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Carmine Sword

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  1. Chapter 17: 7/194 The 6 turn is ruined by that stupid Sleep Staff Bishop who parks himself right in front of Roy, preventing him from reaching the throne. At least it gives Barth more time to go to the bullshit arena for boots money. Seriously game, 34 strength Falcon Knights? I had to accept really low wagers since anything worth decent money was impossible to win. Merlinus bought a Killer Lance and a bunch of hand axes. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/17.73 55HP/25Str/30Skl/26Spd/12Lck/20Def/10Res S Swords S Axes Barth Lv. 17/11.83 47HP/27Str/18Skl/17Spd/7Lck/30Def/5Res S Lances C Axes Fa Lv. 8.66 24HP/21Str/19Skl/10Spd/18Lck/18Def/31Res Lalum Lv. 9.72 20HP/2Str/4Skl/19Lck/17Def/7Def/8Res Merlinus Lv. 1.32 Base
  2. Chapter 16: 17/178 This took forever. At least I got all but one chest. Lalum, Milady, and Barth went left while everyone else went right. Recruited Hugh for the Member's Card. Roy killed Narshen with the Wrymslayer since Dieck had to go and bust down the wall by Zeiss. Lalum ended up being the one to get the left-hand side treasures since Barth needed to distract the reinforcements. I shamelessly rigged crits with Fa so that she would use up less of her Dragonstone. She got the right-hand side treasures. Douglas just barely managed to avoid killing himself. If Roy had any more strength I would have had to rig 99 displayed hit misses to keep Douglas from dying, so I'm glad things just barely managed to work out. Zeiss and the Rescue Staff only cost me 2 turns, which was better than I expected; I usually lose 3 turns getting them in normal drafts. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/15.61 53HP/25Str/29Skl/26Spd/11Lck/19Def/10Res S Swords S Axes Barth Lv. 17/8.93 44HP/25Str/16Skl/17Spd/6Lck/30Def/5Res S Lances C Axes Fa Lv. 5.49 21HP/18Str/17Skl/7Spd/13Lck/17Def/30Res Lalum Lv. 8.08 20HP/2Str/4Skl/18Spd/16Lck/6Def/7Res Merlinus Lv. 1.32 Base Chapter 16x: 9/187 Dieck carried Roy to the throne. Dieck had to use a Pure Water in order to reasonably dodge the Berserk Staff on Turns 6 and 7. Barth got berserked on Turn 8 since Roy and Dieck had no chance of dodging the Berserk Staff given how close they were, yet the boss targets Barth anyway due to Barth's inferior resistance stat. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/16.65 54HP/25Str/30Skl/26Spd/11Lck/20Def/10Res S Swords S Axes Barth Lv. 17/9.42 45HP/26Str/17Skl/17Spd/7Lck/30Def/5Res S Lances C Axes Fa Lv. 8.66 24HP/21Str/19Skl/10Spd/18Lck/18Def/31Res Lalum Lv. 9.02 20HP/2Str/4Skl/19Spd/17Lck/7Def/8Res Merlinus Lv. 1.32 Base
  3. Yeah man, Dieck got 250 wexp in 6 and a half chapters, I don't know what people are talking about when the say it takes forever to raise weapon ranks in this game. Chapter 14x: 6/150 Dieck rescued Roy and got danced by Lalum and then ran around the bend to get to the throne room. Barth killed the Devil's Axe!Berseker. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/13.90 51HP/25Str/28Skl/25Spd/9Lck/19Def/10Res S Swords S Axes Barth Lv. 17/5.61 41HP/23Str/14Skl/15Spd/5Lck/27Def/5Res S Lances C Axes Lalum Lv. 6.03 18HP/2Str/4Skl/16Spd/14Lck/5Def/6Res Merlinus Lv. 1.30 Base Chapter 15: 11/161 Going around the mountain sucks. Got both villages and recruited Percival for more stuff to sell. Recruited Garret for his hand axe, since I only had one left. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/14.84 52HP/25Str/28Skl/26Spd/10Lck/19Def/10Res S Swords S Axes Barth Lv. 17/6.97 42HP/23Str/15Skl/15Spd/6Lck/28Def/5Res S Lances C Axes Lalum Lv. 6.93 18HP/2Str/4Skl/16Spd/14Lck/5Def/6Res Merlinus Lv. 1.31 Base
