Shrimpy -Limited Edition- Posted March 26 Author Share Posted March 26 28 minutes ago, Eltosian Kadath said: I thought you were using Berserker Beruka? Ermm, no. The Berserker Beruka comment is about one i had in one of my Lunatic runs. Here's she wyvern....for now Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 27 Share Posted March 27 Alright, time for the long climb up the eternal staircase, with some scary rocky boys to beatup along the way. Spoiler Lets start with the meal And that flair makes this meal exactly what I wanted, +2 Magic and Defense on my Lightning mages. That saves me a tonic or two...in fact I think I can get away without any tonics at all this time. Alas we are about to fall into another of Iago's trap I mean we have a couple dead, but I don't think we have any maimed folks. Its not like Lyn mode where people break a limb, or between PoR and RD where somebody loses an arm between games... Where have you been Iago? I have seen two die myself, and a fair number of dead from the link as well Straight to hell indeed. Those rock throwers are a real threat, and infinite reinforcements are a devil to deal with. Jeeze Iago, this is an ironman you know. Congratulations captain obvious This makes me think of a strange injoke with some of my TTRPG friends about tripping over bodies on the stairs... You are such an optimist Leo Because this is a map full of these jerks. These moments where pretend like units I haven't bothered to train are kinda silly. I respect the game for having us recognize the danger of this battle, and have us plan a retreat, but So instead we need to As the escape point is at the top I still have that extra deployment slot, and it made sense to bring someone that can activate Dragon Veins that I didn't want to actually use otherwise. I did mess around with my positioning here a bit, putting my flyers in prominent places, my waper the most out of the way, and Xander as far from the DV as he can be, and still reach it. The game is so scared of us just murder hoboing through their carefully planned escape map that they beat this point into the players head so many times Ah, Escape with all units...feels like Thracia 😛 And I start the whole map by mass freezing the enemies with the first Dragon Vein And then I use my flyer to safely chip one of the faceless next to the Stoneborn And I might as well finish him off while I am thinking about it For a great levelup...except I wish she would get some speed. She is so desperate for speed, and I have been tonicing it up for a few chapters at this point, just to keep her from being doubled. Although the main reason I made this maneuver was to warp lightning kill this bugger, but as it turns out, thanks to Rusty's Bolt Axe, I don't even need the Lightning this time. What a great levelup from the kill. I also have Elise deal with one of the southern one while I am here For a max staff avoid levelup. To then chip the one next to it with Sophie to setup The Father-Daughter combo kill, which blends nicely with This Mother- Daughter combo kill across the rocks. Mozu actually gets the crit kill here, as we advance ahead I end thing off with a little effective chip damage with Niles Which gets me to the end of turn one. I will note that I intentionally left Soleil and Odin behind so that Nina and TeeHee can use them to help catch up. I open by having Xander pair up with Rusty To then activate another Dragon Vein for turn 2 In a similar vein Elise moves to pair with Mozu to the transfer up to Beruka to use her flight to Pop one of the Golems with Lightning. I also finish off the one Niles ended last turn by chipping before he flies off. And she gets a great little physical levelup from the kill. In a recognizable maneuver I have Niles chip one of the Faceless so that Ophelia can warp-lightning another Golem to death. Unfortunately the rest of the turn is just spent getting us closer, and with all the pairups needed to pull this off, we are going to have to do without a DV for next to prepare for the turn after. And we open by killing some of the faceless separating our army I also try for an unlikely kill here. If she double crits (as Killer weapons in this game do x4 damage) she kills, but if she only chips That is fine too, and with a single crit Sophie doesn't have to face a counter attack either. And she gets a great little levelup from the kill. Now to kill this little faceless an- Oh, she missed...that complicates things, but I think I can keep this miss from killing anyone with This little lunge here As she lacks the speed, and strength to finish this, finishing him with the Elise half will let her be eaten by those faceless to the north, and I kinda need Niles to get this kill here, as he can take the Golem hit far better than Elise will. The astute among you might notice these attacks are a bit out of order, but for narrative clarity it made sense to resolve what was happening with the folks in the center there, before seeing Mozu chip and debuff this faceless For Velouria to finish him without having to take a counter. I do also put Rusty in Golem range in the hope it will go for him instead, and I am going to draw some of those faceless in with the group around Silas there And I get kinda punished for not preparing my attacks stance for this Faceless's breaker skill (almost all of them have one random breaker skill to annoy you with, it just hasn't been very relevant until this point as playing around it is trivial on player phase) As Silas procced Luna, so if I were capable of hitting with the attack stance here it would have killed. At least Silas got some extra strength from the chip levelup. Sadly Beruka couldn't even get the enemy phase kill, as her personal was giving her a fair bit of the damage she did on player phase, and the Handaxe speed debuff lets him double her. ...At least Niles lives it. Not a great enemy phase overall, and lets see if we can clean it up on player phase And first Soleil redeems herself for the enemy phase attack stance miss. This hurts, but she needs that hunky Silas's attack stance for the kill here. https://lh3.googleusercontent.com/pw/AMWts8C1UXXJpl7sg2ID1IFzhK9bGIKGOfuXvVRJrxus_MIL8nkKVAk34rNFaOb1jFD1X7tMMX6-xjS2KFl4_15RDtOqeWQzPUkTRRR3Po4k2Epc2IK3aSulWjKQ-Fr9-qfzZy5Z-i_sqbSVro_mLLKKqMXEqQ=w605-h454-no?authuser=0 Quote Link to comment Share on other sites More sharing options...
Shrimpy -Limited Edition- Posted March 27 Author Share Posted March 27 @Eltosian Kadath I think you're upload is incomplete. It just stops in the middle Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 27 Share Posted March 27 How do I keep doing that...urg. Sorry I fat fingered an update early again, so here is the rest of it. Spoiler Niles then switches lanes to chip the one Silas's crew failed to draw in, And with the extra move from her father Sophie can just reach here, to pass him off for a bit of extra attack stance accuracy To more likely get the kill before taking a counter. Next Rusty goes for the Lunge kill here to setup a good enemy phase position... Which I partially bungle my miss reading the map and thinking it was Beruka in the back of Elise there. Its not a big deal, but I could have had him benefit from both Lily's Poise and Demoiselle buff as well as the defense rally I gave him. At least missing out on that extra 5 defense on him wont put him into death range. See, he is just fine, and we are now in position for another powerful turn Which of course starts with Xander hitting up another Dragon Vein. But before any big moves, I need to clear a little bit of space with Mozu so that Elise has the tile to pair with Rusty, so that she can use his flight (and the extra one move she gives him as well) To get the kill on another Golem. Also don't worry I made sure she will live the enemy phase hit from the Faceless right next to her (+2 defense from the meal really saves the day here) In another familiar maneuver Beruka chips a faceless So that Ophelia can warp Lightning kill another Golem. Now Velouria cleans up one of the faceless our fliers left in their wake And Niles can get some chip in with the help of +1 move from the SIlas pairup, which sho- Or he can just kill it all on his own. That lets me seperate Silas out of the pairing And while I could use that to go for an enemy phase attack, that would be a deadly mistake as most of these Faceless have Savage blow, which would leave Elise in danger of dying if I failed to enemy phase kill it. Fortunately she dodged the hit anyway. I open on having Nina clear some of the chaff, and I wanted to emphasize both that all the reinforcements have this void curse skills, and that we are starting to run into the reinforcements that spawn in from the north every other turn (and on the off turns ones spawn from the south instead). Although this is definitely another Dragon Vein turn, and Xander doesn't even need any help to reach another. Velouria also grabs the kill on the one Elise dodged on enemy phase Time for me to use that extra move from the pairup to Clear out a faceless, whose breaker skill makes me feel uncomfortable going for the lightning kill on the Golem behind him, although she is just shy of the ki- Or she can crit, that saves me having to clean things up with Beruka. That lets me Grab another Golem kill with Elise. Admittedly the guard gauge would have saved Elise, but clearing out the tomebreaker first made me feel more comfortable going for this kill. Even more tasty skill on Elise. She has hit her 20/20 average skill already, which is rather nice. Mozu can also claim the kill on the one Beruka chipped last turn Speaking of which, Beruka chips another for Silas to get the perfect damage finish on 'em. Although a fair number of our troops have fallen a bit behind. On the next turn I open by Clearing out the one threatening Elise from hitting that Dragon Vein And Sophie gets a just plain beautiful levelup from the kill I do end up giving Velouria a kill And the assist on a Nina kill too. Fun fact, I had her trade-switch over to the Beast Stone+ for this attack stance hit, which she only hit the ranks to use earlier in the map. She knows what her best weapon is. I finally stop being silly, and just have Elise use the Dragon Vein So I burst in with Beruka to chip one, and ...I just couldn't help myself, but this was a trap as He procs Aegis twice to survive. No worries though, as Not only does Ophelia levelup from the chip But Silas can finish the job For a nice little arms scroll. Admittedly he does have to take an enemy phase hit from some faceless And he is slow enough that the speed debuff lets him get doubled, but he can take the hit just fine And even with two reinforcements arriving We have enough fire power And troops close by To wipe them out. Admittedly I was kinda hoping to feed the last kill that gives experience (that I am going to bother getting at least, as there are two far to the south that I have ignored all map long) to someone else, but the crit kill is just fine And I will gladly take a Strength Speed levelup on Niles. And that is the last of...oh she had a miss. No big deal, TeeHee can get the kill I could end things next turn trivially, but I wait a few turns to grind up Nina's staff rank, using Shelter-transfer-switch-transfer-separate-repeat shenanigans to let her act multiple times a turn And by the time everyone is healed to full she has reached D rank, and two turns have passed, so We just leave with everyone, and finish the map For an 11 turn clear. ...They literally never attacked her once on this map. Although Xander is handing out the good advice here for an ironman. And Azura has the technical know how to recognize that TeeHee is a game over unit. Even if she wasn't already dead, these shenanigans from Azura would defy belief. Some random nameless faceless killed our adorable blue mascot. Just imagine if they pulled this sorta bullship on Sommie... Sorry TeeHee, but thems the breaks in an ironman...then again Lilith defied the mechanics of the game by being harmed in a pairup block to get into this dead state to begin with. Its weird to think that this is setup for a near endgame scene. Why, Fates writers? WHY?! She didn't even die to a named enemy... This melodrama is down right ridiculous. Xander trying to give TeeHee a pep talk as an ironman veteran here, but it feels a bit misguided, as learning from the deaths you cause is a vital skill for improving But he is right here, you can't start tilting after a unit death, you need to cool your head, and find a way to recover from such a blunder As blunders like that will happen. This is kinda funny given that Camilla is dead from the linked run already. Flying Rat? what a hater Iago is...also how the ell does Iago know Lilith was a "flying rat" to begin with, did he break into Ft. TeeHee at some point? Iago is so bad at his job, if TeeHee dies here she can no longer suffer... Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 3 Share Posted April 3 I have completed chapter 22: Sakura...and another paralogue before that as well, both with no casualties. It might be a little bit before I get things uploaded both of them though. Quote Link to comment Share on other sites More sharing options...
