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His youtube account is ThunderManEX IIRC. He not only has H5 vids, but also FE6 HM vids too and probably other FE playthroughs recorded there as well.

Oh that's Sirius? Never knew. Thanks. I'm done chapter 5, just too lazy to do a write up right now. It'll be up soon enough.

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I've deleted this entire fucking post twice, so it's going to probably be not as good as my last few entries.

I reclassed Jeigan to dracoknight prior to the chapter.

[spoiler=Chapter 5]Units Deployed: Marth, Cain, Abel, Jeigan, Shiida, Lena, Barst, Ogma, Cord, Merric, Hardin, Roshea, Vyland, Wolf, Sedgar; (Wendall)

Marth - He's 2HKO'd from this point on forever, and his only good offence relies on either being overlevelled (he won't be in my log) or the Rapier.

Cain and Abel - They provide much needed chip, and their accuracy is much improved since leaving axe country. High movement makes them versatile.

Jeigan - He can use the recently acquired Ridersbane now, so you have another unit who is effective against the cavaliers. Still your most versatile unit due to lance rank, bulk, and movement. He can fly, too.

Shiida - The Wing Spear is ridiculous. With Armours and Cavaliers everywhere here, she was key. Durability is still a big issue though.

Lena - She was key in patching up Shiida when she needed to.

Barst - He's durable, and has great offence and 1-2 range. He should be hitting C Axes during this chapter or soon after it, so he can use hammers, which are clutch against the armours. I seriously can't say enough about his guy.

Ogma - He struggles against lances, but he doubles them nontheless. Also doubles archers, which is Ogma exclusive (barring a +2 speed Navarre or Julian)

Cord - Once he gets doubling with steel, he'll be formidable. His chip damage is still quite nice due to the hunters high base strength.

Merric - He has some hefty chip damage with Excalibur here, although I only really deployed him to recruit Wendall. I think i'll end up using him for Gharnef anyway though.

Hardin - I made sure no enemies came down to threaten his group so he didn't do anything. He can use either the Ridersbane or the Silver Lance though, which is really nice. He'll be getting some use soon.

Roshea and Vyland and Wolf and Sedgar - All they can do is contribute chip damage. They're pretty weak here.

Wendall - If you don't have Barst with a C in axes, this dude is good against the boss. Nice speed and hits resistance.

General Notes: If you're having a tough time recruiting Wendall, try reclassing Merric to cavalier. This chapter is actually easier if you play quicker, as some tough pegasus knights and cavaliers show up starting on turn 10. Since this is Hard Mode, they are "ambush spawns" which means they attack the enemy phase they show up, unlike most games. I forged a +4 MT Hammer prior to this chapter.

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Jeigan can ferry some items over to the Wolfguard if he's not occupied on turn 1. Shiida could also do this job, but she has better things to do.

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Note that Shiida is only in the range of one cavalier here so she doesn't get attacked twice. Lena heals her up on the next turn and she finishes a second cavalier, while Merric + Cain + Cord finish another.

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I didn't show it, but I placed Ogma in range of the pegasus knight near Wendall. This will cause Wendall to start moving, so you can recruit him. Marth can also recruit Wendall.

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Due to the AI, the cavalier and Archers will move before the thief, so Marth is perfectly safe here. The thief will retreat to the north. Barst only faces 50ish hit from the JavCavTM, so he's pretty good at handling him.

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Abel wants me to use Vyland.

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This safepoint is only really required if you're using Barst to OHKO the boss with the hammer. Otherwise, feel free to use them whenever.

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I find Barst to be the best at taking down this boss here. Mine is slightly strength blessed, so he probably won't OHKO normally, but he can eat an EP attack, and finish player phase. Also note that the boss has no 1-2 range, so if you're scared of his silver lance, you can just wail at him at 2 range with Magic. Wendall even doubles this dude with 1 WT tomes (Fire, Excalibur)

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Don't attack this dude with Shiida before weakening him first! She's likely going to be OHKO'd!

