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Interceptor

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  1. The water trick is only really amazing for Lunatic+, because of the need to have Avatar as powerful as possible for Chapter 2. For vanilla Lunatic it's a little overkill, because you don't have to deal with Luna+ skills.

    Mell, if you need a dummy-proof strategy for Prologue, click the link in my sig. It's for Lunatic+, but works for vanilla as well.

  2. As promised, updated with a triple-threat:

    [spoiler=Chapter 24: Awakening]

    There are too many fliers and 1-range enemies to repeat the Nosferatu strategy from the last chapter, so this will be a standard clear.

    Preparations: Put defensive tonics on your primary combatants (DEF, RES, HP), and make sure that everyone has Elixirs. These enemies really hurt.

    Deployment: Avatar, Laurent, Lucina, Morgan, Miriel.

    The defensive zone for this map is the center of the bottom edge of the map: a three-tile-wide forested area protected on the top by a wall. Getting into position here will give you only two 1-range enemy facings, plus whoever can shoot over the wall. It's important to limit facings here, because some of the Wyvern Lords have 60+ mt. Taking Luna+ into account, it only takes a couple of those guys to really ruin someone's day.

    The enemies have a clear mobility advantage here, so it's important to get into position quickly. Morgan with Lucina's +MV bonus can just barely make it to one of the starting bottom Paladins (kill him), and LaurentxMiriel can sneak in below him to Rescue AvatarxChrom, who can just make it far enough to kill the Valkyrie on the bottom edge to the right. After Enemy Phase, a Wyvern Lord will have moved next to Avatar, so kill him with Morgan from the left, slide Avatar all the way to the right (healing if necessary, otherwise just shoot something), and finally Miriel moves to take Avatar's place and dump Laurent to her right (purpose of this is to clog up space and prevent a Pass enemy from sneaking in).

    Next Turn, rejoin Laurent and Miriel, move Morgan to close up the hole, and now your defensive position is set. Just sit here and fire away, healing as needed. Use Laurent to preemptively kill dangerous Hawkeye/Luna+ enemies from afar with Mire. All of the enemies will eventually make their way to you, boss included, so there is no need to move. Combat gets pretty easy once they run out of guys with 1-2 range weapons.

    Turns: 14

    Heroes: Louise & Chrom

               Level HP ST MG SK SP LK DF RS Wlvl
    Louise     13.41 77 39 27 36 40 45 41 27 A Swd, A Bow
    Chrom       6.25 44 21 3  24 23 20 19 8  A Swd, E Lnc
    Miriel      4.19 64 8  37 38 44 30 21 39 A Stf, A Tme
    Laurent    10.11 80 26 39 42 38 45 41 34 A Tme
    Lucina      5.81 80 41 17 42 43 49 37 21 A Swd, A Bow
    Morgan     16.21 80 49 25 41 42 48 40 26 A Bow, E Axe
    Olivia     27.31 37 12 9  27 27 23 12 7  D Swd
    
    Supports   S - Louise|Chrom, Gregor|Miriel, Laurent|Lucina
               A - Louise|Frederick/Miriel, Gregor|Lissa, Chrom|Morgan, Lucina|Morgan
               B - Louise|Lissa/Lucina/Morgan, Chrom|Lucina
               C - Chrom|Lissa, Laurent|Gregor/Miriel/Louise
    
    Morgan and Lucina built to A-rank, just in time for Endgame. These can be considered the FINAL STATS for my team, as I am done leveling up.

    [spoiler=Chapter 25: To Slay a God]

    The only characters that matter going forward are Morgan and Lucina, so I am skipping this chapter. If you need extra EXP, a useful clearing technique is to send your unit left or right to the mountains, which allows you to fight only fliers for a while.

    Preparations: Feed Lucina a SPD Tonic and give her your forged Brave Bow.

    Deployment: Lucina, Lissa, Miriel, Olivia, Anna.

    Lucina with a Brave Bow will paste Aversa like a booger under a chair. This team exists solely to get her there (Lucina is the easiest to make this work, since she has high SPD and a +MV Pair bonus). On your first and only Turn (note that this can be done in fewer steps, this is just a RNG-proof version):

    • Use Miriel to Rescue the Lissa/Lucina Pair as far north as possible.
    • Anna Rescues Olivia north.
    • Lissa moves 11 squares south of Aversa, Rescues Olivia.
    • Olivia Dances Lissa.
    • Fly north, Switch to Lucina, and hit Aversa for 4x59 damage. Note that it doesn't even matter if Aversa has Aegis+, she still dies on the third hit.
    Take that, bitch.

    Turns: 1

    Heroes: None

    [spoiler=Endgame: Grima]

    It's on like Michelle Kwan.