Shrimpy -Limited Edition- Posted April 3 Author Share Posted April 3 (edited) Edit: Wait i am confused. We should be all up to date sorry. Will do Ch. 22 later today Edited April 3 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Shrimpy -Limited Edition- Posted April 3 Author Share Posted April 3 (edited) The forest of ever confusing doom...or something. Also Ninjas Spoiler Hmm Def combo incoming? I burn the forest down..and forget that i don't get plain terrain when i do so fuck Odin Crit in action fastorochi Def combo continues? Common Kaze W Charlotte genes in action Combo breaker. Cool lvlup tho Bad Lucina Critorochi Jo Kaze gam- Wait why is that Pegasi in Ran- NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Welp My first Casuality is here. The crit....If he hadn't crit he would've had guard gauge.... Rip in pepperoni, Luigi Niles pls Rubbing Salt in the wounds, game Oh right. The Silence Chef's kiss I forgot the Silence AGAIN i think i am tired lol... War Lobster Fastrochi! Evil Dragons SMH Laslow finishes! They will riot your lack of STR! I am greedy i know 😛 And we finish the map. Hi Flora. Good to see you. Just in time to replace the now dead Kaze! Oh wait, she ded too. Anyway, get your Midorikos fast if you want her. She about to be Thanos'd. Next: The last not bad map in Rev Edited April 3 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Shadow Mir Posted April 3 Share Posted April 3 1 hour ago, Shrimpy -Limited Edition- said: Kaze gam- Wait why is that Pegasi in Ran- NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Welp My first Casuality is here. Ninja facing 81 hit smh anyway, Ohhhh nooooo! Quote Link to comment Share on other sites More sharing options...
Interdimensional Observer Posted April 3 Share Posted April 3 On 3/27/2023 at 6:36 AM, Eltosian Kadath said: And I get kinda punished for not preparing my attacks stance for this Faceless's breaker skill (almost all of them have one random breaker skill to annoy you with, it just hasn't been very relevant until this point as playing around it is trivial on player phase) The breaker on Faceless idea I get, it makes your weapon choice matter somewhat when fighting them. But I find it easy to forget which has which, as there is no ready way of noticing who has which breaker without moving the cursor over that unit. I can detect some tenseness in your run of the staircase gauntlet, though it does like you got through it smoothly nonetheless. The combination of the endless reinforcements and the Stoneborn get to me on this map. The DVs are there to help I know, but when to activate them -even if the map requires I move everyone forward and hence shouldn't be lingering near any one DV for long- is not something I'm very decisive about. For my one Lunatic Conquest run, I think I cheesed by somehow stacking enough Def on Camilla to let her safely fly Corrin to the exit without anyone else deployed. 3 hours ago, Shrimpy -Limited Edition- said: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Welp My first Casuality is here. Now if only he came back Valla'ed in the endgame battle with capped stats to haunt you.😛 Thankfully I paired him to Azura long ago, so Midori was already inaccessible to me. I was right to pick Saizo as my ninja. --- BR 22: Spoiler Chapter 22, Birthright. Finally, the midgame gloves are o- wait! Unpromoted enemies?! This late? This map doesn’t look as hectic as I remember it being. And here I thought I’d have rush to establish a safe zone on the very first turn. I don’t see that here. The map is quite spacious and open, and the enemies aren’t dense enough that combined with the presence of the underclassmen among their ranks, they don’t seem particularly threatening. Is my memory bad, is this the result of being on Hard and not Lunatic? Whatever it be, I can and will play this. For the enemies, we’re looking at 23 Atk on the Maids, 27-30 on the Dark Mages, 27-31 on the Adventurers, 32 on the Fighters, 38 on the Sorcerers, 41-45 on the Berserkers. Shura, to get him out of the way, has 29 Atk and can’t double b/c a Spy Yumi is his sole weapon, he isn’t very threatening as a boss. On my side, the game gives me enough room for field everyone I’m using, even Kaden and Setsuna despite them not being needed anymore b/c Azama and Ryoma have maxed rank with them. Since I don’t have enough trained units to fill all my slots, I glue them to their designated leads. I made +Spd/Def food as a slight precaution. For Turn 1 I position my units southward, with the intent to kill the four Dark Mages and one Maid there. Takumi has just enough Spd to ORKO the Maid, and Sakura Saizo, Silas, Reina take out the DMs. Ryoma gets into place to bait two Berserkers on the left, Orochi equips Calamity Gate to bait a Maid, Corrin shall bait the entire right flank with a Horse Spirit, Scarlet rallies Corrin and Orochi to bring them to 37 and 24 Def respectively. On Turn 2, Ryoma deleted his two enemies, Orochi crit-killed her’s (Sophie was nearby to Dual Strike if she didn’t crit), and Corrin being bulky but slow with rather low Magic, all their four zerker targets alive (and the Adventurer wasn’t even scratched). Silas, Felicia and her replica, Azama, and Corrin devour those enemies, while Ryoma baits another zerker & Orochi with another Rally Def and Sophie nearby moves to take on two more Maids. Two Maids show to the south as reinforcements on Turn 3, and the enemies off in the side always finally get within striking range. Takumi slays one southern Maid, Felicia puts Tomebreaker to use killing the eastern Sorc, and out of an overabundance of caution Corrin uses the Yato to OHKO the nearby Outlaw and Silas the Dark Mage. Azama equips a Brass Shuriken for 19 Crit Evade and move to eat a hit from a Silver Axe Berserker, Adventurer, and Shura, he’ll live with 39 HP and 30 Def (including a Rally Def juuuuuust outside of Adventurer non-Ballista range). Saizo moves to bait the western Sorc, Ryoma another Fighter and the northern west zerker, Orochi to the Adventurer next to it with Sophie in Defensive Stance (she’ll take like 6x2 damage). Yes, this is unnecessarily gutsy for an ironman. The Adventurers took their post at the Ballistae, one was harmless the other injured Scarlet, Azama didn’t kill his zerker and Saizo’s Sorc was left alive with 1 HP. Two Dark Mages showed up south again, and the Maid from last turn oddly didn’t move. Ryoma kills the left ballistae Adventurer, Azama kills the right Adventurer, Silas the zerker he left unfinished, Takumi kills the DM near him, Saizo slays the Sorc, Orochi another DM, and… fudge it, I didn’t leave enough firepower behind to kill Shura! I try anyhow, but using a mere Spy Yumi with 5 Mt, he deals only 18 damage to Reina, hardly a tanky non-flier unit (32 HP, 15 Def). Turn 5 is here, and I have Felicia injure Shura, I then transfer Azama to Scarlet and have him take the boss kill to level up so I can reclass him to Basara with Lethality learned. Saizo kills the last Adventurer, Takumi a Maid reinforcement next to him, although I don’t move him eastward b/c a DM used the Magic Orb to remove 10 HP. I let Corrin bait the two lower east Maids. On what should’ve been the last turn, Reina kills one of the two Maids, though she does take a rare low% enemy crit in the process, she lives and heals back up to 20 HP from Morbid Celebration. Silas and Corrin with a little weapon swapping tag up and slay the other Maid. One DM remains unreachable though, so Sophie quickly bags it on Turn 7. And now I have a nice 20/10 Adventurer to use. Level Ups: Felicia- HP/Str/Mag/Lck Orochi- HP/Mag/Skl/Res Ryoma- HP/Skl/Spd/Lck/Def/Res (Guess he heard me criticizing his gains this playthrough.) Azama- Skl/Res (And Lethality.) Takumi- HP/Skl/Spd/Lck/Def Saizo- Str/Skl/Spd/Lck Reina- HP/Skl/Res Silas- HP/Str/Skl/Spd/Lck/Res Corrin- HP/Str/Mag/Skl/Spd/Lck Overall, much easier than expected. The only dangerous moments were very well my own fault. Next up is Camilla 2! -Or it would be, were I not planning on subjecting myself to a little diversion. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 3 Share Posted April 3 4 hours ago, Shrimpy -Limited Edition- said: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Welp My first Casuality is here. No big loss (for me at least), although I was hoping to save Midori for a very late game replacement unit, as I have sorta burned through most of the easy to get child units at this point... 4 hours ago, Shrimpy -Limited Edition- said: The crit....If he hadn't crit he would've had guard gauge.... Killed by his own competence...alas the dangers of relying on guard gauge, probability, or unexpected AI behavior can ruin the whole thing. 4 hours ago, Shrimpy -Limited Edition- said: I forgot the Silence AGAIN i think i am tired lol... Tiredness, one of the great ironman killers if ever there was one. 4 hours ago, Shrimpy -Limited Edition- said: Anyway, get your Midorikos fast if you want her. She about to be Thanos'd. Should I...what woman would I sacrifice to Kaze to get her... 30 minutes ago, Interdimensional Observer said: I can detect some tenseness in your run of the staircase gauntlet, though it does like you got through it smoothly nonetheless. I find this map is where Conquest really starts ratcheting up the difficulty, and there are some uncomfortably tense moments (like that miss I had to fix with a lunge, and especially having to let Elise facetank a physical hit...). I suspect some of that will seep into my upload of chapter 22 as well, despite it going well again... 30 minutes ago, Interdimensional Observer said: Chapter 22, Birthright. Finally, the midgame gloves are o- wait! Nah, that is more next chapter with Camilla, or maybe the one after with Hans 30 minutes ago, Interdimensional Observer said: Azama to Scarlet and have him take the boss kill to level up so I can reclass him to Basara with Lethality learned. So fancy, going for Basara Azama with a skill from a whole other outside class to go with it. I am guessing this was done with S support Kagero for the lethality access, and Hayato A+ to get access to Basara. 30 minutes ago, Interdimensional Observer said: Reina kills one of the two Maids, though she does take a rare low% enemy crit in the process, she lives and heals back up to 20 HP from Morbid Celebration. Luckily you made sure Reina could take the crit anyway, even if the odds were low. Quote Link to comment Share on other sites More sharing options...