All in all, this is a pretty simple chapter. Not too many threatening enemies, unless you wait around, or let them go after Hardin and Co. I did not get the firestone, as I don't plan on using Bantu (and neither should you!). I could have saved the village with a combination of a Jeigan Silver lance and a Wendall thunder strike if I wanted. Cord and Ogma killed the second thief anyway. I finished this chapter in 6 turns, and I highly recommend that you have this chapter finished by turn 9 at the latest, unless you know how to deal with the reinforcement effectively.

New Units:

Hardin - He has some nice base stats, and more importantly, he has a B in lances, meaning he, like Jeigan, can use Silver Lances and Ridersbanes. He's a great earlygame and midgame unit, but you might find he starts to fade a bit lategame, his strength and HP growth are pretty poor. He's still very servicable lategame though, due to his weapon ranks.

Roshea - He has decent base stats, but unfourtunatly, his speed growth is ass, which is a shame, as the rest of his growths are pretty kosher. I wish Roshea and Vyland would start with C lances and D Swords or something to give them an incentive to use over/alongside Cain and Abel.

Vyland - His strength growth is atrocious, as are his bases. Definately stay away from this dude.

Wolf and Sedgar - After a few levels, they have very good defences and solid offence, first timers to H5 are recommended to make these dudes Generals if they are having issues. More people tend to like Sedgar more because they fap to his defence growth, and lower base level, but personally, they gain exp at very similar rates, and Wolf's +1 base speed is often the difference when comparing their performance early on, and Sedgar only gets 1 defence ahead of Wolf after they've levelled 5 times, and Wolf still has superior speed and HP.

Wolf also has significantly better luck. Sedgar's 2 luck often leaves him at threat of surprise crits, while Wolf has a much more adequate 5 luck.

Courtesy of Anouleth. It's pretty important as well, he faces the same issues as Draug and Jeigan do early on.

Done rant.

Anyhow, I will NOT be using Wolf/Sedgar in my playthrough. They don't suit my somewhat faster than norm playstyle very well. I will however suggest alternate strategies for those who do use them, as they are great units if you just want to get through each level.

From now on in the unit stats, I'm removing units that aren't going to be used at any point during the playthrough, for both my sake and yours.

[spoiler=Unit Stats]

UNIT     CLASS            LEVEL    HP  ST  SK  SP  LC  DF  RS  WEP LEVEL
MARTH    LORD             03.30    20  06  04  07  09  07  00  D SWORD
SHIIDA   PEGASUS KNIGHT   05.49    17  05  09  16  13  07  06  C LANCE
CAIN     CAVALIER         06.50    24  08  07  10  04  08  00  D SWORD D LANCE
ABEL     CAVALIER         05.55    22  07  09  07  04  08  00  D LANCE E SWORD
JEIGAN   DRACOKNIGHT   ??/02.92    21  08  10  08  01  11  06  B LANCE E AXE
WRYS     CURATE           04.40    16  02  05  07  03  03  09  D STAFF
OGMA     MERCENARY        08.36    25  07  13  14  05  07  00  C SWORD
BARST    FIGHTER          08.20    27  14  09  10  06  08  00  C AXE
BORD     FIGHTER          02.30    20  08  04  07  01  05  00  C AXE
CORD     HUNTER           04.76    20  10  08  09  06  07  00  E BOW
CASTOR   HUNTER           04.47    21  07  04  06  04  04  00  D BOW
LENA     CLERIC           04.22    17  02  07  09  08  03  08  C STAFF
MERRIC   MAGE             01.61    20  03  03  06  03  04  03  D TOME
HARDIN   CAVALIER         06.00    24  09  07  08  03  08  01  B LANCE D SWORD

A noteable moment was when I missed a 80ish hit on an archer, and Barst had to counter two archers and a cavalier, (the plan was to just have the archer and Cavalier) and he dodged everything, and crit one of the archers, so I had to restart to properly show strategy other than "get lucky to win".

