 total Not a whole lot to say about this one I think. Actually didn't bring Arran so that a couple of fighters would run into Marth instead. C7: 5 turns, 66 total Marth and co. skirt around the left side of the forest. Sirius and Arran pull ahead and get a couple of thieves, Sirius sits in front of the boss to start working on him. Navarre and Phina dance around the forest figuratively to slay thieves for their items and just for survival. Phina eventually pulls far north enough to give Marth a last boost to reach the castle on turn 5. Sirius ended up missing the killing blow on the boss so Navarre picked up the slack. While all this goes on, Frey kills the fire dragon with a killer lance crit and Samuel collects the cave physic. Barst and Frey get some exp from the reinforcements later. Exp definitely could have been distributed better but I don't feel like resetting. C8: 3 turns, 69 total Since it's the first action of the map anyhow, I arrange for Frey to get a killer lance crit on the north thief for some exp. Arran gets the south thief with some star shard help and the devil sword. Everyone else heads north, with Phina twerking on Marth to send him further and rapier Roger. Sirius parks himself nearby Marth to block the cavs from being able to go down the bridge, hopped up on defense boosts from starshards to take a ridersbane to the face. Undrafted unit purchases an extra silver lance and a hammer for us. On EP, Sirius ends up dodging the ridersbane, which I think matters considering what I'll have him do next. Marth eats the other two cavs. Turn 2 Marth simply continues, Kongming moves forward a little bit to squeeze some extra move out before getting danced, which lets him hand axe and defeat one of the snipers. Sirius positions himself below the fort to bait the generals and readies his armorslayer. Arran rides back north to join the crew. Marisha is providing physic support. Sam pops the map save. Sirius kills a couple of generals on EP. Turn 3, Kongming defeats Jeorge, Sirius gets healed and gets the arms scroll. Arran gets within javelin range of the remaining sniper and provides chip, Barst gets danced and further chips the sniper, then Frey comes through to claim his exp and level up. Marth seizes. C9: 7 turns, 76 total I guess I could've done this one turn faster with a rescue, but I think I'll save it for C14 since it might save more than one turn there. Sirius bolts right to double and kill the Thief staff thief, convoy warping it back to Marth. Marisha takes the staff, steals the boots, and convoy warps those to Marth. Marth moves right and eats his boots, then gets twerked on and continues onward to Minerva's village, which he'll reach on turn 4. Sam also goes right, at base with a +1 str star shard he can kill a thief in 2 rounds, so he waits patiently for the thief to get the capricorn shard for him. The rest of the crew head north to take out mages and wyverns, with a pure water use on Kongming and some barrier uses. Sirius runs back and joins the northward force since I get Minerva and she can get the master seal thief for me. The crew pushes forward and makes sure Phina doesn't see combat so that she can wade through the desert and twerk on Marth one last time on turn 7. Minerva buys a few door keys that might make my life easier/save master key uses, Frey gets a round in at the arena for a little change, and Barst gets the bosskill. Math seizes. C10: 2 turns, 78 total Marisha promotes, not that it matters much on this one. Minerva takes a swarm mage down with a handaxe, Marisha barriers Marth, Marth places himself on a river tile, Phina twerks him and he gets through the river and moves forward. Kongming defeats the merc with a hand axe. Frey and Arran travel left, and Barst+Sam+Sirius go right. Merric crits his friend so no healers come looking for him. On EP, the remaining swarm mage targets Sam, the mages go after either Minerva or Kongming, and Marth sees a round from the sniper. With nobody in his way, everyone else finishes their business and then Marth seizes. C10x: 1 turn, 79 total Marth and Minerva eat a berserker each, Phina dances for Sirius and he defeats the boss. C11: 6 turns, 85 total At first I was just gonna let Marth walk the whole way there. Then I decided "what the hell" and gave Marisha four Mag/Speed levels in the drill grounds, a speedwing, and the speed starshard, which just lets her hit 20 speed to double everything but the boss. Sam and Frey stay home for this one since they can't contribute, but Caeda is deployed to carry Anna's credit cards and recruit Jake for his stuff. Malicia goes northwest with a dance and places herself close enough to the axe dudes to see extra combat on turn 1. Between that and the billion rounds of combat in the drill grounds, she reaches D tomes. On turn 2, she pops the arms scroll, allowing her to wield thoron later. She continues north-northwest nosferatu-ing everything in her way, warping Marth up on turn 5; he kills the sniper and waits for Marisha to finish the job next turn. As for everyone else, Kongming heads west and eventually gets the speedwing. Phina heads northwest for the spirit dust and the seraph robe. Sirius heads north and obtains the arms scroll. Minerva heads north, pulling wyverns and oneshotting them with her dragonpike and pockets full of str starshards, she also gets the dracoshield. As mentioned, Caeda follows safely behind Minerva and eventually recruits Jake. Jake takes Anna's credit cards and goes shopping for all kinds of fun weaponry. Barst also heads north, he doesn't collect anything but cleans up one kill for Sirius and later hits the map save just before Marisha is ready to thoron crit the boss, to make our resetting life easier. Marth seizes after Marisha defeats the boss. I hope I don't all of those resources later, but it was fun to figure out. I can see that Marth can seize C12 in 5 turns potentially, but that is a problem for next play session.