Shrimpy -Limited Edition- Posted April 3 Author Share Posted April 3 (edited) 1 hour ago, Interdimensional Observer said: Now if only he came back Valla'ed in the endgame battle with capped stats to haunt you.😛 That would've been sick honestly. Pull what Thracia pulled with some of it's units! Well, HoF kinda does that? 1 hour ago, Interdimensional Observer said: Next up is Camilla 2! wait wrong game This map on maddening in Engage is suffering with all the fliers that kept on spawning and spawning and spawning and spwaning and spawning and... 34 minutes ago, Eltosian Kadath said: Killed by his own competence...alas the dangers of relying on guard gauge, probability, or unexpected AI behavior can ruin the whole thing. Tbf it was completely my own incompetence as i didn't check the Pegasi range. Didn't plan for that Pegasi to attack Kaze at all. Guard Gauge would've been a true never punished moment here XD I had the Barb Shuriken equipped mainly to crit. They were in my calculations. Pegasi wasn't XD 34 minutes ago, Eltosian Kadath said: I find this map is where Conquest really starts ratcheting up the difficulty Yeah it's pretty much the "Welcome to Conquest Late game, hope you like fun suffering" Map Edited April 3 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Shadow Mir Posted April 4 Share Posted April 4 1 hour ago, Shrimpy -Limited Edition- said: wait wrong game This map on maddening in Engage is suffering with all the fliers that kept on spawning and spawning and spawning and spwaning and spawning and... *looks at Camilla's stats* Cell says it for me. Quote Link to comment Share on other sites More sharing options...
Interdimensional Observer Posted April 4 Share Posted April 4 2 hours ago, Eltosian Kadath said: So fancy, going for Basara Azama with a skill from a whole other outside class to go with it. I am guessing this was done with S support Kagero for the lethality access, and Hayato A+ to get access to Basara. Originally I was debating Oboro or Kagero for Azama's spouse. Either has some synergy with Apothecary's promoted weapon choices. Oboro would've been Guard Naginata access for maximum durability, but Kagero had 1-2, and I ended up picking her instead. This at this point is a silly vanity project. His natural Apothecary > Mechanist alone would've been good enough, it was for like half the game. My largely overkill ultimate skill setup would be Replicate, Shurikenfaire, Renewal (which so far I've grossly overestimated the usefulness of), and Basara would be for Rend Heaven. The last slot could be Lethality, although Quixotic is what I was thinking. Although, Quixotic does pair particularly well with Lethality, since Quixotic is a flat +15%, with 20 Skl, it turns Rend Heaven from a 30% chance to a 45%, while Lethality goes from 5% to 20%. Would probably ditch Renewal to fit it. 2 hours ago, Eltosian Kadath said: Nah, that is more next chapter with Camilla, or maybe the one after with Hans Only if don't cheese that one!😛 If you don't, it can be chaotic on Lunatic. If you do 🧀, it short and painfully painless. I intend not to on mere Hard. ...Which unfortunately shows how even BR's lategame isn't consistently challenging. The earlygame feels good and promising IMO for a simpler FE, but somewhere along the way, BR declines and never fully recovers. 2 hours ago, Eltosian Kadath said: I find this map is where Conquest really starts ratcheting up the difficulty, and there are some uncomfortably tense moments (like that miss I had to fix with a lunge, and especially having to let Elise facetank a physical hit...). I suspect some of that will seep into my upload of chapter 22 as well, despite it going well again... Sakura I wouldn't overly associate with being difficult, if surprisingly not easy for so "traditional" a map from what I remember of it. Takumi I take it is mostly a matter of how to solve Oboro's wall. But then comes Hinoka ...I completely understand if you lose someone there. 2 hours ago, Shrimpy -Limited Edition- said: wait wrong game This map on maddening in Engage is suffering with all the fliers that kept on spawning and spawning and spawning and spwaning and spawning and... I though you liked suffering?😛 I haven't Engage yet, and I'll be sitting on the fence when it comes to the DLC, so I'll just have to take you at your word. 2 hours ago, Shrimpy -Limited Edition- said: Yeah it's pretty much the "Welcome to Conquest Late game, hope you like fun suffering" Map Technically, I define the CQ lategame as beginning with Sakura. I consider Mokushu to the Eternal Stairway to be the... "mid-lategame"? You're done invading the places around Hoshido, now you're invading the nation's core and all reserves are being mustered for the national defense and last stand. But, I'm splitting hairs by one chapter.😆 And in my case, I don't exactly consider the stuff starting at Mokushu to be a breeze either, the difficulty difference isn't that big to me (until you get to Hinoka at least). Quote Link to comment Share on other sites More sharing options...
Shrimpy -Limited Edition- Posted April 4 Author Share Posted April 4 5 hours ago, Interdimensional Observer said: I though you liked suffering?😛 The fun type, not the slog type! 5 hours ago, Interdimensional Observer said: akumi I take it is mostly a matter of how to solve Oboro's wall. Hinata's squad can be a pain as well 5 hours ago, Interdimensional Observer said: Hinoka Now this this is the fun type of suffering! 6 hours ago, Shadow Mir said: Cell says it for me. Ahahaha you just reminded me of something from more than 20 years ago XD Quote Link to comment Share on other sites More sharing options...
Shadow Mir Posted April 4 Share Posted April 4 43 minutes ago, Shrimpy -Limited Edition- said: Hinata's squad can be a pain as well I don't bother fighting them. I just fly over the chasm instead. Quote Link to comment Share on other sites More sharing options...
Interdimensional Observer Posted April 4 Share Posted April 4 As I said, time for a side battle, Paralogue 7- Shiro’s! Spoiler This battle presents a small headache if done once all the enemies have promoted -and I am doing exactly this! You need to recruit Shiro on Turn 1, otherwise he’ll be ORKO’ed. This demands Rescue, and thankfully, I have four of these available, all with full charges. Birthright doesn’t demand Rescue otherwise, so I can freely use it to save Shiro. Rescue has a good 10 range, but whoever uses it will nonetheless be exposed to enemy fire. I will need to clear out a few bad guys to get to keep the Rescue user safe themselves. All these enemies are now level 10 promoted (2 higher than in Camilla checking that), with Silver weapons and Atk values from 31 on Master Ninjas (with 32 Spd) to 47 on Berserkers (19 Crit too). Fairly menacing. While the battlefield is open, like most BR clashes, the presence of sand curtails all non-magic movement somewhat, and no enemy fliers are present. My plan is to to head north on Turn 1, two Onmyoji (a third shall attack me on the enemy phase), a Sniper, an Oni Chieftain, there is also a Master Ninja I won’t be able to kill but will be able to attack me, these are the only enemies I need to concern myself with for the protection of Rescue1. The codename shall go to the new recruited Shura, he has the durability to take a hit if needed, Sakura shall serve as Rescue2 just in case Shura or more likely Shiro needs a second Rescue to bring them to safety. With 12 unit slots, Sophie isn’t fielded, but I otherwise have the rest of my combat team. I wanted to bring Mozu to be left only one battle from getting Kiragi, but I needed Reina for the first turn more I thought. Shura takes a triple HP/Def/Res Tonic out of an overabundance of caution, HP/Mag/Spd go to Felicia and Orochi too. HP/Def food is cooked yet again, unfortunately, I roll the “Noxious” flavor🤢, so the Spd/Def bonus is negated and I get a net +1 Str/Mag while Skl/Lck/Res are decreased by 1. Time to put the plan into action. Felicia doesn’t replicate and instead moves northeast and ORKOs the Onmyoji. Corrin uses the nearby Dragon Vein to turn sand into plains, but… dang, it’s not enough, Silas can’t use it to attack the Sniper. Ryoma paired to Reina slays it. Takumi -dangit! I assumed he could ORKO the other Onmyoji with a Dual Yumi! Why did I not check the numbers during preparations?????😦 He with his threadbare Res takes the counter hit too, so Silas has to Shelter him. Azama with Saizo for +1 Move slays that Onmyoji. Shura does his Rescue on Shiro, Sakura then does hers on Shiro. Orochi kills the Oni Chieftain -I forget how b/c I’m was panicked at this point and didn’t write down everything as it was happening 😨 maybe it was a crit. Yeah, I’m too much of a thoughtless idiot to ironman normally.🤨 Orochi kills two Oni Chieftains on the enemy phase, one via a crit, the other Vengeance, she survives with 5 HP, which is 2 over the 3 damage an Onmyoji could’ve done to her for the killing blow, the HP Tonic saved her.😳 Felicia takes a good hit from the Master Ninja, Corrin gets hit from a western Onmyoji who Shiro then attacks and he loses a little over half his HP too. Still, everyone lived. My lack of true action-by-action planned almost doomed me. I’m a mediocre tactician. With the first turn over, Ryoma has just enough move to converse with his son, who promotes to Basara for Rend Heaven and then takes a Heart Seal to swap to the superior Spear Master. The battle is already won. I can take it slowly now and do so. It did get dangerous on Turn 3 though, enemies moving in had me rather cornered. Since the boss has a portrait, Orochi captures Tarba, a lvl 20 Berserker with 33 Str, 27 Skl, and 67 HP. I forgot to write down the turn when I finished this.😅 Level Ups: Felicia: HP HP/Skl/Spd/Lck/Res Skl/Res Orochi: HP/Skl/Lck/Def Mag Sakura- Mag (And Rally Magic.) Scarlet- HP/Mag/Skl/Spd Corrin- Str/Mag/Skl/Def Takumi- HP/Str/Skl/Lck Skl/Spd/Def Saizo- HP/Str/Skl/Spd/Def Azama- HP/Str/Skl/Lck/Def/Res (And Mag +2.) Ryoma- Skl/Spd/Lck/Def/Res Shiro- HP/Skl/Spd/Lck (And Seal Spd.) Was Shiro worth this? Well, 39 HP, 25 Str, 23 Skl & Spd, 22 Def. Well-rounded and usable. Will load him up with the third Guard Naginata and a Dual Naginata. Technically I could send him Kinshi for Quick Draw with Setsuna as a mom, but I don't intend to. I like durability over flight for BR. Quote Link to comment Share on other sites More sharing options...