Edited by General Horace
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And that's why I fap to STR growths.

A noteable moment was when I missed a 80ish hit on an archer, and Barst had to counter two archers and a cavalier, (the plan was to just have the archer and Cavalier) and he dodged everything, and crit one of the archers, so I had to restart to properly show strategy other than "get lucky to win".

heh. I remember this.

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Sucks your Abel got RNG screwed as badly as he did. 4 levels straight without speed. That's bad. At least you now have Hardin to fill his shoes, so it isn't all bad.

Usually for me, it's Cain that gets RNG screwed at first, but in my last two playthroughs, got severely defense blessed all of a sudden.

Edited by darkandroid125
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I'll still probably use Abel, he has C Lances now, and he's not doubled at any rate.

Here's Chapter 6. It's kind of a bitch if you don't know what your doing; you'll find yourself failing around turn 3-4. It's quite easy to circumvent, thankfully.

[spoiler=Chapter 6]Units Deployed: Marth, Cain, Abel, Jeigan, Hardin, Shiida, Lena, Wendall, Julian, Merric, Barst, Cord, Bord, Ogma; (Rickard)

Marth - :/ Read last Chapter.

Cain and Abel - Chip damage still. They're good at hunting down those pesky thieves.

Jeigan and Hardin - Their Silver Lances are nice to have against the archers to kill them in one PP. Lance rank gives them a bit more power too.

Shiida - She's invaluable in dealing with the two cavaliers to the north on turn 1, they can cause some issues if they aren't dealt with earler. She can double archers and kill knights too.

Lena - Healing is needed here, and her Warping skillz let Shiida blick the Silver Lance cav on turn 1.

Wendall - He doubles lots of stuff here, (well, all the knights) while hitting resistance. Can pull out Excalibur for some nice chip.

Julian - Here to recruit Rickard. And get chests.

Merric - He has good chip on the knights, but he doesn't double. For quite a while.

Barst - He almost OHKO'd Knights here with an unforged hammer. He's still as clutch as ever.

Cord - Get to D bows, bro.

Bord - Lots of knights here, and he has a C in axes. Put 2 and 2 together.

Ogma - Doubling power, and I guess you get the armourslayer midchapter. He's good against the archers.

Rickard - lol

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This is a unique strategy that I came up with during drafts. On normal mode, said unit usually clears the room, but here on H5, I'm just doing this so the Elfire mage and archer move, so the throne room is easier to get at. You'll see how it comes into play later on.

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Shiida is warped here to deal with the Silver Lance cavalier. Make sure you kill the Silver Lance one on the Player phase, Shiida can take a hit from the steel lance, but not the Silver. This ensures that you get the killing edge, and she also has plenty of time to kill the thief.

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Wendall is one of four units able to ORKO an armour without a crit. Others being Shiida, Barst, and Bord. In case you haven't noticed, I really liek Wendall.

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Fuck, I screwed up the image >.<. You can still see Barst underneath the menu. With the Barrier support, he can live a Steel Bow + Elfire attack. Make sure your Barst can if you're doing this though!

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Turns out I took a screenie of the Abel Lure. See how the mage is a moron and moved?

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This may look menacing, but Barst and Bord each OHKO the Armours with the forged hammer, leaving only the archers left.

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Fuck, I blocked out the image again. This is just Ogma and Abel ganging up on the thieves that are running away. They have some nice shit, make sure you kill them.

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By doing the lure on turn 1, Cain is able to lure the mage without facing an attack from a knight. Likewise, Barst can face off against the knight without taking a hit from the mage.

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Another silly boss without a ranged weapon. Look at Wendall rape that shit (note that I actually used Fire to weaken him for Barst)

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Barst <3

If you didn't forge a hammer last chapter, forge one now!

This chapter can be intimidating with all those armours, but they aren't too bad. The Shiida Warp is highly recommended to save you the pain of dealing with the cavaliers later on. Make sure you get the Angelic Robe, Buillon, and Physic at the very least. The boss is a piece of cake, handle him the same way you did the last.

