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    Fates: Conquest

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  1. I was going to suggest Keaton and Pop Star, so that we could have two children as werewolves. But, honestly, Velouria is probably the one child who cares the least about her mama; for her growths are broken. She will do perfectly as Selena’s daughter.
  2. What exactly troubles you? Name a particular situation and we will try to help you. Honestly, I am more inclined to believe that the approach has more issues than the units. I can guarantee you that, after twenty or so campaigns playing Conquest with ten units, no royals and no "backpacks", the defensive thresholds are never as high as one may think. The usual suspects: I will tell you this: Let me know when you want to start a new campaign on Hard, and I will gladly start a new one alongside. Then we can share particular questions and provide specific numbers about offence or defence. I am always looking for excuses to start a new campaign anyway.
  3. You are right: Normal is an entirely different game. It is also worthless, for it teaches you nothing. One / Two / Three Nope. Xander and Camilla are not even allowed in my campaigns. 👻 The first link posted in my previous message also addresses Chapter 23. Feel free to read it. Do not be fooled by the royals: they are front-liners, and as such, they may or may not one-hit or one-round. That is not their main function. Sorcerers, Snipers and Berserkers can easily deal more damage and will guarantee kills. That is their sole purpose. You want multiple one-hitters and one-rounders, not multiple front-liners. Only two maps out of twenty seven are “open”, your party is hardly ever surrounded. For your next campaign, you may want to focus on damage output while building your party, so that you can reliably wipe areas while advancing. Do not hold positions, go ahead and kill them all. Remember: the defensive thresholds are invariably lower and easier to reach than the offensive ones. Some general advices for Conquest.
  4. I know that you already completed Chapter 19, congratulations. If you want to read a couple of messages about it (that may also be useful further in the game), please check: 1. https://forums.serenesforest.net/index.php?/topic/95043-this-game-really-seems-to-hate-you-for-trying-to-finish-quickly/&do=findComment&comment=5848121 2. https://forums.serenesforest.net/index.php?/topic/92580-conquest-drinking-thread/&do=findComment&comment=5668614 The map is tricky because the enemies have a very high evasion and are accurate, but the defensive thresholds are actually not that high (around 20 Def), and can be reached by numerous party members and classes. One needs to prepare for the map (tonics, weapons, meals, auras), but one certainly does not need to build a party specifically for this map (like one does need to do for Lunatic Endgame, for example.) The fear of the first impression is way worse than the actual difficulty of the map. It is methodical, and completing it with a variety of parties is perfectly reproducible. Since I only use ten units, I must say that your party seems under-levelled, for my entire party class-changes around Chapter 14 at Level 19, and are already at Level 3-4 promoted by the time they face Chapter 19. On the other hand, if you use more units, your fire power may be way higher on Player Phase. On smaller parties (say, ten units), Attack Stance is the only way to complete a map. You cannot advance unless you have enough damage output to clear areas. You should rely more heavily on Attack Stance, as it is the fastest way to advance. Guard Stance is very handy in specific situations, unfortunately it is easily exploitable and causes bad habits (probably inherited from Awakening.) Marry Odin, you will get the best spell caster in the game and unique treasures. You can bench Odin afterwards if he does not suit your party. Assuming that you use the royals, the easiest way to get Rally Defence is yo re-class Camilla into a Wyvern Lord. It will be the first skill that she learns, and the class growths suit her better. No tits or ass, though.
  5. +Magic -Luck Cornflakes, play it simple and go for Nohr Noble with two or three level-ups in her alternate class at levels 23-25. Reliable 1-2 range with tomes, a "tank" with her Dragon Stone, and Draconic Hex is a ridiculously over-powered skill on a front-liner. Dark Mage talent (all first three skills are useful, specially Malefic Aura for the Dragon Stone+; the growths complement her and she is already proficient in tomes by the time she class-changes) or Samurai talent (all first three skills are useful, and while the growths are not ideal, they are not terrible for a couple of level-ups.) - Niles if you want to capture enemies during the entire game. Nina is a great enemy-phase unit with great availability and the only child with high-enough growths to comfortably be a physical or magical unit, depending on her mama. - Odin, at least until Chapter 12 or so, when you can recruit Ophelia, the best magician in the game. Her map grants unique, early magical rewards. - Silas can perfectly be your main "tank" during the entire game with very little investment. I prefer him as a Mercenary » Hero, but that will depend on your party. Sophie is a balanced unit with great availability too. I would ban Anna's gifts, the Gold map and the Items map; would use DLC-classes only at promotion levels (say, 18-20), and would also discard the multiples of the rewards collected during multiple visits to DLC maps (say, multiples of the Pebble from Before Awakening.) Some general advices about Conquest here and here, and about Fire Emblem here. I firmly believe that it is better to recruit the children as early as possible; the more you know a unit, the better. For example, Sophie, Nina and Ophelia can all be recruited around Chapter 12, always. As "broken" as any of them could be by late game wit careful skill planning, I would rather know them for ten more maps and watch them become powerful. Aim for +1 mid-game and +2 late-game. Stop there. Activate the Lottery, the Forge and the Coliseum as early as possible, to get freebies, exchange ore and multiply items.