Shadow Mir Posted April 4 Share Posted April 4 Oh hey, I see Whale Island. 8 minutes ago, Interdimensional Observer said: As I said, time for a side battle, Paralogue 7- Shiro’s! Reveal hidden contents This battle presents a small headache if done once all the enemies have promoted -and I am doing exactly this! You need to recruit Shiro on Turn 1, otherwise he’ll be ORKO’ed. This demands Rescue, and thankfully, I have four of these available, all with full charges. Birthright doesn’t demand Rescue otherwise, so I can freely use it to save Shiro. Rescue has a good 10 range, but whoever uses it will nonetheless be exposed to enemy fire. I will need to clear out a few bad guys to get to keep the Rescue user safe themselves. All these enemies are now level 10 promoted (2 higher than in Camilla checking that), with Silver weapons and Atk values from 31 on Master Ninjas (with 32 Spd) to 47 on Berserkers (19 Crit too). Fairly menacing. While the battlefield is open, like most BR clashes, the presence of sand curtails all non-magic movement somewhat, and no enemy fliers are present. My plan is to to head north on Turn 1, two Onmyoji (a third shall attack me on the enemy phase), a Sniper, an Oni Chieftain, there is also a Master Ninja I won’t be able to kill but will be able to attack me, these are the only enemies I need to concern myself with for the protection of Rescue1. The codename shall go to the new recruited Shura, he has the durability to take a hit if needed, Sakura shall serve as Rescue2 just in case Shura or more likely Shiro needs a second Rescue to bring them to safety. With 12 unit slots, Sophie isn’t fielded, but I otherwise have the rest of my combat team. I wanted to bring Mozu to be left only one battle from getting Kiragi, but I needed Reina for the first turn more I thought. Shura takes a triple HP/Def/Res Tonic out of an overabundance of caution, HP/Mag/Spd go to Felicia and Orochi too. HP/Def food is cooked yet again, unfortunately, I roll the “Noxious” flavor🤢, so the Spd/Def bonus is negated and I get a net +1 Str/Mag while Skl/Lck/Res are decreased by 1. Time to put the plan into action. Felicia doesn’t replicate and instead moves northeast and ORKOs the Onmyoji. Corrin uses the nearby Dragon Vein to turn sand into plains, but… dang, it’s not enough, Silas can’t use it to attack the Sniper. Ryoma paired to Reina slays it. Takumi -dangit! I assumed he could ORKO the other Onmyoji with a Dual Yumi! Why did I not check the numbers during preparations?????😦 He with his threadbare Res takes the counter hit too, so Silas has to Shelter him. Azama with Saizo for +1 Move slays that Onmyoji. Shura does his Rescue on Shiro, Sakura then does hers on Shiro. Orochi kills the Oni Chieftain -I forget how b/c I’m was panicked at this point and didn’t write down everything as it was happening 😨 maybe it was a crit. Yeah, I’m too much of a thoughtless idiot to ironman normally.🤨 Orochi kills two Oni Chieftains on the enemy phase, one via a crit, the other Vengeance, she survives with 5 HP, which is 2 over the 3 damage an Onmyoji could’ve done to her for the killing blow, the HP Tonic saved her.😳 Felicia takes a good hit from the Master Ninja, Corrin gets hit from a western Onmyoji who Shiro then attacks and he loses a little over half his HP too. Still, everyone lived. My lack of true action-by-action planned almost doomed me. I’m a mediocre tactician. With the first turn over, Ryoma has just enough move to converse with his son, who promotes to Basara for Rend Heaven and then takes a Heart Seal to swap to the superior Spear Master. The battle is already won. I can take it slowly now and do so. It did get dangerous on Turn 3 though, enemies moving in had me rather cornered. Since the boss has a portrait, Orochi captures Tarba, a lvl 20 Berserker with 33 Str, 27 Skl, and 67 HP. I forgot to write down the turn when I finished this.😅 Level Ups: Felicia: HP HP/Skl/Spd/Lck/Res Skl/Res Orochi: HP/Skl/Lck/Def Mag Sakura- Mag (And Rally Magic.) Scarlet- HP/Mag/Skl/Spd Corrin- Str/Mag/Skl/Def Takumi- HP/Str/Skl/Lck Skl/Spd/Def Saizo- HP/Str/Skl/Spd/Def Azama- HP/Str/Skl/Lck/Def/Res (And Mag +2.) Ryoma- Skl/Spd/Lck/Def/Res Shiro- HP/Skl/Spd/Lck (And Seal Spd.) Was Shiro worth this? Well, 39 HP, 25 Str, 23 Skl & Spd, 22 Def. Well-rounded and usable. Will load him up with the third Guard Naginata and a Dual Naginata. Technically I could send him Kinshi for Quick Draw with Setsuna as a mom, but I don't intend to. I like durability over flight for BR. This one and Ignatius's paralogue are the reasons why I think waiting until offspring seals are a thing is a trap and not worth it. Quote Link to comment Share on other sites More sharing options...
GuardianSing Posted April 4 Share Posted April 4 14 hours ago, Shrimpy -Limited Edition- said: The fun type, not the slog type! There's a difference? Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 5 Share Posted April 5 On 4/3/2023 at 5:50 PM, Interdimensional Observer said: Only if don't cheese that one!😛 If you don't, it can be chaotic on Lunatic. If you do 🧀, it short and painfully painless. I intend not to on mere Hard. Alas, I don't think I have ever gone for the cheese strats on this one, so I have always found it to be on of the harder Birthright maps. On 4/3/2023 at 5:50 PM, Interdimensional Observer said: ...Which unfortunately shows how even BR's lategame isn't consistently challenging. The earlygame feels good and promising IMO for a simpler FE, but somewhere along the way, BR declines and never fully recovers. The embarrassingly easy Xander map has to be the pinnacle of inconsistent Birthright Difficulty. 7 hours ago, Interdimensional Observer said: As I said, time for a side battle, Paralogue 7- Shiro’s! Ah the rescue use required (at least at this point) map... 7 hours ago, Interdimensional Observer said: Yeah, I’m too much of a thoughtless idiot to ironman normally.🤨 Oof, sounds like you really got in over your head, but sometimes you have no choice but to jump into the deep end and hope for the best. 7 hours ago, Interdimensional Observer said: Orochi kills two Oni Chieftains on the enemy phase, one via a crit, the other Vengeance, she survives with 5 HP, which is 2 over the 3 damage an Onmyoji could’ve done to her for the killing blow, the HP Tonic saved her. Looks like the longer term planning you did before the map with the HP tonic saved you from a short term tactical error made in the moment. 7 hours ago, Interdimensional Observer said: My lack of true action-by-action planned almost doomed me. I’m a mediocre tactician. Bah, you made it out of it just fine, no need for the self deprecation. Now onto my writeup of chapter twenty t- ... Sigh. Another deployment slot... No, this will not do. I was hoping to just coast along until Izana shows up with one deployment slot up in the air until then, but I simply can't abide two. I was putting off the Kana paralogue for an emergency late game replacement, but I guess I will just do it now, and see if I can't grab the queer coded 'zerkers while I am here too. Now onto my writeup of Kana's paralogue instead of our regularly scheduled chapter Spoiler But first I get Niles back into Bow Knight, and now for the meal And it is a nice little defensive meal for my troubles. A cliche I know, but better safe than sorry. And now for little Kana's ideal fairytale life to be ruined by us. Or I guess the invisible Valla goons that are trying to get to use through Kana. As TeeHee goes full mama bear mode on the fools And Kana goes full dragon mode in sympathy Now I leave Mozu behind here, as she is slightly higher level than the rest of my troops, and I don't anticipate this being all that difficult. As I have an idea for how I will set things up for enemy phase, and at its core this is a very enemy phase map. And the first step is to fill in our defensive moat with this DV. In a sense attacking here is a little pointless, as the enemy healer will deal with most of this damage, but It does get him a levelup. And Velouria Strength rallies two of my main enemy phasers here But first to bottle up the mages with Elise unbreakable resistance, with a pairup to ensure she can't take a physical attack stance hit. Although this maneuver was blatantly a mistake I should have just let Niles be Silas's attack stance partner instead of Ophelia, but It ended up not being that big of deal overall As this is another universal map with stupid AI, so forgetting about the Demoiselle Ophelia inherited doesn't end up screwing me out of some key enemy phase kills And I think this defense levelup would have put him over the edge anyway And the bigger mistake was not actually calculating the effective damage he would do to the Swordmaster, and thus prioritizing the attack stance that would be better against the Sword Masters despite him one shotting them, instead of Niles's effective damage one that would have killed the flier who clogged things up before he could kill the lot of the Sword Masters. Dumb AI also means I don't have to deal with mages anymore And most of the Spearman kill themselves on Beruka Thank Moro she got some more of that speed she is desperate for, although again that defense levelup could have screwed some of her enemy phase. Although not all that much of it, as the higher leveled one survives and clogs up the space (the higher leveled Sword Master moved to stare at Elise menacingly instead of ruining Silas's enemy phase). Beruka does kill the flier that went after her though. Although Odin's enemy phase is more about being invincible. ...Oh, I forgot that our little boy was aggressive. At least he isn't really endagered, and just ch- I can't be angry with that precious little boy. Next turn starts with me trying to deal with the high level Sword Master, and sadly this is one shy even if everything hits And none of these accuracies are great, but Soleil can take both this, and the enemy phase counters (she even had the damage to cover one of the other hits missing) But it all hits for this great little offense oriented levelup Next Odin gets his first kill on his front After that Silas clears out the space this flier filled by me not letting him have the attack stance hit. In a similar way TeeHee kills the higher level Spearman For a solid physical levelup. That lets Nina clean up the last of the Spearman, so That Beruka can setup a little enemy phase action with Velouria To wipe out the next incoming flier with some powerful effective damage. For another violent levelup for the girl. Silas also wipes the Sword Masters he faile to before, but' In some down right baffling AI behavior, the archer that didn't get healed refused to kill itself on Odin during enemy phase, so he has to do it himself For a defense levelup. Two other fliers followed behind the one Velouria enemy phased, so Niles slaughters one, And his daughter setup the kill For Sophie, which leaves us With most of the starting area cleared, no there are just the two healers, one archer for Odin to deal with, and the last few enemies across the river form us. Next turn opens with that last archer's death. And ends with me preparing to draw those last foes from across the river over to their deaths Although one of these enemy phase actions Was setup far better, with an easy enemy phase Father-Daughter kill combo. For a very deserved levelup on the girl. Now for