New Units:

Rickard - Use Julian. Although it doesn't really matter, they're not getting attacked anyway. So use Rickard if you want.

Athena - Even though I'm not recruiting Gaiden characters, i'll throw them down here. Athena is essentially Ogma with worse growths, but better bases. She's pretty good for midgame, her strength and speed growths make her more or less unusable in any other class than Myrmidon.

[spoiler=Unit Stats]

UNIT     CLASS            LEVEL    HP  ST  SK  SP  LC  DF  RS  WEP LEVEL
MARTH    LORD             03.30    20  06  04  07  09  07  00  D SWORD
SHIIDA   PEGASUS KNIGHT   05.49    17  05  09  16  13  07  06  C LANCE
CAIN     CAVALIER         06.50    24  08  07  10  04  08  00  D SWORD D LANCE
ABEL     CAVALIER         05.55    22  07  09  07  04  08  00  D LANCE E SWORD
JEIGAN   DRACOKNIGHT   ??/02.92    21  08  10  08  01  11  06  B LANCE E AXE
WRYS     CURATE           04.40    16  02  05  07  03  03  09  D STAFF
OGMA     MERCENARY        08.36    25  07  13  14  05  07  00  C SWORD
BARST    FIGHTER          08.20    27  14  09  10  06  08  00  C AXE
BORD     FIGHTER          02.30    20  08  04  07  01  05  00  C AXE
CORD     HUNTER           04.76    20  10  08  09  06  07  00  E BOW
CASTOR   HUNTER           04.47    21  07  04  06  04  04  00  D BOW
LENA     CLERIC           04.22    17  02  07  09  08  03  08  C STAFF
MERRIC   MAGE             01.61    20  03  03  06  03  04  03  D TOME
HARDIN   CAVALIER         06.00    24  09  07  08  03  08  01  B LANCE D SWORD

Also Integ, I saw you in here, go make picks in FE4.

Edited by General Horace
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That turn 1 lure is a good idea and would have saved me the trouble of having to drag general Sedgar's sorry butt to the throne room. That's something that I'll try next time. If you manage to kill the mage, would the archers start moving as well?

You don't have to kill the archers if you can lure one of them into blocking the chokepoint at 1 range. It only works if you don't get the Killing Edge and the cavaliers are there to block the other archers from retreating into 2 range, though.

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Just one thing:

Wolf and Sedgar - After a few levels, they have very good defences and solid offence, first timers to H5 are recommended to make these dudes Generals if they are having issues. More people tend to like Sedgar more because they fap to his defence growth, and lower base level, but personally, they gain exp at very similar rates, and Wolf's +1 base speed is often the difference when comparing their performance early on, and Sedgar only gets 1 defence ahead of Wolf after they've levelled 5 times, and Wolf still has superior speed and HP.

Wolf also has significantly better luck. Sedgar's 2 luck often leaves him at threat of surprise crits, while Wolf has a much more adequate 5 luck.

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That turn 1 lure is a good idea and would have saved me the trouble of having to drag general Sedgar's sorry butt to the throne room. That's something that I'll try next time. If you manage to kill the mage, would the archers start moving as well?

Yeah, If you kill the first archer and the mage, the second archer will come over and attack; it's at the very edge of his range. The throne room is really annoying otherwise.

And thanks, Anou, I'll edit it in.

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Hmm, then wouldn't it be helpful to leave someone behind to chip away at the mage and archers across the wall, and another guy to heal him?

Yeah, if you're going for LTC, it would be ideal. Sniper Jeigan even doubles the Elfire mage with a steel bow at base. Wendall doubles them all as a sniper at base, but you might want him using Excalibur during the chapter.

I could have fielded Wrys instead of Cord to heal I guess. If it's LTC, you'll definately want to clear those three out though. The annoying part is that the Curate will heal them if they get below half health though.