  4. Chapter 13: 10/133 Everyone goes right except Barth, who goes up and collects the Body Ring and then goes right along the top bridge to pull the group of cavaliers near the throne. Merlinus collected the Al's Sword and protected Lalum from a longbow archer that harassed them the whole map. Flaer was a massive chump who couldn't handle the Dieck. Roy hit level 20, so now the agonizing wait for promotion begins. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/11.45 49HP/25Str/26Skl/24Spd/9Lck/18Def/10Res S Swords S Axes Barth Lv. 17/4.05 40HP/22Str/13Skl/15Spd/4Lck/26Def/5Res S Lances D Axes Lalum Lv. 4.62 17HP/1Str/3Skl/14Spd/12Lck/4Def/6Res Merlinus Lv. 1.30 Base Chapter 14: 11/144 Having no mages for this chapter sucks. I had to slow down and kill wyverns instead of advancing on some turns so that my undrafted scrubs wouldn't get attacked. Speaking of which, Cecilia died meatshielding so that Ellen could get the Warp Staff without being attacked. Got all of the desert items except for the Silver Blade. Barth distracted the bandit reinforcements. Stats: DAT BOI Lv. 20.00 36HP/18Str/18Skl/20Spd/20Lck/14Def/9Res A Swords Dieck Lv. 15/12.90 50HP/25Str/27Skl/25Spd/9Lck/18Def/10Res S Swords S Axes Barth Lv. 17/4.80 40HP/22Str/13Skl/15Spd/4Lck/26Def/5Res S Lances C Axes Lalum Lv. 5.43 17HP/2Str/3Skl/15Spd/13Lck/5Def/6Res Merlinus. Lv. 1.30 Base
  5. Via PM, TempestStorm has requested to be given the allmighty Chad. Chapter 11: 10/108 Fed a bunch of kills to Barth to get him some more levels before he promotes next chapter. Recruited Klein and Echidna for their stuff. Merlinus got the Restore Staff, Dracoshield, 5000 Gold, Speedwings, and Angelic Robe villages. Lalum was useful as always. Thany bought a Killer Axe and some more hand axes for Dieck. Also, Barth proced resistance, now I've seen everything. Stats: DAT BOI Lv. 17.41 33HP/17Str/17Skl/17Spd/17Lck/12Def/7Res A Swords Dieck Lv. 15/8.23 46HP/23Str/23Skl/23Spd/9Lck/17Def/9Res S Swords B Axes Barth Lv. 17.24 33HP/17Str/8Skl/11Spd/4Lck/19Def/2Res A Lances Lalum Lv. 1.96 Base Merlinus Lv. 1.29 Base Impressions: DAT BOI: The number of the day is 17. Dieck: Pretty damn good. Barth: I appreciate the speed, but can you get some skill please? You really need it for the one thing I need you for later on. Lalum: Dancer/10. Merlinus: Clutchest of clutch village collector extraordinaire. Chapter 12: 8/116 Dieck, Roy, and Lalum take the left side while Barth, who promoted on Turn 1, and Merlinus go collect chests. Lalum was in danger the entire chapter due to this Steel Axe fighter at the start of the map that no one had time to kill harassing her the whole map. She's OHKOed by the fighter at 30 displayed hit. She also had to dodge a Steel Bow archer in addition to the fighter on turn 3 or 4, along with Barth dodging all of the Sleep Staves. Stats: DAT BOI Lv. 18.34 34HP/18Str/17Skl/18Spd/18Lck/13Def/8Res A Swords Dieck Lv. 15/9.68 47HP/23Str/24Skl/24Spd/9Lck/17Def/10Res S Swords A Axes Barth Lv. 17/1.42 37HP/20Str/10Skl/14Spd/4Lck/23Def/5Res