the cleanup And I open by killing the boss. With a pair of dads dealing with the last one of this side. With Niles leveling on the kill. On the other side TeeHee finishes the one we only chipped on enemy phase. Which leads into Sophie soloing the last of them. For a nice little levelup on the girl So that just leaves the two healers I intentionally left alone before, and I guess I can get started on them while I wait for the 'zerkers to show up...and Rusty misses. Which isn't a big deal as I have like three turns of nothing to wait through And with a nice little crit kill here Rusty gets a nice little levelup for himself. Which leaves me twiddling my thumbs waiting for the zerky zerks And I have no interest in waiting around for anything that comes after them, so I start chipping that last healer Just as repeat name Llyod, and equally Welch Llewelyn show up, with there matching heart tattoos, And uncomfortable obsession with our draconic baby boy. , with cringey jokes in tow. And their very protagonist stance that they must capture the gods. Although lets kill that last healer first, so the map ends with the zerky boy gone. And I start with some reliable and safe forged bronze chip, so that I can setu- Phfft, Llardbutt, The double L is so perfect. Where was I...oh yeah Capturing him, with the setup for Perfect accuracy. Then I freeze the other one so I can repeat this maneuver on him next turn Like so Sorry Lloyd, Llizardface simply doesn't compare with the brilliance of Llardbutt. And Niles even manages to Get a Strength levelup on the Capture. Llardbutt here is such a Disney protagonist that his princely dreams come true. And again Fates emphasizes the childishness of our child soldiers. Admittedly Kana is always the most child like of the lot of them. Of course you can my little man, I did not go through all this trouble just to leave you behind now. Fates does also emphasize how terrible, and neglectful TeeHee is as a parent as well, for dropping the kids off at the hyperbolic time chamber, and pretend that is parenthood. But it is time to look at our main prize for that effort, our little boy Llardbutt here...eh seems OK. I have certainly seen worse Kana. Next time, I will get my chapter 22 writeup done... Quote Link to comment Share on other sites More sharing options...
Shadow Mir Posted April 7 Share Posted April 7 On 4/3/2023 at 4:11 PM, Interdimensional Observer said: Next up is Camilla 2! Good luck with that one, mate. It's brutal, with a heaping helping of damage served up every turn. I honestly wouldn't be surprised if you lost someone there. On 4/4/2023 at 11:39 PM, Eltosian Kadath said: Now onto my writeup of chapter twenty t- ... Sigh. Another deployment slot... No, this will not do. I was hoping to just coast along until Izana shows up with one deployment slot up in the air until then, but I simply can't abide two. You lost someone? Or were there two units you just were having tag along for now? Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 8 Share Posted April 8 2 hours ago, Shadow Mir said: You lost someone? Or were there two units you just were having tag along for now? I had one tag along before, simply waiting for Izana to arrive and fill that slot, but then I got another deployment slot, and I didn't want to be sitting on two tag alongs, with no plan for replacing the second. Time for chapter 22 for real this time Spoiler So three big preps things, first I went through my convoy and forged up a lot of random weapons I had multiple of; second I gave Beruka a speed tonic to avoid being doubled by randos, and gave TeeHee one so that Hana can't double her; and third This defensive little meal, and I will gladly take the extra hit as well. There will also be a lot of thought about where I deploy my unit, but first, the story. ..."front line". Sigh, whatever Fates, I guess this is the start of real Hoshido or something. Also they just had to claim its impregnable as well And yet there are still plenty of chapters to play after this one before Hoshido is truly conquered. I am with you there TeeHee, and really it comes across as a bit cliche as well. Although the chapter name sake is almost driven off from the chapter itself for simply being a staff bot. At least she has a good reason for being here to begin with. I think you meet her healing soldier at this same fort on most of the routes... She also insists on not being ignored on her own namesake of a map. Well I could ignore her, but then I wouldn't be able to add her stat booster to my trophy convoy. Well guys, is Sakura no longer a powerless princess on your routes as well? Now for my deployment, I have all of my mainstays, with the new Kana, and one of the 'zerker joining in as well, but what took a lot more thought was Where to put them. I wasn't going to do the boring all on the left strat, where Hana is particularly deadly, but instead I had to think about splitting my troops. Lets talk about the east deployments first, but some general things to keep in mind is to give each army a healer, give each army one of my Lily's Poise wielders, give each army a shelterer, and split the 4 Dragon Blooded units I can decide for as evenly as possible. The east is far more magic focused, so it made sense to have Elise with her unbreakable resistance, and Resistance rally as the healer of that half (which puts Nina in the west). Niles made sense for the east for his high res physical attacker, plus effective damage against Subaki (plus some flier reinforcements show up on that side). Similarly Mozu made sense for the east as a mage killer. Silas was too vulnerable to magic to be my shelterer in the east, so that put Sophie in that role for the eastern army. I ended up putting Kana in the east to better split my Dragon vein users. This is very minor, but I think Velouria's natural effective damage works on fliers, so I put her in the east here as well. Elise's decision basically places both Nina and Rusty in the west to split up my healers and Lily's Poise users. Silas's high pysical stats, and weak reistance made him the better shelterer option for the west. Odin's Nostanking abilities seemed the most useful for the physical half, earning him a place in the west. Beruka's Defense Rally sounds way more useful for the west as well. Now the west has an extra unit, as TeeHee is force deployed in that half, so Ophelia that can easily switch sides with warp made sense for the west. That ends up leaving Soliel, and the 'Zerker filler to place in the last slots of both armies, and ended up with Soleil in the west, and 'zerker in east. And I open the map with some enemy phase action across walls on both side. Rusty gets some heavy chip in, and funnily enough he tanks a crit form the enemy attacks stance. And Niles easily slaughtering a mage on his side. I didn't notice the differences between the two mages, and I accidentally pumped his defenses too high for the other to kill itself on him this turn though. Turn two I open with my first DV use to Let my western troops jump these guys in the west, with Soleil soloing one of them I then let Ophelia kill the one that attack stanced with the enemy with a physical ranged attack For a defensive little levelup on her. Rusty then gets a little chip, and moves out of the way for Odin to grab the kill on the physical ranged attacker While Beruka picks up the one Rusty chipped at range. For an amazing levelup, that even included some of that speed she has been so desperate for. The only major thing I did in the east was make sure Niles didn't get resistance rally to enemy phase the other mage, while Silas Drew in the last of those Blacksmiths Although I didn't actually need to reduce Niles's effective resistance at all, as the mages both had the +4 damage on odd/even turns, so simply the turn changing would let him make this attack. Next turn Odin gets the kill Silas prepped for him Getting a rather physical levelup. At least he got some defense. Silas even leveled off of the attack stance exp for a lesser, but still more useful physical levelup. That lets me setup a tiny bit of enemy phase action with Soliel, and set off a western DV, which should let the eastern front Slaughter all these puppets in the center before they can act And gets Mozu a great little levelup from it as well. Honestly, I am taking this map rather slowly, and carefully Soliel does a fine job drawing this guy from across a wall, but she Even after a player phase hit as well, she merely chips the fellow for TeeHee to finish him. For a levelup with everything but defenses. Its odd how squishy TeeHee ended up being... In the east I start with a bit of an uncomfortable maneuver here by having Elise just wait in enemy range To get Niles this kill here I also setup Odin to draw out the ranged enemy in Hana's posse, to hopefully make it easier to jump that monster after the DV drops the walls around her, and Kana draws in that last puppet in the east My little boy tanks the puppet just fine at least Odin did much better with his enemy phase, but more importantly the enemy made a massive tactical blunder here. They put Hana in the wrong place when setting up her pointless attack stance, so now I hit her for free from range...but there is a little complication with this plan, as I have triggered reinforcements in the east. First order of buisiness is to fix that issue, first by letting Kana kill the puppet he debuffed, and then letting Mozu deal with the whole thing. Also Elise gets this garbage levelup from healing up little Llardbutt. Back in the west Odin kills his prey. As for Hana, I start a bit conservatively By having Rusty debuff her with Dragon Hex, while getting some attack stance chip with Beruka's Dual Club, and Savage Blow Then I shelter Trusty Rusty to try for the kill with Nina, but This here was a bit of a mistake, as while she needs a defense stance partner for enemy phase, getting one now, instead of later in the turn means Her accuracy drops for this kill chance. But in a nice little never punished moment, the beast dies. The main thing for this enemy phase is that the enemies get to range debuff with the siege shuriken, and get a physical attack in the west, and Mozu gets to kill in the east. And the ranged enemy in the west decides to make the worst possible decision it could because it thinks Odin will take damage. And Mozu only kills one, because the last of the mages is to weak to actually target her. Then even more reinoforcements show up in the east, and one having a beast kill makes me decide to pull out of range, and jump them next turn. Admittedly that will delay things in the west, but its not like I am on any actual timer at the moment. I do end up going for this questionable bit of pointless chip here, as It earns him a very physical levelup Pop She knows she is a mage killer. As for the west, I let Soleil get the kill here For a little physical levelup on her. Thanks to pairup I pulled everyone out of danger in the east Which lets me jump them with effective damage Meh, he is in the east partly thanks to that good resistance of his. Honestly, the chip here is mostly pointless, as I main reason I put him here Is to give Sophie 100 hit on the kill here, as I am really running out of, so a miss will be utterly ruinous. And that takes care of the fliers. No real action in the west this turn though, as I am