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Alright, Chapter 7 time. I took this more conservatively than the past chapeters, as you have a pretty decent shot at dying if you try to hurry this up.

[spoiler=Chapter 7]Units Deployed: Marth, Jeigan, Cain, Abel, Hardin, Ogma, Barst, Cord, Castor, WRYSSS, Lena, Wendall, Merric, Shiida; (Bantu)

Marth - It's getting bad for this dude now, he's ORKO'd by the pegasus knights and dracoknights and mercs on this map. Again, the same is true for quite a few units though. Marth's offence still sucks.

Jeigan - He's starting to be doubled now. He still has massive chip with the silver lance, and can use the ridersbane. He hit A lances for extra power, effectively putting him at 10 strength when using lances because of the the +2 bonus from weapon ranks.

Cain - Mine is quite blessed, so he's doing well. Still, on average, he should be able to take a round of combat from a pegasus knight (Cain and Abel are probably both doubled) which is nice. The main difference between him and Abel is the C Lances Abel has now.

Abel - Even with his sub-par stats in my log here, he's still nice because he has the option of using the ridersbane. If he can avoid being doubled, he'll likely stay on my team until I drop him for Arran.

Hardin - At this point, Hardin is the best of Cain and Abel, he's solid statistically and has B Lances. People who say he makes Jeigan obselete are horribly wrong, however.

Ogma - He was one of my few units that wasn't doubled by the Mercs/Draco/Peg. Knights. Defensively, he's starting to slip down to being 2HKO'd at reliable hit rates.

Barst - Still 3HKO'd by most stuff defensively, and 2-3HKO'ing stuff offensively, he's doing very well. C axes helps his hit out a little.

Cord - He hit D Bows this chapter, meaning Castor is now perma-benched. Once he hits 13 speed, he'll start doubling stuff like Cavaliers and fighters.

Castor - Filler, who had effective damage agaisnt the Dracoknight/peg. knights.

WRYYSSS - Filler healer.

Lena - Just healed. Really, if you're not warpskipping, a WRYSS with D Staves is all you need, unless you need the physic staff this early for some reason.

Wendall - Excalablicked the Wyvern. More importantly, he's 2HKO'd, but he isn't doubled by anything on the map.

Merric - Remember when this guy was in top tier? He's not especially great. It take a lot of effort to get him doubling. Actually, at base speed (like mine) he's doubled by anything with 9 AS, which is well, anything that isn't a knight.

Shiida - Some cavaliers here, but if you know what your doing, they should be no problem. With the angelic robe, she's no longer OHKO'd by bosses anymore.

Bantu - Didn't do anything, I didn't get his firestone.

General Advice: If you're having issues with this chapter the way I did it, I don't know what to say. There's essentially zero risk (barring random crits on Jeigan and Wendall). If Wendall has C Staves as a bishop, you could warpskip this chapter with Shiida.

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This guy is priority numero uno. He's got the bulk of a knight, and the speed of a mercenary, and the strength of anything in H5. He'll be able to ORKO half of your units, so watch out!

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It may seem like an attractive option to have Wendall wait here, and do some EP damage before the dracoknight arrives, but the archer on the left has a longbow, so make sure you have a character who can take 2 hits (like Barst) go here if you plan on doing this.

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The highlighted range is that of the dracoknights. The pegasi won't be in range yet so don't worry. You'll notice all the units in range (Shiida, Barst, Ogma and Wendall) are not ORKO'd. He will then prioritize Wendall, because of his low defence. Wendall OHKO's with Excalibur.

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I form a line here, so that nobody but Barst and Ogma can be attacked twice. They are both 3HKO'd so the AI attacks other units. Note that the thief is not agressive, so you don't have to worry about him killing somebody here.

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I forgot to mention, the south Mercs Sport 20 and 21 attack and 13-14 AS respectively, Be careful when killing them

Also note that even though Cord is standing right in front of Minerva, she sill not attack him.

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Here's Bantu. His bases may look awful, and his growths are worse, but he's a decent midgame tank if you really need one. 25 Attack at base isn't to shabby either.