S Lances E Axes Lalum Lv. 2.79 15HP/1Str/2Skl/12Spd/10Lck/2Def/5Res Merlinus Lv. 1.29 Base Chapter 12x: 7/123 Dieck carries Roy to the throne while Barth mucks about and kills some enemies near the start since the White Gem is way too far away for Barth to collect without costing turns. Stats: DAT BOI Lv. 19.04 35HP/18Str/18Skl/19Spd/19Lck/13Def/9Res A Swords Dieck Lv. 15/10.37 48HP/24Str/25Skl/24Spd/9Lck/17Def/10Res S Swords A Axes Barth Lv. 17/2.47 38HP/21Str/11Skl/14Spd/4Lck/24Def/5Res S Lances E Axes Lalum Lv. 3.57 16HP/1Str/2Skl/13Spd/11Lck/3Def/6Res Merlinus Lv. 1.29 Base
  6. Chapter 2: 8/16 Roy slowly walks to the throne. The Armorslayer gets tradechianed to Roy on Turn 3 so that Roy can give it to Dieck later on. I don't think the Armorslayer is actually necessary for the boss kill since Dieck could also try for a 6HKO with the Iron Blade, but that's dumb and way less reliable than using the Armorslayer. Dieck kills most of the right-hand side enemies, positioning himself in such a way so that Roy could kill an archer and a soldier after using his full move on two of the turns. Stats: DAT BOI Lv. 6.62 23HP/9Str/7Skl/11Spd/9Lck/8Def/1Res C Swords Dieck Lv. 7.65 28HP/11Str/14Skl/12Spd/6Lck/6Def/2Res C Swords Merlinus Lv. 1.00 Base Chapter 3: 9/25 Merlinus is clutch, distracting the soldiers and archer on Turn 1 so that they don't block Roy's path and so that they're in a position for Dieck to move up and kill the archer next turn. Merlinus also distracts the soldiers that come down from the left-hand side of the map and they chased him across the entire map before Merlinus finally obtained the Mend staff from the village. The boss kill was a little sketchy since Dieck had to connect 2 69 displayed hit attacks with the Armorslayer and dodge a 39 displayed hit attack from the boss due to being low on HP from all the lance using enemies. I blame the fact that enemies attack Dieck over Roy due to Roy's higher defense. Stats: DAT BOI Lv. 7.98 24HP/9Str/8Skl/11Spd/10Lck/8Def/1Res C Swords Dieck Lv. 9.63 30HP/13Str/15Skl/14Spd/6Lck/7Def/3Res B Swords Merlinus Lv. 1.15 Base Chapter 4: 7/32 A 6 turn would be possible if Dieck could ORKO Erik, but he needs 15 strength to do that, and there isn't enough exp to even get him to the minimum level where he could even have 15 strength, so I take an extra turn and get myself a Killing Edge and the Steel Blade village. Stats: DAT BOI Lv. 9.05 26HP/11Str/10Skl/12Spd/11Lck/9Def/3Res B Swords Dieck Lv. 11.42 31HP/14Str/17Skl/14Spd/6Lck/8Def/3Res B Swords Merlinus Lv. 1.15 Base Chapter 5: 4/36 Dieck and Roy go forward while Merlinus distracts fighters up north. Opened the gate on Turn 2. Dieck moved to the choke point to the right of the castle on Turn 3 in order to prevent the nomads from blocking Roy's path to the throne. Dieck was 1 strength short of ORKOing Dory with the Iron Blade, so Dieck needed to crit him with the Killing Edge. Stats: DAT BOI Lv. 9.68 26HP/11Str/10Skl/12Spd/11Lck/9Def/3Res B Swords Dieck Lv. 12.36 32HP/14Str/18Skl/15Spd/7Lck/9Def/3Res A Swords Merlinus Lv. 1.22 Base Chapter 6: 6/42 Meh, Dieck and Roy can't counter all of the javelin soldiers so they get stuck in the center area for a while. Roy also had to dodge a ton of stuff since he needs to spend his turns clearing out enemies instead of healing. The bosskill was pretty reliable with Dieck ORKOing Wagner with an