Jump to content

Search the Community

Showing results for tags 'low turns'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem: Engage
    • Fire Emblem Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Calendars

  • Community Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Jabber


Skype


Yahoo


ICQ


Website URL


MSN


AIM


Interests


Location

Found 2 results

  1. Welcome to another playthrough, in which I try to get a low turncount in FE13 Lunatic. I'll make a turn-by-turn playlog for each chapter, but will try to make a video of the final chapter + Epilogue. I sadly don't have the pre-C3 strats in much detail, since C3 is when I started writing them and the stats down. I can describe the Prologue strategy off the top of my head, but my C1 and C2 strats differ from the clears KoT did (with the same turncount), so sorry about this. I'll try to reconstruct some details after the playthrough. While I only allow for 1000 renown and below and will stay true to that, I think it's fair to allow more renown items, such as the speedwings since Robin's ability to double C5's wyvern riders depends on good growths for both her and Chrom, whereas with the speedwings, Robin needs a Spd proc less and Chrom's doesn't matter. Anyway, Rules: - Lunatic / Classic mode. - Low turncount is the primary goal, but if a strategy is too unreliable to be pulled off reasonably, I might choose to avoid it. I don't draw an exact line when it comes to reliability, though. - Renown items are allowed up to the Bullion (L). - All gen 1 units must be recruited, second gen characters are optional. No deaths of recruited characters are allowed. - Paralogues 1, 2, 3, 4 and 17 are mandatory, it doesn't matter when they are done. Children paralogues are optional. All paralogues are counted for turns. - Skirmishes and DLC are banned. - Bonus box weapons are banned, obtaining items or recruits from the bonus box teams is disallowed. Using bonus teams to rout skirmishes or to replicate blocked shops is fair game. - Items from shining tiles and Anna shops are banned. I mustn't step onto shining tiles unless it is ideal for the strategy. Since FEWoD doesn't have FE13 maps past C9 and only displays normal mode enemies, you can view them on this site: http://kamikouryaku.com/kakusei/ . The chapter links are on the left part of the site. Premonition - 2 turns Prologue - 4/6 turns Chapter 1 - 4/10 turns Chapter 2 - 6/16 turns Chapter 3 - 4/20 turns Chapter 4 - 3/23 turns Chapter 5 - 5/28 turns Chapter 6 - 4/32 turns Chapter 7 - 3/35 turns Chapter 8 - 4/39 turns Chapter 9 - 4/43 turns Chapter 10 - 2/45 turns Chapter 11 - 2/47 turns Chapter 12 - 3/50 turns Chapter 13 - 1/51 turns Paralogue 12 - 1/52 turns Paralogue 1 - 1/53 turns Paralogue 3 - 1/54 turns Chapter 14 - 1/55 turns Paralogue 4 - 2/57 turns Chapter 15 - 2/59 turns Chapter 16 - 1/60 turns Chapter 17 - 1/61 turns Paralogue 2 - 1/62 turns Chapter 18 - 1/63 turns Paralogue 17 - 2/65 turns Chapter 19 - 1/66 turns Chapter 20 - 1/67 turns Chapter 21 - 1/68 turns Chapter 22 - 1/69 turns Paralogue 9 - 2/71 turns The rest of the playlog is in post #3.
  2. Note: I'm still hoping to continue this eventually, but due to RL stuff and relative disinterest I don't see myself going on anytime soon. I mentioned somewhere that I'd do this eventually, and here it is. Possibly not being able to buy the maximum amount of boots and to ignore exp for most unmounted combat units will change a lot of things compared to a regular LTC run. Without a long introductory text, these are the rules: - The true ending must be accessed. - A rank in all categories. - Full recruitment / no deaths. - Lowest turncount under these restrictions. I put my notes (similar to what dondon uses for planning) on pastebin, here's the list if you're interested, although there may be inconsistencies between this and my recorded clears: http://pastebin.com/u/Grdvssss Chapter 1: https://www.youtube.com/watch?v=L5Xro2vB7AQ Rankings: Exp: 390 Combat: 10/25 = 40% Power: 27 Funds: 13495G Turns: 4/4 Used a variation of the standard strat, involving a silver lance crit for the bosskill. The exp distribution is pretty even, with Lance being the only unit to get a level yet, but quite a good one. Not much else to say about the strat that you can't see in the video. There are a lot of other ways to spread exp in this chapter, and I'll probably explore them in a ranked context when I have a better idea of what I do in the next bunch of maps. [spoiler=C1 stats] UNIT LEVEL HP S/M SKL SPD LCK DEF RES WEXP Roy 1.80 18 5 5 7 7 5 0 D Swd Marcus xx/1.38 32 9 14 11 10 9 8 D Swd A Lnc E Axe Alan 1.91 21 7 4 6 3 6 0 E Swd D Lnc Bors 1.00 20 7 4 3 4 11 0 D Lnc Wolt 1.40 18 4 4 5 2 4 0 D Bow Lance 2.21 21 6 7 9 2 6 1 E Swd D Lnc [spoiler=Chapter turncounts + links]Chapter 1 (4/4 turns): https://www.youtube.com/watch?v=L5Xro2vB7AQ Chapter 2 (5/9 turns): https://www.youtube.com/watch?v=2i3AkBnYyMo
×
×
  • Create New...