Smiley Jim Posted January 21, 2011 Author Share Posted January 21, 2011 (edited) Chapter 12: The Real Enemy Starting Units: Roy, Lilina, Alan, Lance, Bors, Dieck, Rutgar, Ellen, Shin, Fir, Tate, Chad, Astol New Units: Ray, Cath You need to beat this chapter in 20 turns or less to access the gaiden map that will get you Armads, so you can't dick around. In America! Also, if you went on Elphin route(which is a LOT harder and meaner than Lalum route FYI), Elphin must also be alive. This chapter marks the first appearance of a dragon. And I'm not talking about those dragon knights that are Shin/Wolt food. And it's not Flaer either. Luckily, he's pathetic as anything since his AS is worse than whale shit, though he causes a LOT of damage to your units and can cause OHKO's to anything that is super squishy. In America! My setup for this chapter was that Bors, Fir, Shin, Astol, and Ellen were in the eastern group and everyone else was with Roy. It is also important that Chad is in the western group as he needs to recruit Ray(who, as I've said in the disclaimer, is below average). I sent all my units up, having Dieck kill a fighter and Rutgar using his hero crest. Next turn, I clear the enemies near my E division(Shin and Fir take the kills), while Dieck and Rutgar take care of the enemies around them(a knight and a fighter). Chad unlocks the SW door while Lance whiffs at the eclipse shaman. On the EP, two unfortunate souls get critkilled, while Chad dodges another eclipse hit(lol10hit before skl is factored in). Turn 3 comes, and I have Lance take out the eclipse guy while Chad goes spelunking. Astol opens the SE door, while Shin and Bors gang-rape the sniper. On EP 3, more shamans die, and Astol gets slept(thank god I brought a restore staff). I recover his status, move my western squad up, then had Astol and Chad claim a lancereaver and flux, respectively. Dieck then rambos into a group of fighters, killing two and weakening the 54HP warrior for Rutgar. While Astol was pilfering the items in the NE room, I had Shin and Bors kill the two archers left in the corridor. On turn 8, I cleared the rest of the fighters and recruited Ray. After that and Astol looted the last of the chests, Cath appeared one last time. I recruited her on turn 10, then three turns later, 3 mercs/fighters, a warrior, a hero, and three dracoknights spawned from the SW, SE, and NE, respectively. I sent Bors and Ray back to deal with them, and as for the mercs, I simply sent Rutgar and Tate back to deal with those. While I was busy dealing with those(Ray got a free level on a steel axe warrior FFS), Lilina took out the boss(FE6 Mamkutes are the biggest joke since FE5 Marty. And saying they're tough is like saying that Lilina is a good unit, which she isn't. I will continue to use her for shock value.) After I got my fill of the enemies here(and time was running out), I seized. NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Roy 01 14 28 15 12 12 16 11 03 06 A Lilina Lilina 02 02 34 24 12 21 15 04 19 04 A Roy Alan 01 15 35 17 08 15 10 11 00 09 A Lance Lance 01 15 30 12 10 18 06 07 03 09 A Alan Bors 02 06 48 20 17 17 16 29 07 16 Dieck 02 05 48 24 21 20 12 18 06 14 Rutgar 02 02 46 23 22 22 08 16 06 07 B Clarine Fir 01 13 35 14 20 20 13 08 05 05 C Shin Chad 01 08 22 08 06 16 07 03 01 05 Ellen 01 12 21 09 09 10 14 00 14 04 Shin 01 13 36 15 14 19 08 09 01 07 C Fir Tate 01 13 30 13 13 19 07 09 10 05 Astol 01 10 25 07 08 15 11 07 03 08 Ray 01 13 24 13 09 09 07 05 11 04 Cath 01 01 20 05 11 15 12 03 03 05 DAMN! I never once thought there would be such a thing as a swordmaster with more strength than skill/speed(my Edward from FE10 came close, with 22str/23skl/23spd at 20/3). Or a Lv6 general with 29 defense. No one fucks with my Rutgar and Bors. In America! Not even Chuck Norris. Swag: Brave bow, Elysian whip, Lancereaver, Flux, Aircalibur, Blue gem Edited January 21, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Venusaur Posted January 21, 2011 Share Posted January 21, 2011 lolturncounts Not to mention lolarenaabuse. This playthrough was interesting up until you abused Dieck and Bors in Ch. 7. The same thing happened with your FE7 playthrough also... Still, amazing Lilina. That SPD is insane! If only she turned out like that every time... Quote Link to comment Share on other sites More sharing options...