  7. I guess I'll take Tomas as my last. Good luck boys Started yesterday since we got the point where the picks don't matter. MU is a Merc named Kongming with boosts to def, str, and hp in that order during creation. P1: 3, P2: 2, P3: 2, P4: 2. P5: 2. P6: 2, P7: 2, P8: 3. Don't think there's a lot to say about the prologue, other than I reset to make sure Kongming got at least Str and Spd on his levels most of the time. 18 turns total for the prologue. C1: 6 turns, 24 total Had to get Marisha. Hopefully repairing again staves is enough to make up for the turns. Arran got the cave money. C2: 6 turns, 30 total Marth walks forward while Kongming and Arran make sure nothing gets in his way. I think this took more luck that I make it sound like but it was second attempt and I was mashing through EP so I don't even know what happened. C3: 6 turns, 36 total Kongming eats wyverns and horses while Marth has to walk around to get a key and stroll to the castle gate. Arran helps Kongming defeat Rucke. Being free for C3, Palla gets us a steel sword and a master seal. C3x: 6 turns, 42 total Kongming promotes, Marth slays armors on his way to the castle. After helping to clear the first half of map, Arran hangs around Marisha for her to heal. C4: 3 turns, 45 total Hey finally a unit I drafted. Kongming goes north to catch up to the devil sword thief and perform convoy warping shenanigans. Arran heads south with Marisha to get the armorslayer and some staff use. Yuliya rescues Marth, who then slays the hunter on the right from the tile north of him. Ogma recruits Sirius, who then slays the hunter on the left while standing next to Marth. Most of the bandits end up running into Sirius, best I could get out of the AI for something reliable. Turn 2 Marth and Sirius go south and stay close enough for Ogma to Convoy and Trade the devil sword to Sirius on the next turn. Turn 3 Sirius gets his sword and clears the way for Marth. C5: 9 turns, 54 total Best I could figure out was 4 turns without getting Hammerne or 9 turns with it. Both feel a bit bad, as the javelin armor knight likes to target Marth instead of killing himself on a javelin wielding Sirius, but if Marth lags behind to avoid being targeted then he doesn't make it in three turns anyway. Maybe if I had rigged some defense levels for Marth it would work, too bad for me. And going north, Marth moving his max movement every turn seems to place him 1 space short of the village. Kinda messed up, but then there's 6 spaces of slack for picking up kills on the way, I guess. In the end, I figure 3 repairs of the Again staff comes out 6 turns saved and so a net save of 1 over the 4 turn. Don't know if it'll work out that way. Anyway, Ogma recruits Barst, and Barst+Sirius+Arran escort Marth north and to the Hammerne village. Kongming and Marisha help a little at the start and then make their way to the boss. At about the bridge, Barst doubles back to wait and get the physic staff on the last turn. After he gets the village, Marth is rescued by Marisha. Kongming goes shopping for more handaxes. Marth then seizes. C6: 5 turns, 59 total I think you need a sage to 4 turn this. Kongming positions to solo the left side (having gained D rank axes from our long Ch 5) and Caeda follows safely behind to recruit Samuel. Arran runs right and kills the elfire mage, Marth runs right to open some chests on the following turns. Marisha goes northeast with Sirius and Barst, undrafted mounties follow safely behind for some rescue boosting later. Swarm mage hits Barst, keeping Sirius and Marth healthy. Turn 2, Kongming takes out the last remaining mage. Sirius takes out the swarm mage and an undrafted mounty trades the door key from him. Marisha and Barst move forward, with Marisha using physic for exp. Arran starts running back to catch up with Marisha's team. Turn 3, Kongming readies himself outside the left door, waiting for Ceada to be able to recruit Sam next turn. Door key mountie waits to the left of the door, Marisha moves forward, trades to receive the key and open the door. Sirius runs forward to OHKO the mage in the next room. Undrafted mounties funnel in around Marisha's max move so that next turn's rescue places Marth to her left. Barst starts hand axing the physic mage to get the secret book. Turn 4, Marisha full moves and rescues Marth. Marth runs as far left as possible and pops a pure water. Sirius positions himself to Marth's left to help with the unreliable EP coming up (Marth needs someone to miss him). Arran places himself near the room, but outside of anybody's range. Kongming opens his door and Caeda recruits Sam. Barst finishes his job and gets the book. Sam hits the save tile and we reset a couple of times for Marth to get a dodge on EP. Turn 5, Arran swoops in and kills a bishop in Marth and Sirius's way. Sirius, with a drill grounds Str level and +2 Str from star shards, 2HKOs the boss with an armorslayer. Marth seizes. Frey didn't get to do anything but I have him now so that's cool.
  8. Minerva and Frey I'd be fine with +2 might on bows or even unrestricted. Haven't drafted this game before, but I don't think it's crazy to let archers be more valuable. Back to you @Astralevin
  9. Surely Malicia and Sirius are decent picks @Gradivus. @Astralevin and I'm pinging the wrong person
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