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If you move below where Wrys is, it will trigger enemy reinforcements. You'll want to plug the forts up, handing 4 ambush spawning cavaliers is kinda rough without a general Wolf/Sedgar.

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Note that Shiida lacks the movement to get to this fort here, so Jeigan and her probably should have switched spots. Equip her with the wing spear, and she'll kill the cav that pops out, then she can plug the fort.

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It's nice having a weapon other than the Win Spear take on the cavaliers, especially the JavCavs.

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This is a bad shot, but this is two turns after the reinforcements have been triggered. On the third turn, no reinforcements will appear, so this is your chance to take care of that last fort to the south, and get rid of the knights.

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Ogma has a new toy to play with from last chapter as well. Nabarl can also use it. As can Swordmaster Jeigan/Wendall.

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You'll not want to do this without blocking the fort, because after Shiida ORKO's the boss...

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Reinforcements appear, and kill her.

Er, they were supposed to, but they missed.

Point is, even after the boss is dead, reinforcements still appear, so make sure they are covered. Marth can then walk to the throne unthreatened.

New Units:

Bantu - As I said earlier, he's a decent early midgame tank, against enemies with less than 12 speed. He hits pretty hard too, with 25 attack. Not for long term use, however. Keep him around though, even if you're doing the gaiden chapters, for Tiki.

[spoiler=Unit Stats]

UNIT     CLASS            LEVEL    HP  ST  SK  SP  LC  DF  RS  WEP LEVEL
MARTH    LORD             03.90    20  06  04  07  09  07  00  D SWORD
SHIIDA   PEGASUS KNIGHT   08.47    26  05  12  18  14  08  06  C LANCE
CAIN     CAVALIER         08.11    26  09  08  11  06  10  00  D SWORD D LANCE
ABEL     CAVALIER         06.55    23  07  10  07  05  08  00  C LANCE E SWORD
JEIGAN   DRACOKNIGHT   ??/03.14    21  08  10  08  01  11  06  B LANCE E AXE
WRYS     CURATE           05.25    17  02  05  07  03  03  09  D STAFF
OGMA     MERCENARY        09.81    26  08  13  15  05  07  00  B SWORD
BARST    FIGHTER          10.18    29  15  11  11  07  08  00  C AXE
BORD     FIGHTER          02.30    20  08  04  07  01  05  00  C AXE
CORD     HUNTER           06.42    20  10  09  10  07  07  00  D BOW
LENA     CLERIC           07.59    17  03  09  09  11  03  10  C STAFF
MERRIC   MAGE             03.12    20  05  04  06  04  04  03  D TOME
HARDIN   CAVALIER         07.77    25  09  08  09  03  08  01  B LANCE D SWORD
WENDALL  SAGE          ??/02.72    23  04  02  12  02  05  05  B TOME D STAFF

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While the strength blessing on Barst is nice, the extra speed point on Ogma is superfluous, as the enemies either have 9 AS, or like 14, or are Knights.

Chapter 8 is done, but I don't feel like typing it out at the moment. Maybe this evening or tomorrow.

Also, taking down the poll, it's served it's purpose. Thanks to you who voted.

Edited by General Horace
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I tried out H5 once. I only beat Chapter 1. I gave up on Chapter 2 after a few attempts, seeing that at least one character dies in the chapter. Oh and Gomer will kick my butt if i manage to get that far (Had trouble with him on H3)

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Great! Maybe with this I'll be able to do H5 one day! :lol:

You and me both!

I think the idea of forging effective weapons will do me good on H5!

Is there really a point to H4 difficulty?

Edited by Aelphaeis Mangarae
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Personally, I haven't played H4, but I believe one of the main differences is that there are no forged weapons like Javelins and such on enemies. If anybody out there knows, feel free to correct me.