Iron Sword at 78 displayed hit. Merlinus died for the cause. Stats: DAT BOI Lv. 11.09 28HP/13Str/12Skl/13Spd/13Lck/9Def/4Res B Swords Dieck Lv. 13.58 33HP/15Str/19Skl/15Spd/7Lck/9Def/3Res A Swords Merlinus Lv. 1.23 Base Chapter 7: 9/51 Base Marcus ORKOs all of the generic enemies except the Wyvern Riders and Mercs with the Silver Lance, so good. Dieck went left, Marcus and Roy went right. Merlinus got most of the right-hand side villages. NPC!Noah died for the cause, RIP. Recruited Zealot and Treck. Treck bought a bunch of Hand Axes for Dieck (and Barth too I guess) and got the Horseslayer. Also got the Killing Edge, Hero's Crest, Physic Staff,and the Red Gem. Proabaly took too long in this chapter but I hate planning out this chapter so eh. Marcus got a decent level that's totally pointless since he's benched for the rest of the game. Stats: DAT BOI Lv. 11.79 28HP/13Str/12Skl/13Spd/13Lck/9Def/4Res B Swords Dieck Lv. 15.06 35HP/16Str/20Skl/16Spd/8Lck/10Def/4Res A Swords Merlinus Lv. 1.24 Base Chapter 8: 19/70 Eww, this chapter takes absolutely forever without mounts. I didn't even know that there were reinforcements that came from the stairs until now since I've never taken this long to finish the chapter. So Dieck promotes and kills everything with hand axes, Roy follows behind and kills a few things. The almighty Barth appears and kills several enemies with Wendy's javelin, including Cath. The boss kill was supposed to have Dieck hit twice at 60-something hit with the Armorslayer, but then Dieck pulls off a jank single-digit crit, which saves me 1 use of the Armorslayer I guess. Merlinus got all of the treasure in the middle room. Stats: DAT BOI Lv. 13.23 30HP/14Str/14Skl/14Spd/15Lck/10Def/5Res A Swords Dieck Lv. 15/2.84 40HP/19Str/21Skl/19Spd/8Lck/15Def/6Res S Swords D Axes Barth Lv. 11.13 27HP/12Str/6Skl/7Spd/2Lck/15Def/1Res C Lances Merlinus Lv. 1.24 Base Chapter 8x: 10/80 Didn't take as long as I thought it would. Dieck and Roy go up and around the bend to the boss while Barth hangs back and self-improves. Dieck needed to crit Henning at 69 displayed hit, 36 crit for the boss kill. Stats: DAT BOI 13.97 30HP/14Str/14Skl/14Spd/15Lck/10Def/5Res A Swords Dieck Lv. 15/4.10 42HP/20Str/22Skl/21Spd/8Lck/16Def/7Res S Swords D Axes Barth Lv. 12.48 28HP/13Str/7Skl/7Spd/2Lck/15Def/1Res C Lances Merlinus Lv. 1.27 Base Chapter 9: 10/90 Some asshole merc blocks Roy and Dieck's path to the throne on Turn 8, and Barth cant OHKO the merc, so I'm forced to waste a turn getting rid of him first. Barth's speed has been fairly cooperative, but he really needs some skill procs. Stats: DAT BOI Lv. 15.24 32HP/16Str/16Skl/15Spd/16Lck/12Def/5Res A Swords Dieck Lv. 15/5.38 43HP/20Str/23Skl/22Spd/8Lck/16Def/8Res S Swords C Axes Barth Lv. 14.35 30HP/15Str/7Skl/8Spd/3Lck/17Def/1Res B Lances Merlinus Lv. 1.27 Base Chapter 10: 8/98 Dieck went ham while Barth struggled to kill fighters. At least he ORKOs the Steel Axe dudes... if he hits. Considered recruiting Geese for the Brave Axe but decided against it since it would cost a turn. Stats: DAT BOI Lv. 16.06 32HP/17Str/16Skl/16Spd/16Lck/12Def/6Res A Swords Dieck Lv. 15/6.94 44HP/21Str/23Skl/22Spd/8Lck/16Def/8Res S Swords B Axes Barth Lv. 15.47 31HP/15Str/8Skl/9Spd/3Lck/18Def/1Res B Lances Merlinus Lv. 1.28 Base
