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    Fates: Conquest

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.)
  6. 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.
  7. The humble Odin, Hero of the Ages. 😎
  8. Does playing Conquest about twenty times count as multiples? 😬
  9. 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.
  10. 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.
  11. Few characters and low deployment limit. I find the latter more important, as I believe that designing an interesting map with fewer playable units should be simpler, and map design is a core aspect about Fire Emblem to me.
  12. For me, Charlotte’s main issue is availability. By the end of her joining Chapter, my ten units are already at Level 17-18, just about to class-change (at L19.) I have babysat Fighters many times, for example, when pairing Azura and Arthur and class-changing both Azura and Shigure immediately upon (early) recruitment. Or pairing Azura and Keaton, and class-changing both Azura and Velouria immediately after Chapter 14 (through Support grinding.) Yet, all three would be at a higher level than Charlotte, with better bases, better skill sets and comparable growths. And the children would have at least one map to train a couple of levels and catch up with the rest of the party. I do not use Charlotte often because of her personality. She has the growths to pull it off and become a decent Delete button. You must watch her Skill and invest a couple of chapters to level her up.
  13. I honestly thought that Nohr Noble was not that popular (I joined the party late, years after the game was released.) In any case, I will always defend that +Magic Nohr Noble is an outstanding build, but if I were to recommend another class, I would pick Mercenary — Hero or Cavalier — Paladin, as safe picks, and Archer — Sniper as a fun one. I may be one of the few who does not use Xander or Camilla or “backpacks.” Precisely because of this is that I have tried multiple ways to substitute the royals in situations wherein others would have simply let them loose. In all cases, Hero or Paladin are the most versatile, reliable options. Depending on the map, one has an edge over the other. Sniper is rare in Conquest, Bows have high might and advantage over most enemies, the class gets great skills, never misses, doubles everyone and lands critical hits like crazy. It is the perfect Player-Phase physical unit.
  14. Chapter 17 is way easier once you know what to do, for the defensive thresholds are rather low (around 20 Def.) And you only need to hold a position for two turns. Afterwards, the map is so slow paced that one can level-up units that need to catch up or to learn skills in alternate classes. You can read some approaches to Chapters 17 and 19 here.
  15. After Chapter 13, there are up to seven Master Seals at the store, and five more in chests/ drops (10, 13, 16, 17, 18.) I usually promote all ten units at Level 19, and I am done by Ch 16. Try deactivating the Gamble skill (+10 Crit/ -10 Hit), which he might have inherited from his father. Axes demand defter units, and most of his teammates wield more accurate weapons. It is cheating, make no doubt about it. It is tricky, but not particularly difficult. It can be done around Chapter 11, with eight units, no royals, no horses, no fliers. The key is to send a pair to block the southern bridge and force the Lemmings to ignore the island and go north. Then send the other six units north then west, to advance and kill the boss by Turn 8 or so (before the reinforcements.)
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