It's a few days late, but here's chapter 8! That totally rhymed

[spoiler=Chapter 8]Units Deployed: Marth, Cain, Abel, Hardin, Jeigan, Ogma, Barst, Cord, Merric, Wendall, Lena, Shiida, WRYS; (Caeser), (Radd), (Roger)

Marth - See, all I'm trying to do is to keep him from being doubled, but my plan isn't working. Zero Speed procs in 3 levels. Try to feed him Cavalier kills when possible.

Cain - Javelin chucker. Solid damage otherwise with dual steel weapons.

Abel - He can use ridersbanes, and I guess that can help in this chapter. I never actually needed to use it here, but there's a neat trick in chapter 10 that he'll help out with. Otherwise he's just like Cain, except without Steel Swords (which isn't a huge loss)

Hardin - He's Abel with Silver Lances.

Jeigan - He's Hardin that can fly.

Ogma - Him and Shiida have a unique niche here, they will likely be the only units you have that can double the archers. My Ogma also has B Swords, giving him extra power and access to the chapter 5 silver sword. With 2 speed procs, he doubles all the cavaliers in this chapter too.

Dracoknight Wendell @ Pope Stick would like to have a word :angry:

Courtesy of dondon. Dracoknight Wendall has 15 Speed at base, and the Pope Stick is a superforged lance he's planning on using in an upcoming 0% growths run of his. Swordmaster Jeigan can double too, but the archers kinda suck anyway, and he's better as a lance using class.

Barst - Awesome offence and durability, rocks the bosses socks off with the hammer.

Cord - He can use steel bows now, all he needs is a bit more speed to become a formidible chipper.

Merric - Hits resistance, but his speed is starting to become an issue for me.

Wendall - Roasts knights, if he got a speed proc (20% growth) he doubles all archers and some cavaliers too, which is a huge boon.

Lena - Heals, can warp.

Shiida - Win Spear is still win. Her offence isn't bad with Steels either, she's doubling some stuff with it.

WRYS - Heals, keeps getting fielded for novelty.

Caeser and Radd - went shopping

Roger - Sat around

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I never really explained my forges in very much detail, so I will now.

I forged +4 MT on Shiida's Wing Spear, this allows here to OHKO cavaliers, to avoid taking a counter attack. Since she doubles everything, any cavalier/knight she comes across is dead. Since there are a ton of armoured bosses in this game, she takes them on with ease.

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+4 hammer forge. Most people like to add +10/15 hit on there because of it's bad hit, but Enemy armours are super easy to hit, and you have savepoints/Shiida for armoured bosses. The point of this forge is to OHKO armour knights without taking counters.

pDz16.png

Now, this +4 MT Ridersbane is for OHKO'ing cavaliers with any non Shiida unit with C Lances. So in my case, Hardin, Abel and Jeigan. The +10 hit is because you often have 70ish hit on the enemies with this weapon, and if you miss, it's a tough situation to get out of, as instead of having a unit at full health, you have a unit at low health and an additional enemy to take care of.

Now, truth be told, this chapter is so simple, that only 2 pictures were required, and 2 more were thrown in just because.

5OkcJ.png

Caeser and Radd are useless in this chapter, so why not send them shopping! Make sure to buy that extra Wing Spear. Silver Lances are avaliable for sale, but they are likely too expensive this early on, and honestly aren't needed that much.

h6QE2.png

You might think the arena is a cool place to train growth units that start off low levelled like Radd, but enemies in the arena have H5 bonuses too! You have to be pretty lucky to win in here (unpremoted anyway, it's slightly easier once you're promoted).

For the record I didn't just kill off Radd.

BDOoT.png

Say hello to the 8 enemy units you have to defeat this chapter, one of which is recruitable. Let the cavaliers come to you, and finish them on the PP (you have 14 units, you should be able to) and you have another full turn to prepare for the 2 armours and 2 archers.

OTKaD.png

Another example of using EP combat. Shiida is only in range of that lone knight, and will ORKO with the Wing Spear.

The next turn, Roger is recruited, and the two archers are easily killed.