  7. Barth and Niime. I considered drafting Douglas for the going the distance memes, but Barth does the same thing as Douglas but joins 12 chapters earlier, so yeah. Also, 10/1 Barth has the same speed as base Douglas, which is both hilarious and sad. Chapter 1: 8/8 Fuck you Roy, if you had 1 more base strength or speed I could have saved a turn. Anyways, Roy goes up. He gets surrounded by fighters on Turn 3 since Roy's a scrub and can't 2RKO fighters at base which sucks. Roy reaches the boss on Turn 7 and ORKOs him with a Rapier hit + crit. If the throne didn't heal the boss I wouldn't have needed a crit. Aren't FE6 thrones the best? Roy's already 85% of the way to C Swords haha. Stats: DAT BOI Lv. 5.27 22HP/8Str/7Skl/10Spd/8Lck/7Def/0Res D Swords
  8. I feel that Serra's just a worse Pent in these drafts, since she doesn't really contribute in any way until she promotes, which isn't until 26x in most of the sadist playlogs so far. Also, it's your turn in the FE6 Sadist Gradivus so go do that.
  9. The secret shop is still a shop and thus can be visited by undrafted units. Although dealing with the reinforcement wyverns around it may be annoying if using an undrafted flyer.
  10. Yeah, I was talking about going to Sacae. Sorry about the confusion.
  11. Well, if you're willing to take the penalty turns, I'll add a rule about making Sue and Dayan free to be attacked without countering.
  12. You can't actually go to Sacae in this draft since you default to Ilia if both the Pegasus knights and nomads have the same amount of exp. Will add the Zealot and Cecilia exceptions. I'll post the drafting order in a moment. http://imgur.com/a/uj80L The drafting order is as follows: 1. Carmine Sword 2. Jedi 3. Quintessence 4. Peppy 5. Gradivus 6. TempestStorm 7. FiboSai 8. Eclipse 9. SniperKnight 10.YomuSabe I'll take Dieck, whose name I totally know how to spell.
  13. Made some rules updates based on the suggestions people have given. I also fixed my egregious typo in the unit list. If there is anything else that needs to be changed, let me know. Also, I'm glad people are actually joining, I was worried that people would look at this topic for 5 seconds and just walk away haha.
  14. You only need Lilina to survive Chapter 8 in order to go to Chapter 8x. There's only 1 archer that can possibly hit her and there will always be 1 tile in her cell where the archer can't hit her. You could also have Merlinus bait that archer from across the wall and the archer will just stay there if no one is in his range after that point iirc. For Chapter 16x you just need to keep Douglas alive in Chapter 16. The other gaidens seem obtainable since by counting squares Roy can reach the throne within the turn limit for all of them. Even the desert with it's movement restriction looks possible. I don't know about Cath at the moment. Other than wondering why you would draft Cath haha. EDIT: Oh yeah, since this is pretty important, do you guys think that we should ban Warp or not. My first instinct is to ban it, but I'm willing to hear arguments for it.
  15. Well, I guess if certain teams can't get to the throne before the turn limit for a gaiden, we'll just have to only play through Chapter 22. I don't actually think there would be a situation where getting a gaiden wouldn't be possible, the turn ceilings are fairly lenient.
  16. I'm sorry, I didn't mean to steal your idea. It was just coincidental. Should have made an FE4 sadist draft instead, am I right?