dondon151 Posted January 21, 2011 Share Posted January 21, 2011 "In America!" is old and you're not funny. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 21, 2011 Author Share Posted January 21, 2011 (edited) Chapter 12x: The Axe of Lightning Starting Units: Roy, Lilina, Fir, Tate, Chad, Astol, Ellen, Ray This map is rife with vents that shoot poison gas. Touch these and you will get poisoned. Then again, lolpoison. Also, this chapter is littered with thieves and myrmidons that basically no one except Rutgar/Fir can double. Just saying. Also a great place to level up underleveled units. I sent Fir and Lilina up to defeat the N bandit and archer. Chad grabbed the chest while Astol and Tate went east. Next turn, Fir kills the halberd bandit, Ray and Astol nearly kill a shaman, and Lily kills another bandit. On turn 3, Tate kills a thief with Ray's help, Fir blocks the steel axe brigand's access to Tate/Ray, and Lily kills an archer. On the EP, Astol and Ellen get attacked, while Fir almost kills a brigand. After she KO'd the myrm, I sent all my units behind her so they would be better protected. Turn 5 came, and I finally killed the first thief, and I also had Tate kill a myrm. After Ray and Fir successfully lure in bandits, Lily finally kills the eclipse druid. I then kill the two bandits and have my main group move south. I then deal with the shaman that I evaded back on turn 3, as well as another motherfucking bandit. Chad gets sent back for the last chest, while Astol's group heads back up north. I kill the rest of the bandits, grab the red gem and more elixirs/antitoxins, and kill the boss for a 17 turn clear. NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Roy 01 15 29 16 12 13 16 11 04 06 A Lilina Lilina 02 02 34 25 12 22 16 04 19 04 A Roy Fir 01 15 37 16 20 20 14 09 05 05 C Shin Chad 01 08 22 08 06 16 07 03 01 05 Ellen 01 13 21 09 09 10 15 00 15 04 Tate 01 14 31 13 13 20 07 10 10 05 Astol 01 11 26 07 09 16 11 07 03 08 Ray 01 15 25 14 10 11 08 06 11 04 I can do better than this, and if you thought the Bandit Keith references weren't funny, I'll stop. And about the arena abuse, know that I won't be trying anything like it again. Swag: Red gem, White gem, Elixir, Antitoxin x2, Chest key, Armads Edited January 21, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 22, 2011 Author Share Posted January 22, 2011 Chapter 13: Rescue Mission Starting Units: Roy, Lilina, Alan, Lance, Bors, Dieck, Rutgar, Fir, Shin, Ray, Ellen, Clarine, Tate, Lalum New Units: Miredy Not Yet Joining: Percival This chapter isn't overly difficult unless you try to rush things. Also, there are promoted units on this map. Six of them! Also, there are ballistae on this map, and I am going to repeat: pegasus knights should not be going anywhere near that area(24 atk before factoring str is downright scary for a flier). Speaking of that, you will get a really good unit this map, and if you can hurry your ass over to the NE corner of the map, you will get another good unit. Best to wait until Ch15, because there's less shit between you and Percy in C15(also, he will only have his HM bonuses in Ch15.) I sent Bors, Rutgar, Clarine, Lalum, Tate and Ray north, while Roy, Lily, the cavs, Dick, Fir, Ellen, and Shin went east. The first resistance group came in the form of four cavaliers and a paladin on the northern path. Ray started by provoking one oif the javelin dudes, then Rutgar and Bors gang raped the paladin. As for my southern group, Dieck kills the longbow archer and the rest of the parth moves east, as well. On the EP, Shin gets lucky with a sniper, while more shit attacks Rutgar, and next turn, Shin takes out the sniper with Fir's help. I then cut down another archer and the paladin(Miredy took the kill on the pally), and Dieck took out the second ballista. Rutgar and Tate took out the last of the cavs on their side, Clarine claimed the body ring, and more stuff attacked Lance on the EP. I sent Dieck to kill the cavs on the second half of the south bridge, while Miredy, Roy, and Shin took out the rest of the cavalry. The dragon knights weren't anything special. Lily basically loled at them(then again, what kind of wyvern isn't 2HKO'd by magic?), and right after I killed them, I picked up my units and kept trekking east. I dropped my units off a turn later to deal with some dracoknights, while my northern group shoves off and blockades a group of cavaliers, killing all but a steel sword guy in one turn. Nice. I also had Miredy lure in a mercenary squad, mostly for her own gain. By turn 9, another cavalry squad spawned from the NW corner. I took out the faggot who was left before as well as the troubadour. By then, Miredy had finished off the hero, Lily visited the house for an Al sword, then I moved my N forces back. I managed to reach the boss by turn 13. I took him out with Miredy after chipping him with Shin, then I doubled back to deal with the reinforcements. While this was happening, I sent Miredy with all the BS that needed to be sold. On turn 18, after I sent Miredy into the arena