  6. Congratulations on completing Conquest on Lunatic. It is a demanding puzzle. I prefer Hard over Lunatic precisely because of how specific some maps are in the higher difficulty. I find that Hard is still fairly daring and that it allows you to use a greater variety of units and class combinations, and to implement broader challenges and self-imposed restrictions. On Lunatic you are pretty much forced to use every tool at your disposal and to prepare for certain passages of the game well in advance.
  7. In my case, because of Lightning, Dragon Fang, Vengeance, critical hits, Horse Spirit and Mjölnir. There may be 3-4 extra enemies per map (including reinforcements), not per squad. I would even dare to say that the squads that are indeed more numerous are only increased by 1 unit. But you are the one who is currently playing Lunatic and I honestly have never taken notes about this. I get them all, but I do not complain about this map. I am only stating that those who get annoyed by Chapter 20 can complete it in a couple of turns precisely because of the wind. Anyway, congratulations on your current campaign; Conquest on Lunatic truly is a challenge.
  8. But there is no difference between Hard and Lunatic in enemy statistics, and practically no difference in the number of enemies until Chapter 21 and Endgame. Most of the stuff that worked on Hard will also work on Lunatic. The major difference is enemy skill sets, distantly followed by enemy weapons. Chapter 9. The reinforcements are exactly the same on Hard and Lunatic. They may kill you on a blind run and I understand if you feel that that is bad game design. To me, it is a puzzle, one supposed to be tried more than once. Chapter 17. Again, the reinforcements are exactly the same, and the map is so slow paced that any thrill that it could possibly have ends by turn 5 or so. Enemy parties are so apart from each other that one can level up units or grab skills on alternate classes. Chapter 19. It is methodical, boring perhaps, but rather easy. The defensive thresholds are low (around 20 Def), regardless of your being on a horse or a beast, you can “tank” foxes forever. I do it all the time with Paladin Silas or Paladin Sophie or Wolfssegner Velouria or Wolfssegner Shigure or +Mag Nohr Noble Cornflakes or Sniper Mozu… it does not matter. Buy tonics, put Elise at the centre and advance in a cross formation. Perfectly reproducible. Chapter 20. This map can be completed fast (in around six turns) thanks to the winds! They are not random, if you head east on turn 1, you will always be sent north. Thus, if the winds annoy you, just kill Pimp Fuga on sight and seize the throne. Chapter 22. Do not divide your party, there are no chests to grab on either side. Just pick your favourite side, pair up your entire party and head to the guy with lenses. Chapter 23. Hinata’s party can be killed/ neutralised in a single Player Phase with ten units. I do it every single time with any party. Do not bait, wipe. Two tips: They will not attack you if you do not enter the range of Taco’s ballista. Also, kill as many units as possible and Freeze the ones remaining. If I do it with ten units, no royals, you certainly can do it too. Ironically, you did not mention a key difference here: The position of the enemies in the roof, which are blocking the stairs on Lunatic. Chapter 25. I do it on Lunatic with nine units (plus Cornflakes) and it is indeed tricky, but I do it on Hard every single time without much trouble. My tip: Entrap both Spy Ninjas east, then one Spy Doll west and the Life-or-Death Sword Master guarding Saizo. (You can also use Freeze, but it will take more charges and more turns.) I do not build specific Cornflakes for this chapter, but I had relied on her killing Ryoma on various Lunatic campaigns when my other nine units are not strong enough to defeat Saizo & Tits on time. Even then, since I usually go +Mag Nohr Noble, I buy as many tonics as possible, give her a Mjölnir and hope for the best. I do not divide my party, but send all nine/ ten units east (around 8 turns to kill Tits) and then west.