    Preparations: Put offensive tonics on Lucina and Morgan (STR, SKL, LCK), and MAG on Laurent. Blow the dust off of the Parallel Falchion and equip Lucina with it. Give Morgan your Brave Bow.

    Deployment: Lucina, Morgan, Miriel, Lissa, Olivia, Anna, Avatar, Laurent, Basilio.

    On Turn 1, use Laurent + Olivia to kill off one of the five guys blocking Grima (pick one without Aegis+) with Mire. You'll need 39 MAG for a Berserker, and 45 MAG for a General. One less with Special Dance. Get to that MAG target with whatever means are needed (Dusts, Rally MAG, Pair-up, whatever). Move everyone else as far north as possible, un-paired, staying out of enemy range. Make sure to get Morgan and Lucina (Paired) towards the top. End Turn.

    Turn 2, hit the Morgan/Lucina pair with a Rally STR. Run them through the hole that Laurent made, and attack Grima with Morgan using a Brave Bow. He will do 13x4 damage, with 16 damage Dual Strikes from Lucina. Math nerds will note that this is an overkill ORKO on Grima, and Lucina can miss a proc or whiff a hit and still get the curb stomp. If you fail to kill Grima, just Rescue Olivia up there and Dance for the kill shot.

    FIN. Roll credits.

    Turns: 2

    Heroes: Lucina & Morgan

    And that's the ballgame. There were some bumps along the way, but in the end, Lunatic+ cried uncle. Hopefully anyone trying to conquer it in the future, can follow in my footsteps and get the same sort of results.

    My last content update for this thread is going to be a retrospective. I'll post it later.

  3. I've actually finished the game on this file, so I'll posted a triple-threat update once I do the write-ups and record the stats. Last two chapters were over in about 45 seconds.

    Aha, so you've adopted that strategy now. Rescue-bombing (plus gross abuse of Galeforce and Sol) is basically what I did the majority of my large team run, although with a non-Sorc Avatar as the main combat tank/fist of angry god.

    Fun thing about Validar is picking up Luna+ is actually kind of helpful, because it overrides Vengeance and makes combat with him more predictable. Counter is typically a pain for me, because it usually prevents me breaking out the powerful melee weapons, but seeing as how you've got bows...

    I did a little bit of Rescue-bombing in Ch20, but it really seems to pay off with a Sorcerer. Unfortunately it doesn't work in Ch24, because there are tons of 1-range guys with flight, so that'll be a standard clear.

    Didn't think about the proc order, that's pretty amusing how Luna+ makes him less dangerous. Funny thing about my particular Validar fight, is that he didn't spawn with Hawkeye, so he was basically toothless. 0% listed HIT against Laurent's Tomebreaker. Lulz.

    While some consider Laurent to be worthless because he lacked Galeforce access, your playthrough completely show how badass he actually is. Bravo!

    Will you ever make an extra guide for the remaining children's Paralogue?

    Nobody is more surprised at Laurent's prowess than me, really. I had him slotted for nothing but a utility bomber.

    I don't think that I will do the other child Paralogues, no. This guide was for Lunatic+ completion, and having to marry people off would just slow advancement down and impact the reliability of clears. All of my potential parents are pretty much at base level. But a lot of the same concepts that worked in the story would probably work in the other child Paralogue chapters. Bows, Rescue-bombing, Nosferatanking, turtling, etc. I mean, I did Laurent's map sight-unseen, having never actually beaten it before.

  4. Updated with Ch23. Enemies got completely smoke-showed.

    [spoiler=Chapter 23: Invisible Ties]

    LAURENT

    Preparations: Reclass Lissa to a Falcon Knight, and make sure to have sufficient Rescue/Physic uses for two healers.

    Deployment: Laurent, Lucina, Miriel, Gregor, Lissa, Morgan, Olivia.

    The enemy layout here favors Laurent in the same way that Cervantes and crew did in Ch20: a high number of units that will attack from 2-range (Assassins, Sorcerers, Zerks/Generals with 1-2 range weapons), and thus are not a Counter threat. It's a perfect environment for Nosferatu tanking, although the placement is very particular (there are pockets of 1-range enemies, and reinforcements can be problematic). You'll need to use Avatar, Morgan, and Gregor to do some surgery.

    Start by running Avatar and Chrom towards Validar; we want to kill him and drop the Barrier as soon as possible, so that Rescue staves are usable again. Pair Lucina and Laurent (with capped SKL and SKL tonics, they now have a 94% Dual Strike chance with Laurent as the Lead unit), and attack the Silver Lance General from the lower right. This will leave LxL in range of two Assassins, two Sorcerers, a Tomahawk Zerker, and a Hero, all of which they will obliterate like a fist of an angry god. Have Morgan kill the Sorcerer on the bottom edge of the map, and everyone else should retreat outside of enemy range.

