Jump to content

Rescue Advice


And Knuckles
 Share

Recommended Posts

I always hear about the utility of having the ability to rescue units, and I kind of get why, but in practice I only ever seem to end up using it to save units who are in danger from getting killed. I was wondering if anyone had any general tips on use of the rescue command other than that one scenario. (Talking about the command by the way, not the rescue staff)

Link to comment
Share on other sites

you can taxi (carry) other unit with low movement to skip terrain with flier, or just to fast drop them in frontline. the latter is especially important in scenario where you need Lord char to Seize throne but the map is big, said Lord have low movement like Roy. thats another use for rescue

Edited by joevar
Link to comment
Share on other sites

It does depend on playstyle, but the ability to save someone from death is, in itself, quite helpful.

For example, you can attack with a squishy unit and rescue them away so they don't have to risk death. This also can work for annoying and/or scary bosses, training a weak unit, etc. It can also be used in a pinch to have someone useful escape. You can also warp someone into a section and rescue them away later on. That one isn't very common, but can still function.

Otherwise, it is mainly used to accelerate play-bringing infantry to the front line, bypassing maps as a whole, bringing a lord to a sieze point, etc. It's super helpful for efficient and/or LTC runs.

 

Simply put, it is another tool in the player's box. It is not a tool that every player will use and doesn't necessarily lend itself to every playstyle, but it is a good tool.

Link to comment
Share on other sites

It allows you to move a unit further than it can on its own. This is, of course, less valuable if you don't care about turncounts and there are no time-sensitive side objectives, but to give some examples where it absolutely helps you to beat a chapter:

  • FE6, chapter 2: Marcus can't reach the fort on the first turn, but using Bors and one of the Xmas cavs, you can rescue/drop him on the fort after weakening the closest soldier with Marcus. This chokes the point and allows Marcus to weaken two additional enemies on the first enemy phase, which then allows you to join with the new recruits more quickly.
  • FE6, chapter 5: Similarly, you can drop Rutger (who, on HM, is by far the most effective character to throw at the enemy at this point) on the SW of the two closest forts here, which gives him its defensive bonuses and denies them to the enemy fighter who could otherwise reach the fort on the first enemy phase.
  • FE6, chapter 7: Roy can't reach Jerrot/Zealot with his own 5-tiles-a-turn movement. You have to use a rescue+drop to get him close enough to Jerrot's spawning point to recruit him (and then Treck) immediately - and if you don't, it's likely that Treck will get himself killed, especially on HM.
  • FE6, chapter 8: You need to traverse the map fairly quickly to intercept Cath and her fellow thief before they can get any of the treasure chests. You will, at the very least, want to have Roy with your mounted units, so that he can talk to Cath, but it's also very helpful to have some of your foot units (Rutger, Dieck, Lugh) nearby to help clear the enemies. Some rescue/drop shenanigans are required - rescue, charge ahead, have another unit take+drop on the same turn, so that you have as many units available at the front (and not encumbered) as posible.
  • FE7, chapter 17: Similarly, you have to play very quickly to intercept the thieves coming from the stairs (well, the first of the two. The second one doesn't have a lockpick.). In this case, you can probably get by with Marcus and your three unpromoted cavs, but if you want a foot unit to help (and collect XP), you'll need to rescue/drop them to do so.

Less specifically, dancers can profit greatly from this, too: Dance for a unit that is trailing behind a little, then rescue/drop the dancer closer to where the action is happening so that they can do a productive dance on the next turn. And, if you can move ahead next turn, maybe you can repeat the process.

Link to comment
Share on other sites

17 hours ago, ping said:

FE6, chapter 7: Roy can't reach Jerrot/Zealot with his own 5-tiles-a-turn movement. You have to use a rescue+drop to get him close enough to Jerrot's spawning point to recruit him (and then Treck) immediately - and if you don't, it's likely that Treck will get himself killed, especially on HM.

oh boi, thats exactly what happen to me. either Treck dies, or Roy dies from going too deep into enemy lines to have chat with them. sad such chill man must be sacrificed

Link to comment
Share on other sites

Here's small, general piece of advice to keep in mind: You can't rescue and drop in the same turn, but you can take and drop in the same turn, and a mounted unit can still canto away after that. This is helpful to remember if you need a specific unit closer to the fight.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...