waiting on the DV to push us forward in that direction. And I open with some crippling chip for A solid little levelup on Nina. Which lets Rusty grab one kill, and TeeHee grab the other And so most of the west is clear. As for the east, next turn I am going to get my troops at the edge of ranges in preparation for when the West activates the next Dragon Vein, but reinforcements in the west end up delaying that plan a little. One thing to note is that I have hidden Ophelia behind her father that way She can silence one of the siege towers, without Sakura's Silence staff getting in the way. Although most of the western troops are moving to intercept enemy reinforcements from the south. With TeeHee being the only one to get any enemy phase action in. Also Niles kills a random mage because I could. I retrospect I should have pivoted to killing the new Oni, but I went after the Blacksmiths instead And I was optimistic enough to think I could kill them all, while avoiding the Oni's attack range, although trying for that from the start with this lunge made things slightly harder for me. But there is the first blacksmith killed For some extra speed. The issue with my original avoid Oni range plan is that I can't kill this guy in a way where I can lunge into his space while doing so, or in melee with no attack stance or pairup to then be sheltered. So instead I start with this chip here Rally Defense all the folk who will see enemy phase combat Finish off the Blacksmith with the Dragonstone+ equipped For a solid levelup on TeeHee as well The I use the last ranged space available to kill this fellow's pairup And while I can't warp kill the last one, I can try to bait him with a full guard gauge Although thanks to Sakura's Silence staff I have to switch over to Odin for that. Lastly I shelter to give Silas a pairup for enemy phase, just in case. Odin does get some nice free chip in And Silas was almost certainly fine, and get some solid chip in to boot Next turn is mostly just cleanup with the west. And out of an overabundance of caution I wait until next turn before activating the western DV, which will let my army in the east And I open with Subaki dying As a single Aegis proc is not enough to save him Alas you extra avoid losses to Niles's Air Superiority, and only a double Aegis proc could save you from his wrath otherwise. Next Elise's lightning attack stance lets Kana get a damage free kill here While giving similar support to Velouria's kill here as well. While all the really mobile threats are dead in the east, there is still a fair bit of ranged cleanup to do, while the west is slowly preparing for the next phase of this fight. I open next turn by killing the puppets from range, bu the next maneuver is one that is a little iffy I am very intentionally going for the chip here And this random pairup is to prevent her from possibly getting the kill on enemy phase with the Elise attack stance hit. Unfortunately that leaves her particularly vulnerable to Sakura's Freeze staff, so I move Beruka into the edge of her staff range in the hopes that she will be more tempting bait. Things are a bit wild in the east, but we are getting close to the next stage of this fight. ...I don't know why I didn't see that move coming, but in retrospect it does seem kinda obvious. Mostly I wanted to get back into the habit of capturing enemies here, but a Mechanist with Inspiration seems like a solid enough grab. Mechanist secured. And with any luck he will enemy phase the mage as well. And I did intentionally avoid the enemy phase kill (and avoided the potential of being critted) by trading him over the bronze sword here. And kill him with Mozu come player phase. That is everything I can do for this phase of the fight, but it will be a a few turns of moving before I trigg- ...sigh, I guess I should deal with this unwanted guest before moving onto the next phase And I setup what are probably too many positional buffs Before grabbing the easy warp kill. And she doesn't even have to take the counter. That does mean two more wasted turns of maneuvering before I burst into the enemy's last defenses, with this beautiful opening kill here And she gets another solid offensively oriented levelup from that kill. The other side needs some jolly cooperation for its kills With Beruka getting a very underwhelming levelup from her kill. And for good measure I break this wall as well. We are all behind the enemy's own fortifications before Sakura activates her own DV Which brings back all the wall, and ushers in all the arrival of more reinforcements. I could probably rush for the end here, but I would just feel more comfortable if I wasn't on a timer for the boss kill, so I decide to weather the storm of reinforcements. Odin can Nos tank the west for as long as I need really, while Mozu gets one enemy phase ki- well she would have if she hit both times. That was meant to be a more aggressive approach, but the turn based buffs have messed up my enemy phase a lot with these mages... That gives Sophie the kill instead, Then Mozu very intentionally blocks this choke point to kill another For a great levelup on the girl. And Kana finishing off the last mage. That lets me Position Niles to get the enemy phase kill on one of the Bolt Naginata flier (as Mozu's resistance is too high for them to touch her). Thing are made a little more complicated in the west, as I don't have a great way of dealing with the paired Mechanist that came in as reinforcements. I decide to start by baiting them with Silas, and pulling Odin back a few spaces to make sure he doesn't end up baiting them himself. Odin gets a solidly defensive levelup from the enemy phase kill on his action Although the physical enemies are slightly more dangerous to Odin's nos tanking, but with guard gauge, and player phase free nos heals he will be fine. ...Ugh, I had a >0.1% chance of him dying there, but he ends up fine, and I need to get some chip on this beast. Not an ideal levelup on him for his enemy phase kill there. I have Silas help Odin out with this kill here That way he can save his perfect block for enemy phase. And I let Sophie get the kill on the last flier For an interesting little levelup here. I have also had Nina take over Silas's Mechanist distraction job And she does a fair bit of damage in return, even if one of her hit gets blocked by the guard gauge. Ophelia this very aggressive levelup on the perfect block on her father, And he does far better Nos tanking the Blacksmiths than he does the Oni... Speaking of which, I thin out enemy number on the Odin front on player phase, most importantly killing the ranged one so I don't have to think about getting healing Silas yet. I appreciate the speed on him here, as he needed it. Thanks to Dragon Hex debuff she can get the kill here, but that does mean I have to Get Elise from the other side (thanks to pairup movement powers) to heal her, and keep her Lily Poise buff up. We are getting close to the end here, one thing to note is that the puppets have pass, so I can't as easily cheese them with choke points But Nina gets the enemy phase kill on the last Mechanist For a great levelup And both of them managed to fill their guard gauges on enemy phase ...At least he got some more defense. With two solid units with guard gauges full, I decide to go for the Kill on Yukimura, and I start by Dragon Hex debuffing him to make the numbers on him less scary, but she did tragically miss here ...Sigh, hopefully I can find a reliable source of one dam- That makes things much easier. As we can now finish off the last foes in the west ...meh And that deals with the east. All that is left is Sakura. So I start the last turn by chipping and debuffing with Mozu And I try to give Kana a kill on her aunt, but Alas, she blocks the kill But it is enough chip exp for Llardbutt to get a speed levelup. RIP Sakura. Well guys, is she just a "p-powerless princess" on your runs? I definitely took this chapter a lot slower than I had to. Sorry to steal your thunder here Xander, but I kinda routed the map. A classic truism Yukimura, but Logic just got Garoned out the window. Alas Hans continues in his role of killing people unable to actually defend himself. And Xander has the sense to speak with them in the only language they understand, threats of violence, but as I said before Logic has been Garoned out of this plot Thanks to the great unforgivable salting T-poser himself. Also we finally get Izana, a unit i plan on us- LEVEL 7 ??? Kana joined at level 8 promoted just last chapter, so he doesn't even scale at the same rate as the children. I still like his rallies, and will probably end up using him, but this is a little annoying. That is Chapter 22 uploaded, so now we are just waiting on @GuardianSing to do chapter 21, and maybe @Punished Dayni, I honestly don't remember if he has been consistently leading the pack, or catching up with his update... 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GuardianSing Posted April 9 Share Posted April 9 15 hours ago, Eltosian Kadath said: Reveal hidden contents So three big preps things, first I went through my convoy and forged up a lot of random weapons I had multiple of; second I gave Beruka a speed tonic to avoid being doubled by randos, and gave TeeHee one so that Hana can't double her; and third This defensive little meal, and I will gladly take the extra hit as well. There will also be a lot of thought about where I deploy my unit, but first, the story. ..."front line". Sigh, whatever Fates, I guess this is the start of real Hoshido or something. Also they just had to claim its impregnable as well And yet there are still plenty of chapters to play after this one before Hoshido is truly conquered. I am with you there TeeHee, and really it comes across as a bit cliche as well. Although the chapter name sake is almost driven off from the chapter itself for simply being a staff bot. At least she has a good reason for being here to begin with. I think you meet her healing soldier at this same fort on most of the routes... She also insists on not being ignored on her own namesake of a map. Well I could ignore her, but then I wouldn't be able to add her stat booster to my trophy convoy. Well guys, is Sakura no longer a powerless princess on your routes as well? Now for my deployment, I have all of my mainstays, with the new Kana, and one of the 'zerker joining in as well, but what took a lot more thought was Where to put them. I wasn't going to do the boring all on the left strat, where Hana is particularly deadly, but instead I had to think about splitting my troops. Lets talk about the east deployments first, but some general things to keep in mind is to give each army a healer, give each army one of my Lily's Poise wielders, give each army a shelterer, and split the 4 Dragon Blooded units I can decide for as evenly as possible. The east is far more magic focused, so it made sense to have Elise with her unbreakable resistance, and Resistance rally as the healer of that half (which puts Nina in the west). Niles made sense for the east for his high res physical attacker, plus effective damage against Subaki (plus some flier reinforcements show up on that side). Similarly Mozu made sense for the east as a mage killer. Silas was too vulnerable to magic to be my shelterer in the east, so that put Sophie in that role