  17. So we've had four FE7 Sadist Drafts, all fun experiences in their own right. But no one has dared to bring up the possibility of a sadist draft of another Fire Emblem, until now. And I figured that since this is sadism, we might as well go with a game where you'll start mourning your lack of mounted units real fast in the form of FE6. So seeing as there is no ruleset for sadist drafts outside of FE7, I have a tentative ruleset in mind for this. Please tell me if there is anything that anyone feels needs to be changed, added, or removed from the ruleset. Dem Rules: Drafting: 1. This draft is for 10 players. Each player will draft 3 units. Mounted units are not allowed to be drafted. 2. Roy, Lalum/Elphin, Merlinus, and Fa are free for everyone to use. 3. There will be one leftover unit after drafting. This unit is banned for everyone. 4. The game will be played on Normal Mode. Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit shops and armories, and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to: Meatshielding, building supports, or opening doors or chests. 3. All gaidens are required to be visited. (This may change if it turns out to be impossible for certain teams to reach the throne within the turncounts required for accessing the gaidens) 4. Chapter 20x is free up to 20 turns. 5. Echidna and Bartre are drafted together. Another possibility is to add Karel and Fa back into the list to make 33 draftable units and add an 11th participant. 6. Roy may not be warp-rescue-chained. If a units is warped or counts as warped-rescue-chained, then any unit they carry or use the Rescue Staff on also counts as being warp-rescue-chained. 7. Other units may do as they please. Penalties: 1. Undrafted infantry units have a 4 turn penalty per unit per chapter. 2. Unpromoted mounted units have an 8 turn penalty per unit per chapter. 3. Promoted mounted units have a 12 turn penalty per unit per chapter. No cheeseing earlygame with Marcus and getting a lower tuncount than you would have without him despite the penalty. I'm looking at you Eclipse. Exceptions (The most likely section to be significantly changed): 1. Undrafted units are allowed to engage in combat in the first five chapters before the preparations screen without countering. 2. Marcus and Zealot are free for Chapter 7, but may not rescue or rescue-drop Roy. 3. Noah and Treck are free to be attacked without countering and visit villages if recruited in Chapter 7. 4. An undrafted unit may visit Lugh's village in Chapter 3 if you drafted Lugh. 5. Chad or Lugh is free to be attacked without countering in Chapter 12 if you drafted Ray. 6. Cecilia is free to be attacked without countering in Chapter 14. 7. Milady is free to be attacked without countering in Chapter 16. 8. Zealot is free to be attacked without countering in Chapter 20. [spoiler=Undrafted Scrub] Wendy Victims: Carmine Sword ~ Dieck, Barth, Niime ~ 250 Turns Jedi ~ Lugh, Echidna/Bartre, Igrene Quintessence ~ Ward, Klein, Hugh Peppy ~ Lott, Ellen, Garret Gradivus ~ Rutger, Oujay, Yodel TempestStorm ~ Geese, Bors, Chad FiboSai ~ Lilina, Wolt, Sophia Eclipse ~ Gonzales, Astohl, Douglas SniperKnight ~ Fir, Saul, Cath YomuSabe ~ Ray, Dorothy, Karel Please don't hesitate to recommend any changes to the ruleset. I'm sure I've forgotten about something major that will need to be rectified later on, haha.
  18. You could always ghost Ciarre's team since she'll probably forget about this. Her team even has Lucius!
  19. The 6 turn clear of Chapter 5 requires Ryoma to be alive in order to kill the last dank mage on ally phase Gradivus. That's the only way I can think of for it to work. I tried getting the 6 turn clear without Ryoma and Corrin would always end up 1 tile short of attacking the dank mage due to her INFERIOR MOVEMENT.
  20. I was actually ghosting your team earlier, and iirc, there are some cavaliers in Chapter 14 with 6 speed. I actually needed 11 speed on Dorcas since I forgot to buy Iron Axes in Chapter 12 and had to use the Steel Axe to kill things instead haha. EDIT: Got Harken instead of Karel and finished in 173 turns. Jerme's map took 18 turns. Fuck Jerme.
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