for a free level, I seized. NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Roy 01 16 30 17 12 13 17 12 05 06 A Lilina Lilina 02 02 34 25 12 22 16 04 19 04 A Roy Alan 01 15 35 17 08 15 10 11 00 09 A Lance Lance 01 15 30 12 10 18 06 07 03 09 A Alan Bors 02 07 49 21 17 18 17 30 07 16 Dieck 02 05 49 25 22 20 13 18 06 14 Rutgar 02 02 47 23 23 23 08 17 07 07 B Clarine Clarine 01 12 18 06 12 17 15 03 10 05 B Rutgar Shin 01 13 37 16 15 20 09 09 01 07 C Fir Fir 01 16 38 16 20 20 14 10 05 05 C Shin Ellen 01 14 21 10 09 10 16 00 16 04 Tate 01 14 32 14 13 20 08 11 10 05 Ray 01 15 26 15 11 11 08 07 11 06 Miredy 01 15 42 20 18 16 10 18 04 09 Lalum 01 05 (loldancer) That is quite an impressive Miredy I have there. Team looks alright overall(except Roy). I also bought several killer weapons and restore staves. Swag: Body ring, Al sword Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 22, 2011 Author Share Posted January 22, 2011 (edited) Chapter 14: Arcadia Starting Units: Roy, Lilina, Dieck, Rutgar, Shin, Ray, Chad, Astol, Ellen, Tate, Miredy, Cecilia, Sophia Desert map. Your units' movement is severely hindered in desert, with the exception of magic users and fliers. Do not bring cavalry to this map, unless it's a nomad(they have the same move as foot units here.) Actually, don't bring armors here either; they only have one move here(and almost no one can carry them. Bors, for example, can only be carried by unpromoted Thany, and don't let me get started on Barth) Also, to get the gaiden map, you need to get your ass over to the throne in 25 turns, WHILE keeping one of the worst units in the game alive And to you Sophia fanboys out there: irrefutable proof that Sophia is garbage: What a miserable fuck. She raises the shittiness to a whole new level. She gets ONE-SHOT, DOUBLED, and FACES CRIT by every single physical enemy in her joining map(even the mages 2-shot, double and have crit, and the eight wyverns on the map don't help either), and has no offense to speak of(14atk/75hit is awful by C14 standards, especially when things have over 30 avoid and the faster dudes can break 40). And she can't even get supports set up, as her two best supporters have their slots filled(Roy has Lilina A/Cav B or Alan B/Lance B, and Ray has Lugh A/Chad B, nevermind that both are 1 +1 supports and using two shamans, when the first is not a good unit to begin with, is completely redundant.)or suck(Fae, Igrene, Niime)In other words, Sophia sucks. Note that you may use this rant on why Sophia is utter trash in debates. Do not forget to bring thieves since this place has some nice swag, as well as the fact that this is a FoW map. And Ellen is promoting this chapter. I sent most of my units towards the northeast, except Dieck and Rutgar, who went southeast. Lilina nabbed the boots, while Astol grabbed a talisman. Tate then picked him up and sent out for the speedwing. Next turn, Lily takes out a mage that attacked Miredy, my sword dudes go further SE, and Tate finds a speedwing(after dropping Astol to get the same item). On T2 EP, Lily actually takes out an entire dragon knight squad(without dying, though she DID get hit, but who cares? 34HP to the rescue), and Cecilia gets put to sleep. I restore it on T3, only for Sophia to get slept on T4. I also took out the lone Mamkute with Miredy. Come T4, Tate takes out the silver lance dragonmaster that Rutgar weakened, my sword dudes step into the ranges of more wvyerns, which Rutgar kills(this extended to T5 EP). While Lilina and Ray were cleaning out the merc population, Chad nabs the silver card. Meanwhile, Dieck and Rutgar had cleared out the wyvern population, and started to work on the SE mages and dragons. Lilina and Miredy also killed the rest of the mercs and the hero. By turn 7, the two gay bandits had spawned from the southwest, but by this point, I did not care about them. Astol nabbed the warp staff, then I took out the rest of the mercenaries between turns 8 and 9 using Lilina and Miredy. I had Rutgar destroy the E Mamkute, and Tate/Dieck handled the rest of the mercs. I then had Sophia nab the giuding ring, and rushed toward the boss. I killed him using a combination of Rutgar and Lilina. I seized on turn 13, right after I used the guiding ring on Ellen. NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Roy 01 16 30 17 12 13 17 12 05 06 A Lilina Lilina 02 06 35 28 13 23 17 06 20 04 A Roy Dieck 02 05 49 25 22 20 13 18 06 14 Rutgar 02 04 47 23 24 24 08 17 07 07 B Clarine Shin 01 15 38 16 15 20 09 10 01 07 C Fir Ellen 02 01 25 14 12 13 16 00 20 05 Tate 01 17 33 15 14 20 08 11 10 05 Ray 01 17 27 16 12 11 08 07 11 06 Miredy 01 16 43 20 18 16 10 19 04 09 Chad 01 09 22 08 07 16 07 03 01 05 Astol 