for the eastern army. I ended up putting Kana in the east to better split my Dragon vein users. This is very minor, but I think Velouria's natural effective damage works on fliers, so I put her in the east here as well. Elise's decision basically places both Nina and Rusty in the west to split up my healers and Lily's Poise users. Silas's high pysical stats, and weak reistance made him the better shelterer option for the west. Odin's Nostanking abilities seemed the most useful for the physical half, earning him a place in the west. Beruka's Defense Rally sounds way more useful for the west as well. Now the west has an extra unit, as TeeHee is force deployed in that half, so Ophelia that can easily switch sides with warp made sense for the west. That ends up leaving Soliel, and the 'Zerker filler to place in the last slots of both armies, and ended up with Soleil in the west, and 'zerker in east. And I open the map with some enemy phase action across walls on both side. Rusty gets some heavy chip in, and funnily enough he tanks a crit form the enemy attacks stance. And Niles easily slaughtering a mage on his side. I didn't notice the differences between the two mages, and I accidentally pumped his defenses too high for the other to kill itself on him this turn though. Turn two I open with my first DV use to Let my western troops jump these guys in the west, with Soleil soloing one of them I then let Ophelia kill the one that attack stanced with the enemy with a physical ranged attack For a defensive little levelup on her. Rusty then gets a little chip, and moves out of the way for Odin to grab the kill on the physical ranged attacker While Beruka picks up the one Rusty chipped at range. For an amazing levelup, that even included some of that speed she has been so desperate for. The only major thing I did in the east was make sure Niles didn't get resistance rally to enemy phase the other mage, while Silas Drew in the last of those Blacksmiths Although I didn't actually need to reduce Niles's effective resistance at all, as the mages both had the +4 damage on odd/even turns, so simply the turn changing would let him make this attack. Next turn Odin gets the kill Silas prepped for him Getting a rather physical levelup. At least he got some defense. Silas even leveled off of the attack stance exp for a lesser, but still more useful physical levelup. That lets me setup a tiny bit of enemy phase action with Soliel, and set off a western DV, which should let the eastern front Slaughter all these puppets in the center before they can act And gets Mozu a great little levelup from it as well. Honestly, I am taking this map rather slowly, and carefully Soliel does a fine job drawing this guy from across a wall, but she Even after a player phase hit as well, she merely chips the fellow for TeeHee to finish him. For a levelup with everything but defenses. Its odd how squishy TeeHee ended up being... In the east I start with a bit of an uncomfortable maneuver here by having Elise just wait in enemy range To get Niles this kill here I also setup Odin to draw out the ranged enemy in Hana's posse, to hopefully make it easier to jump that monster after the DV drops the walls around her, and Kana draws in that last puppet in the east My little boy tanks the puppet just fine at least Odin did much better with his enemy phase, but more importantly the enemy made a massive tactical blunder here. They put Hana in the wrong place when setting up her pointless attack stance, so now I hit her for free from range...but there is a little complication with this plan, as I have triggered reinforcements in the east. First order of buisiness is to fix that issue, first by letting Kana kill the puppet he debuffed, and then letting Mozu deal with the whole thing. Also Elise gets this garbage levelup from healing up little Llardbutt. Back in the west Odin kills his prey. As for Hana, I start a bit conservatively By having Rusty debuff her with Dragon Hex, while getting some attack stance chip with Beruka's Dual Club, and Savage Blow Then I shelter Trusty Rusty to try for the kill with Nina, but This here was a bit of a mistake, as while she needs a defense stance partner for enemy phase, getting one now, instead of later in the turn means Her accuracy drops for this kill chance. But in a nice little never punished moment, the beast dies. The main thing for this enemy phase is that the enemies get to range debuff with the siege shuriken, and get a physical attack in the west, and Mozu gets to kill in the east. And the ranged enemy in the west decides to make the worst possible decision it could because it thinks Odin will take damage. And Mozu only kills one, because the last of the mages is to weak to actually target her. Then even more reinoforcements show up in the east, and one having a beast kill makes me decide to pull out of range, and jump them next turn. Admittedly that will delay things in the west, but its not like I am on any actual timer at the moment. I do end up going for this questionable bit of pointless chip here, as It earns him a very physical levelup Pop She knows she is a mage killer. As for the west, I let Soleil get the kill here For a little physical levelup on her. Thanks to pairup I pulled everyone out of danger in the east Which lets me jump them with effective damage Meh, he is in the east partly thanks to that good resistance of his. Honestly, the chip here is mostly pointless, as I main reason I put him here Is to give Sophie 100 hit on the kill here, as I am really running out of, so a miss will be utterly ruinous. And that takes care of the fliers. No real action in the west this turn though, as I am waiting on the DV to push us forward in that direction. And I open with some crippling chip for A solid little levelup on Nina. Which lets Rusty grab one kill, and TeeHee grab the other And so most of the west is clear. As for the east, next turn I am going to get my troops at the edge of ranges in preparation for when the West activates the next Dragon Vein, but reinforcements in the west end up delaying that plan a little. One thing to note is that I have hidden Ophelia behind her father that way She can silence one of the siege towers, without Sakura's Silence staff getting in the way. Although most of the western troops are moving to intercept enemy reinforcements from the south. With TeeHee being the only one to get any enemy phase action in. Also Niles kills a random mage because I could. I retrospect I should have pivoted to killing the new Oni, but I went after the Blacksmiths instead And I was optimistic enough to think I could kill them all, while avoiding the Oni's attack range, although trying for that from the start with this lunge made things slightly harder for me. But there is the first blacksmith killed For some extra speed. The issue with my original avoid Oni range plan is that I can't kill this guy in a way where I can lunge into his space while doing so, or in melee with no attack stance or pairup to then be sheltered. So instead I start with this chip here Rally Defense all the folk who will see enemy phase combat Finish off the Blacksmith with the Dragonstone+ equipped For a solid levelup on TeeHee as well The I use the last ranged space available to kill this fellow's pairup And while I can't warp kill the last one, I can try to bait him with a full guard gauge Although thanks to Sakura's Silence staff I have to switch over to Odin for that. Lastly I shelter to give Silas a pairup for enemy phase, just in case. Odin does get some nice free chip in And Silas was almost certainly fine, and get some solid chip in to boot Next turn is mostly just cleanup with the west. And out of an overabundance of caution I wait until next turn before activating the western DV, which will let my army in the east And I open with Subaki dying As a single Aegis proc is not enough to save him Alas you extra avoid losses to Niles's Air Superiority, and only a double Aegis proc could save you from his wrath otherwise. Next Elise's lightning attack stance lets Kana get a damage free kill here While giving similar support to Velouria's kill here as well. While all the really mobile threats are dead in the east, there is still a fair bit of ranged cleanup to do, while the west is slowly preparing for the next phase of this fight. I open next turn by killing the puppets from range, bu the next maneuver is one that is a little iffy I am very intentionally going for the chip here And this random pairup is to prevent her from possibly getting the kill on enemy phase with the Elise attack stance hit. Unfortunately that leaves her particularly vulnerable to Sakura's Freeze staff, so I move Beruka into the edge of her staff range in the hopes that she will be more tempting bait. Things are a bit wild in the east, but we are getting close to the next stage of this fight. ...I don't know why I didn't see that move coming, but in retrospect it does seem kinda obvious. Mostly I wanted to get back into the habit of capturing enemies here, but a Mechanist with Inspiration seems like a solid enough grab. Mechanist secured. And with any luck he will enemy phase the mage as well. And I did intentionally avoid the enemy phase kill (and avoided the potential of being critted) by trading him over the bronze sword here. And kill him with Mozu come player phase. That is everything I can do for this phase of the fight, but it will be a a few turns of moving before I trigg- ...sigh, I guess I should deal with this unwanted guest before moving onto the next phase And I setup what are probably too many positional buffs Before grabbing the easy warp kill. And she doesn't even have to take the counter. That does mean two more wasted turns of maneuvering before I burst into the enemy's last defenses, with this beautiful opening kill here And she gets another solid offensively oriented levelup from that kill. The other side needs some jolly cooperation for its kills With Beruka getting a very underwhelming levelup from her kill. And for good measure I break this wall as well. We are all behind the enemy's own fortifications before Sakura activates her own DV Which brings back all the wall, and ushers in all the arrival of more reinforcements. I could probably rush for the end here, but I would just feel more comfortable if I wasn't on a timer for the boss kill, so I decide to weather the storm of reinforcements. Odin can Nos tank the west for as long as I need really, while Mozu gets one enemy phase ki- well she would have if she hit both times. That was meant to be a more aggressive approach, but the turn based buffs have messed up my enemy phase a lot with these mages... That gives Sophie the kill instead, Then Mozu very intentionally blocks this choke point to kill another For a great levelup on the girl. And Kana finishing off the last mage. That lets me Position Niles to get the enemy phase kill on one of the Bolt Naginata flier (as Mozu's resistance is too high for them to touch her). Thing are made a little more complicated in the west, as I don't have a great way of dealing with the paired Mechanist that came in as reinforcements. I decide to start by baiting them with Silas, and pulling Odin back a few spaces to make sure he doesn't end up baiting them himself. Odin gets a solidly defensive levelup from the enemy phase kill on his