Make sure you don't enter the attack range of the cavaliers/horseman to the north, they will get angry and charge, and make the chapter infinately harder. It will also trigger 2 horseman and 2 cavaliers from the northwest fort, and 2 knights from the north forts.

I'm not 100% sure on the other trigger point, but it seems to be once you cross a certain point on the bosses "island". The boss is easily taken care of with anybody with effective weapons (armourslayer Ogma, Hammer Barst, Win Spear Shiida).

I took 7 turns here to stall for the cavaliers, but it's easily doable in 5.

If you're using General!Wolf/General!Sedgar, they can block off the chokepoints to the north. Wolf isn't even doubled by some of the cavaliers if he's gained a point of speed.

New Units:

Caeser - Not bad as a hunter, but his low base strength kinda hurts. Useable, but barely.

Radd - Pretty much unusable in H5. Crappy bases EVERYWHERE, and his growths aren't all that much better than anyone else's.

Roger - His high base speed means he might be able to double some stuff as a hunter, and he has a pretty decent strength growth, but E Bows (and E in all other weapon ranks but Lances) hurts. Might have been ok if he could reclass to cavalier, and had C Lances.

[spoiler=Unit Stats]

UNIT     CLASS            LEVEL    HP  ST  SK  SP  LC  DF  RS  WEP LEVEL
MARTH    LORD             04.30    21  06  04  07  09  07  00  D SWORD
SHIIDA   PEGASUS KNIGHT   09.24    26  05  12  19  15  09  06  C LANCE
CAIN     CAVALIER         08.31    26  09  08  11  06  10  00  D SWORD D LANCE
ABEL     CAVALIER         06.85    23  07  10  07  05  08  00  C LANCE E SWORD
JEIGAN   DRACOKNIGHT   ??/03.39    21  08  10  08  01  11  06  B LANCE E AXE
WRYS     CURATE           05.59    17  02  05  07  03  03  09  D STAFF
OGMA     MERCENARY        10.29    27  08  13  15  06  07  00  B SWORD
BARST    FIGHTER          10.44    29  15  11  11  07  08  00  C AXE
CORD     HUNTER           06.89    20  10  09  10  07  07  00  D BOW
LENA     CLERIC           08.07    17  03  10  09  11  03  10  C STAFF
MERRIC   MAGE             03.52    20  05  04  06  04  04  03  D TOME
HARDIN   CAVALIER         08.28    25  09  09  10  03  08  01  B LANCE D SWORD
WENDALL  SAGE          ??/02.88    23  04  02  12  02  05  05  B TOME D STAFF

EDIT: After some brief and easy to do reasearch, the trigger points for the reinforcements are found here.

Edited by General Horace
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Ogma - Him and Shiida have a unique niche here, they will likely be the only units you have that can double the archers. My Ogma also has B Swords, giving him extra power and access to the chapter 5 silver sword. With 2 speed procs, he doubles all the cavaliers in this chapter too.

Dracoknight Wendell @ Pope Stick would like to have a word :angry:

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Dracoknight Wendell @ Pope Stick would like to have a word :angry:

Thanks dondon, I'm used to using Sage Wendall, haha. I'll edit him in there.

@ Sage, it's a four turn clear, Caeda can only reach on turn 4. Marth can get there in 5 turns, so it's not really worth it, unless you're in a bind by turn 4 somehow.

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Was it Brave weapons or forged weapons that showed up in H3 Endgame? I remember that whatever the hell it was, it hurt.

Both, if I recall. Forged effective weapons/2-range (+4 MT/+20 Hit, I think) and Brave weapons I believe.

Then H5 has Forged Braves/Thorons (at +4 Mt/+20 Hit) and even more forged effective/2-range weapons (+8 Mt/+20 Hit). (All ballista have unforged Pachyderm (with about 42 Atk), and there's a unforged Swarm bishop.) Just checked through my game.

This reminds me: I should finish that non-warpskip H5 run at some point. (Up to C24)

Edited by Manix
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