01 11 26 07 09 16 11 07 03 08 Cecilla 02 01 30 11 07 10 10 07 13 06 Sophia 01 01 (lol) Not too bad. Though I kind of wish Ray's speed and resistance were higher. Thank god for speedwings and talismans. And speaking of which, thank god for Tate and Miredy for being fliers. They made this map a hell of a lot easier. Swag: Boots, Talisman, Silver card, Silence, Guiding ring, Speedwing, Silver blade Edited January 23, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 23, 2011 Author Share Posted January 23, 2011 (edited) Chapter 14x: The Infernal Element Starting Units: Roy, Lilina, Bors, Rutgar, Fir, Tate, Miredy, Ellen, Shin, Clarine This chapter has tiles that periodically disappear(similar to Night of Farewells). If your units get caught in the water, they won't be able to move until the tiles come back. This chapter introduces siege magic; it's like a ballista, only much worse since resistance is scarce in this game(in this file, Lilina is 4HKO'd by the weakest dude and 3HKO'd by Oats, and she's like my most magically resistant unit.) Also, the chapter mostly has pirates and dracoknights, which can go over water(in other words, Jesus was either a pirate or a wyvern rider). Also, don't fuck with Oats. In America! Three words: 34 attack Bolting. I move my units down, using my boots/speedwing on Bors/Ellen. I didn't meet any real opposition until turn 3, where two pirates attacked Bors, and the Devil axe guy was almost across the river. I aptly took out the hand axe guy with Miredy, then took out the merc and archer with Ellen and Rutgar, respectively. Bors killed another pirate. On turn 4, Shin finished off the druid, Ellen and Bors take out more pirates, and Miredy reaches a higher plane. On turn 5, Bors makes it across to the third island and kills an archer. The rest of the party gets sidelogged(mostly because I needed to get Rutgar out of the water.). After I got somewhat lucky on the EP, Shin kills the Nosferatu druid, and Miredy disposes of the lancereaver merc. Rutgar, of course, kills an archer. Devil axe dude attacked Fir on T6EP, but fails, and an axereaver guy actually hits Roy(in a practice run, Ellen was OHKO'd by this guy, so I had to rescue her. Stupid 2 def...), which were thankfully all disposed of on T8. By now, an archer and three pirates were left guarding the bridge(other than a merc defensing the throne room). I healed my goons, and had Bors, Rutgar, and Miredy form a wall protecting my weaker units, which I killed on T8(I killed the archer beforehand with Shin). On the same turn, Bors took out the generic Bolting guy, while the rest of my group was struggling to get across the slowly disappearing bridge. After I got several guys across, Rutgar killed the boss, and I seized on turn 11(I was hoping for a 10 turn clear, but the dumbass couldn't actually reach the throne even though he was 5 spaces from it) NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Roy 01 16 30 17 12 13 17 12 05 06 A Lilina Lilina 02 06 35 28 13 23 17 06 20 04 A Roy Bors 02 07 49 21 17 18 17 30 07 16 Rutgar 02 05 47 24 25 25 09 17 08 07 B Clarine Shin 01 17 40 17 16 20 09 10 01 07 C Fir Ellen 02 02 26 15 12 16 16 02 21 05 Tate 01 18 33 15 15 20 08 11 11 05 Miredy 02 01 49 22 20 18 10 22 06 09 Clarine 01 13 18 07 12 18 16 03 11 05 B Rutgar Fir 01 17 39 16 20 20 15 10 05 05 C Shin OK, I've got my game back. I'm actually starting to get proper turn counts, presumably to make up for the absurd amount of time I threw Dieck and Bors into the arena so I could make a quick dollar(in other words, DON'T DO WHAT I DID!). Any feedback will be appreciated. Also, I'm loving having my 7 move general back. Also, it's only going to go uphill from here on out, now that Percival is joining us, and there will be a promotion party in Chapter 16. Because Alance, Shin, Fir, Thite, Rei, and Clarine have yet to promote. And speaking of Tate and Shin, I did my calcs and my peg's levels still exceed those of my nomads, which basically means I know where I'm going. Swag: Forblaze Edited January 23, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Parrhesia Posted January 23, 2011 Share Posted January 23, 2011 (edited) Also, don't fuck with Oats. In America! I will murder you. ...Okay, okay, I'll make this a legitimate post. OK, I've got my game back. I'm actually starting to get proper turn counts, presumably to make up for the absurd amount of time I threw Dieck and Bors into the arena so I could make a quick dollar(in other words, DON'T DO WHAT I DID!). Any feedback will be appreciated. Also, I'm loving having my 7 move general back. Yeah, but, y'see, these strategies are kinda irrelevant because nobody else will HAVE your 7-move general, or