action Although the physical enemies are slightly more dangerous to Odin's nos tanking, but with guard gauge, and player phase free nos heals he will be fine. ...Ugh, I had a >0.1% chance of him dying there, but he ends up fine, and I need to get some chip on this beast. Not an ideal levelup on him for his enemy phase kill there. I have Silas help Odin out with this kill here That way he can save his perfect block for enemy phase. And I let Sophie get the kill on the last flier For an interesting little levelup here. I have also had Nina take over Silas's Mechanist distraction job And she does a fair bit of damage in return, even if one of her hit gets blocked by the guard gauge. Ophelia this very aggressive levelup on the perfect block on her father, And he does far better Nos tanking the Blacksmiths than he does the Oni... Speaking of which, I thin out enemy number on the Odin front on player phase, most importantly killing the ranged one so I don't have to think about getting healing Silas yet. I appreciate the speed on him here, as he needed it. Thanks to Dragon Hex debuff she can get the kill here, but that does mean I have to Get Elise from the other side (thanks to pairup movement powers) to heal her, and keep her Lily Poise buff up. We are getting close to the end here, one thing to note is that the puppets have pass, so I can't as easily cheese them with choke points But Nina gets the enemy phase kill on the last Mechanist For a great levelup And both of them managed to fill their guard gauges on enemy phase ...At least he got some more defense. With two solid units with guard gauges full, I decide to go for the Kill on Yukimura, and I start by Dragon Hex debuffing him to make the numbers on him less scary, but she did tragically miss here ...Sigh, hopefully I can find a reliable source of one dam- That makes things much easier. As we can now finish off the last foes in the west ...meh And that deals with the east. All that is left is Sakura. So I start the last turn by chipping and debuffing with Mozu And I try to give Kana a kill on her aunt, but Alas, she blocks the kill But it is enough chip exp for Llardbutt to get a speed levelup. RIP Sakura. Well guys, is she just a "p-powerless princess" on your runs? I definitely took this chapter a lot slower than I had to. Sorry to steal your thunder here Xander, but I kinda routed the map. A classic truism Yukimura, but Logic just got Garoned out the window. Alas Hans continues in his role of killing people unable to actually defend himself. And Xander has the sense to speak with them in the only language they understand, threats of violence, but as I said before Logic has been Garoned out of this plot Thanks to the great unforgivable salting T-poser himself. Also we finally get Izana, a unit i plan on us- LEVEL 7 ??? Kana joined at level 8 promoted just last chapter, so he doesn't even scale at the same rate as the children. I still like his rallies, and will probably end up using him, but this is a little annoying. That is Chapter 22 uploaded, so now we are just waiting on @GuardianSing to do chapter 21, and maybe @Punished Dayni, I honestly don't remember if he has been consistently leading the pack, or catching up with his update... I'll be honest, I forgot that I hadn't reached the checkpoint yet. So here we are! Getting Noire and beating chapter 21 Spoiler Imagine being the comander of an army and the kid you've barely trained is better than you Noire not being promoted puts her in a dangerous situation but as long as we reach her soon enough it should go smoothly Bap! Sniper would likely be better in the longrun but as we're getting close to beating this and I doubt Noire will reach level 15 before that I decided to promote her to a bow knight so she could get the rally skill Who "psssts" that far away from each other? Ah...to see the full recruitment is a beautifully and comforting sight. As we get near the end, in classic Awakening fashion there wont be much strategy to explain, push on and dodge tank everything to victory! Forgetting that one of the reinforcements had a bow almost cost Cherche her life but it's all good. And this mage having Vengence nearly killed Stahl. Gaius I'd just like to stress that nothing special happened in that match, no criticals, not even a bonus attack from Tharja, Gaius just one rounded the boss. It's okay Chrom, I knew that heavy armor would get on your back muscles eventually. Aaaand I'm at the checkpoint! I forgot to record most of the level ups so I'll probably just post a general update of all my units' status's. Quote Link to comment Share on other sites More sharing options...
Punished Dayni Posted April 10 Share Posted April 10 So, apologies for not coming back up to now. Had some technical issues again. waited on it to come back but it hasn't up to now. Combined with my own life getting a bit busier, I didn't get back to here before now. Just to confirm, I have indeed cleared Celica Act 4 ages ago, as of this post. Let's go. I have been reading by the way, just bit much to go and quote everything and I don't know I missed that mu- Wait, I lost Gray? Shiet, good thing Python still exists, that Killer Bow will be handy. RIP on Kaze by the way @Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Punished Dayni Posted April 12 Share Posted April 12 Alm Act 4 has some rough moments, though it won't be like Celica Act 4 and start off with something quite as worrying as swamp. It'll get worse from here though. Map 1 has Berkut rob Seazas of command (RIP Seazas). I start with Python facing the east Sniper, tempt over a Mire guy with Silque and get everyone else out of range. Those work out but the other arcanists all get in a line and I have to sort out them as well as fix both incoming paladins. Lutier misses then crits the furthest away one (And afterwards needs healing to not die to the farther away paladin), Python crits the second one up and Tobin takes out the last one in the woods and Lukas 1-shots the one out in the open. I get the closer Paladin with Delthea-Forsyth and get ready for the other one and the armours to the east. Forsyth sadly 5-shots the armours, so I have the mages take those while Python deletes the Sniper and the Paladin gets finished by Alm. The last Arcanist gets 1-rounded by Python (Though he had 2% crit so..... yeesh, but Python did get Luk from the fight) and the armours keep coming. I have the mages do damage and finish them off with my other units around (Luthier got a level with Skl, Spd, Luk, HP and Def of one-rounding), Silque gets Luk and I start calling over Berkut's men by taking a shot at him, only for a Paladin to retreat around him. Pfft. I go again, while moving up my party to Python. Then Berkut and his squad move, I retreat Python and take out a Javelin Paladin, arrange myself so Forsyth's in a forest, holding the Rapier Marthipan and the only one in range of Berkut, where he proceeds to take a big chunk out of him. Clair takes out one paladin and Delthea and Tobin (Who gets HP, Atk and Skl) the other, Lukas takes out Fernand (And gets HP, Luk and Def), Forsyth finishes Berkut and gets Atk and Spd and that's the first map. Berkut breaks a mirror and for some reason it causes magic hands to rise from the ground, angry that I'm playing this instead of Engage Maddening. Somehow despite Celica being up top of Duma Tower she's able to dispel the ,magic hands, Berkut must not fall here and we move on. In between this and the next map we get to see Berkut show yet more red flags and reasons while Rinea should have dumped him. Next map has 6 witches (Fuck) and two Dread Fighters (Lukas and Forsyth will try to hold them off) Python takes out a witch and everyone else moves towards him. One teleports to Python and dies, Forsyth levels HP and Skl off a miss, a witch is still alive and attacks Faye and another teleports to attack Luthier. I end up taking a bit more damage trying to remove the two witches and getting myself into position to take the first DF. Silque can take 2*2 damage so she takes a position in line, neither witch teleports and the next turn comes. The witches are finished by Tobin, Clair and Luthier, Python and Forsyth take out the DF and Xaisor is in range of only Forsyth and Lukas. Forsyth gets Atk, Skl and Def off enemy phase, Lukas gets HP, Atk, Def and Res (!!!) off finishing Xaisor. The last Myrm faces Forsyth for a bunch of pain and Delthea finishes, getting Atk and Luk. Alm then gets a message from Celica and as he's already heard from her he believes the message from Lady Nuibaba. that she awaits him at the Baba Manor. NOW we come to the hard maps. The first thing we have to do is face one of Sonya's sisters, a witch who summons more witches. This is of course a problem when I have less units for this map then usual. In order to get to her we have to fight 4 Barons and a sniper, while being quick enough to avoid fighting the force in the south and all the witch reinforcements at once. In short, fuck. Python 1-rounds the sniper and gets Atk, Spd and Def (!!!), I warp and rescue to get Luthier and Delthea closer and Marla then summons 5 Witches (FUCK). I get units on the edge of the barons who moved's range while Forsyth faces a Paladin. The next turn, I take out three witches, the barons who moved and there's one Paladin and Sniper left in range. This works out fine enough and the next turn sees me stretch a fair bit by having Python in range of the snipers and away from everyone else. Forsyth gets Sod and Luk from a level, Faye gets HP, Spd and Luk while healing Python. He beats the Snipers while Lukas takes two magic hits. This next turn I remove a few more witches and set Lukas and Forsyth in range of the remaining barons. AND THEN MARLA MOVES WHAT THE FUCK. Forsyth takes the hit and a Baron attack, then Delthea gets Atk/Spd/Skl/Luk and Seraphim from a Baron kill, Lukas get a middling level and Alm got Spd for once finishing Marla. After beating the armours who followed behind, that's the map. In all these maps, I got Double Lion, so there's that. Next time, Fear Mountain Shrine! Nuibaba? Zeke? Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted April 14 Share Posted April 14 Phew... I have completed Chapter 23 with no casualties, but boy was it draining. On 4/12/2023 at 4:18 AM, Punished Dayni said: NOW we come to the hard maps. The first thing we have to do is face one of Sonya's sisters, a witch who summons more witches. This is of course a problem when I have less units for this map then usual. It is a tense one to do with low troops. This section reminds me of my Echoes ironman (that I should get around to finishing at some point), as the Berkut chapter was a real bloodbath for me, after which I just barely limped past this hellscape of a chapter with the few characters I had remaining, with Delthea's amazing base Res making her the clear MVP. On 4/12/2023 at 4:18 AM, Punished Dayni said: AND THEN MARLA MOVES WHAT THE FUCK. Forsyth takes the hit and a Baron attack, then Delthea gets Atk/Spd/Skl/Luk and Seraphim from a Baron kill, Lukas get a middling level and Alm got Spd for once finishing Marla. After beating the armours who followed behind, that's the map. Thank goodness that surprise maneuver didn't kill someone. Quote Link to comment Share on other sites More sharing options...
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