  9. It depends on what you look at: The differences between everything-Hoshidian and everything-Nohrian are glaring. Classes, weapons, animations, character designs, names, buildings, architecture, colours, food, music, maps... Every single element is unique! It shows a level of production that Four Houses could only dream of. For me, the "world" of Hoshido and the "world" of Nohr are many times more distinct, unique and successful than any nation depicted in Four Houses. The "text" of the latter is irrelevant when everything looks the same. "Non-existent." That is the worst that one can say about Four Houses's map design. The game plays entirely like a turn-based RPG that happens to be shown on a grid, there are no tactics involved. It feels more like SNES Final Fantasy than Advance Wars. We have different ideas about what elements make gameplay interesting. Just note that what seems great to you can also be truly boring for many of us. For me, Four Houses is either very easy or tedious, but never engaging or challenging. Conquest, on the other hand, is a puzzle that draws my attention every time, even after dozens of campaigns.
  10. Will you use the DLC classes as Master Seals (which I believe it is the intended way) or right away? If used as Master Seals... The thing about these two classes is that they do not offer great advantages over Nohrian's classes. Their skills are better than their growths and bonuses. For example, I would use Lodestar's first two skills as a complement to a Hero, on a main "tank", like Silas. Yet, the one statistic wherein Lodestar exceeds Hero is Luck; everything else is exactly the same. And I very much prefer Sol and Axe Breaker over Dual Guarder and Speed Taker. And access to Axes never hurts. Against Paladin Silas, Lodestar is a bit faster and definitely defter, while Paladin has more Resistance. Then again, I prefer 8-movement, Lances and Aegis. Great Lord is trickier because none of the girls have Defence (bar Velouria), its 2-range weapons cannot double and it does not have particularly high Strength. (Not even Great Lord Charlotte is an option, for she would lose 10-points of Strength.) It is fast and deft, but even then, Great Lord Sophie (with Effie as her mama) is only marginally faster and defter than Paladin Sophie. The skills are better, though. It can be used as a replacement of a Paladin, I guess, but your only Paladin is Sophie, the other girls have very different class-trees. And Paladin Sophie is a "second-row" unit, it can only hold a position in particular situations and it is not strong-enough nor fast-enough to secure every kill on Player Phase. Use the DLC classes for variety, but do not rely on them as the core of your party. (I play with 10-units parties; in your case, with a more numerous party, the use of "accessory" units should be simpler.)
  11. The story is terrible no matter what route one plays or in what order. It has no pacing, the script is as cheesy as it gets and the overall storyline makes no sense. That being said, play Conquest. It is an engaging, challenging puzzle. I have played about twenty campaigns. Birthright, like Awakening, is a turn-based RPG on a grid; there are no tactics involved. Unlike Shadows of Valentia, it at least has some map design, but the enemies are so weak and generic that one will not notice it. If you decide to play Conquest, try it on Hard. There is no variation in enemy stats between Hard and Lunatic, the difference lies in the enemy skill sets and enemy formations, and most of what you do on Hard will be valid on Lunatic. Normal, on the other hand, teaches you nothing. Choose Hard Casual if you feel that the difficulty is more than you are used to. If you go Classic, pay attention to the enemy skills and embrace the resets.
  12. The humble Odin, Hero of the Ages. 😎
  13. Does playing Conquest about twenty times count as multiples? 😬
  14. In Conquest, mid-game Felicia has historically turned bad for me. Not that I use her that often, but she always lacks power. Also, by the time Leo joins, my trained mages already deal more damage (at a lower level) and are faster, defter.
  15. In Conquest: · Velouria. This girl has the growths and bases to pull it off on every physical class. She also has ironic, funny lines. If possible, invest twenty minutes grinding Supports in the "Before Awakening" map and unlock her immediately after Chapter 14. She is worth it. · Lately, I have been enjoying the perks of Wolfssegners and Adventurers. If Berserker is the best foot soldier, Wolfssegner is a very close second. And turning healers into Adventurers has proven quite useful and entertaining. The Shining Bow is a blessing. · Innate access to Vantage and Vengeance and Life and Death and +30 Avoid and -20 Enemy Avoid, doubles most enemies, has a higher critical hit chance and grants useful, unique rewards in her own chapter: Ophelia.
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