whoever else you boosted (I've honestly lost track, and I don't really give a damn). And they're not interesting to read, not only because you say things like Also, don't fuck with Oats. In America! but also because, well, you have broken units who smash everything to a pulp. You can cut most every Gordian Knot the game throws at you because of the sheer brute force you possess at this stage. So...yeah. Edited January 23, 2011 by Furetchen Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 24, 2011 Author Share Posted January 24, 2011 (edited) I realize my mistake of whoring the arena to my advantage, as I have a bad habit of abusing them(and I mean, a REALLY bad habit.), and it really wasn't my fault that those two I abused simply got really blessed. So as a result of a lack of anything, I decided to put this playthrough on hiatus until further notice(I will continue the FE7 one out of nostalgia.) If and when I do come back to it, it will likely be redone in a walkthrough format. And if push comes to shove, I'll redo the whole damn playthrough. Is that fair to you? Edited January 24, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Junkhead Posted January 24, 2011 Share Posted January 24, 2011 (edited) If you wonder your lack of activity, it has to be because this playthrough log is uninteresting. Wanna know why it's uninteresting? In my opinion, it has to be because there is nothing interesting in beating FE while taking ten million turns at a chapter arena-abusing and showing of your 1337 characters. And then, what is this? You quote yourself and sig it, why exactly? Forgive me if I sound crude. I just feel it's that way. It's basically the same with your FE7 one. Edited January 24, 2011 by Soul Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 26, 2011 Author Share Posted January 26, 2011 I understand. This playthrough is pretty much dead now. I will be starting over from scratch. However, I want to get my PoR playthrough done first. That is all. Quote Link to comment Share on other sites More sharing options...
PuffPuff Posted January 30, 2011 Share Posted January 30, 2011 (edited) just after the reinforcements showed up. While I was waiting for those guys to get to my location, MORE bandits started spawning. I take out two waves of them, only to find out that the cavalry squad had gotten dangerously close to my main group. As soon as the first group showed up, ANOTHER group spawned from the south. I then formed a wall using Dieck, Bors, and Alan, and actually was able to wipe out the entire group in three turns. And the reinforcemnts down south won't be there if you can finish off Oro quickly. You want this fucker to die before he starts causing trouble for you with the reinforcements who are quite powerful. Not to mention lolarenaabuse. This playthrough was interesting up until you abused Dieck and Bors in Ch. 7. The same thing happened with your FE7 playthrough also... Still, amazing Lilina. That SPD is insane! If only she turned out like that every time... Nothing wrong with using them during short turn counts though. :) What a miserable fuck. She raises the shittiness to a whole new level. She gets ONE-SHOT, DOUBLED, and FACES CRIT by every single physical enemy in her joining map(even the mages 2-shot, double and have crit, and the eight wyverns on the map don't help either), and has no offense to speak of(14atk/75hit is awful by C14 standards, especially when things have over 30 avoid and the faster dudes can break 40).In other words, Sophia sucks. Not to mention that even the most basic Dark tome weighs her down. Yeah, but, y'see, these strategies are kinda irrelevant because nobody else will HAVE your 7-move general, or whoever else you boosted (I've honestly lost track, and I don't really give a damn). And they're not interesting to read, not only because you say things like but also because, well, you have broken units who smash everything to a pulp. You can cut most every Gordian Knot the game throws at you because of the sheer brute force you possess at this stage. So...yeah. Bors is a pretty good wall in the HM. Most don't bother with him because of his awful movement. but also because, well, you have broken units who smash everything to a pulp. You can cut most every Gordian Knot the game throws at you because of the sheer brute force you possess at this stage. So...yeah. I lol'd in rl at this statement. --- And I lol at this playthrough. If you want broken units, don't ever report it in your logs. Because arena abusing is irrelevant gameplay. Edited January 30, 2011 by Wilhelmina Quote Link to comment Share on other sites More sharing options...
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