    Next Turn, bring down the Barrier. At this point, LxL should maneuver such that 1) no more than one 1-range Counter enemy can get to them, and 2) be in range of as many other enemies as possible. Laurent can easily kill any target, so if there are two Counter enemies, just kill one. Meanwhile, use the rest of your army to stick-and-move down bottom: kill someone, perhaps using Dance as well, and Rescue people back to safety. All of the enemies crammed down bottom have 1-range, which is perfect for the bow-users. Loop Avatar into the fray once you are able. Keep Basilio and Flavia far out of range of anything.

    Reinforcements arrive via stairs: Turn 4 right side, Turn 5 both sides, Turn 6 both sides. Block the stairs if you don't want to fight them. There are no more reinforcements after Turn 6, so just take out Validar. He is a pain in the ass because of his skill set (Dragonskin, Vengeance, Renewal, two Lunatic+ skills), but he will not move, so just take your time chipping away at his health bar and watch out for counterattacks.

    Turns: 8

    Heroes: Lucina & Laurent

               Level HP ST MG SK SP LK DF RS Wlvl
    Louise     10.82 75 38 27 34 40 42 41 24 A Swd, A Bow
    Chrom       5.44 43 21 3  24 22 20 18 8  A Swd, E Lnc
    Gregor      3.28 80 44 4  37 30 22 27 9  E Axe, A Bow
    Miriel      3.61 64 8  36 37 44 30 21 39 A Stf, A Tme
    Lucina      5.42 80 41 17 42 43 49 37 21 A Swd, A Bow
    Morgan     14.47 80 49 25 41 42 48 39 26 A Bow, E Axe
    Olivia     27.31 37 12 9  27 27 23 12 7  D Swd
    Laurent     8.52 80 24 38 42 37 45 39 34 A Tme
    
    Supports   S - Louise|Chrom, Gregor|Miriel, Laurent|Lucina
               A - Louise|Frederick/Miriel, Gregor|Lissa, Chrom|Morgan
               B - Louise|Lissa/Lucina/Morgan, Chrom|Lucina, Lucina|Morgan
               C - Chrom|Lissa, Laurent|Gregor/Miriel/Louise
    
    Lucina and Morgan both have capped all of their important offensive parameters; they don't need to level up anymore. Louise is short two points of STR and then she's done. Laurent is far off of his caps, so he'll probably continue to see the majority of whatever combat is left before Grima.
  5. At this point I don't think any of the remaining maps will pose any real threat to you.

    Agreed. I just did a dry run of Ch23, and basically I am kicking sand in Lunatic+'s face at this point. Everyone except Gregor is basically at their offensive ceiling, and ready to fight Grima. Just going through the motions, now.

    I doubt it'll matter to your strategy, but I thought I should mention that Rescue Staves are disabled entirely until the force field comes down.

    The second part helps, at least. One of the useful tactics I found useful in my first few runs, was to use Lissa and Miriel to help Morgan and Avatar Rescue-bomb anything that's potentially dangerous to Laurent, so he can Nosfertank everything else. He and Lucina have a totally ridiculous 94% Dual Strike chance.

  6. Updated with Ch22. Laurent once again showing off, like a boss. I like how this random experimental unit that I've never used before in any playthrough ever, turns out to be my lategame MVP in Lunatic+.

    [spoiler=Chapter 22: An Ill Presage]

    There are only twelve non-boss enemies in this chapter, but they've got legendary weapons or illegal (brave) forges, and in terms of stats... well, they've been hitting the gym. Couple that with the Lunatic+ skills, and we've got something of a heavy lift. It's time to smash the piggy bank, and put your spare change to work. I have over 76k gold on my file (thanks, Armsthrift!), so this won't be a problem.

    Preparations: Acquire a Brave Bow (Nergal's team), and forge max mt on it. Then forge max mt on a Nosferatu tome. You don't need bonus HIT or crit on these right now, but if it turns out to be necessary later, you can add to the forges without penalty.

    Deployment: Avatar, Lucina, Morgan, Miriel, Gregor, Laurent, Olivia, Lissa. Plus any excess utility that you think you may need.

    It's hard to give specific movements for this chapter due to variances in skills and player stats, but here's the general deal:

    • The enemies here are grouped into three teams, and won't aggro you until either 1) you get in range of one of them or 2) during Turn 3 Enemy Phase. Aversa never moves.
    • Doubling is very important here: don't forget about SPD tonics. You need at least 49 SPD to double all of the right-side enemies (because there's an Assassin and a Yewfelle Sniper), and 44 SPD for the left-side ones. The northern group is trickier due to having a Swordmaster with 51 modified SPD (!!!), but Yewfelle can get someone like Lucina or Morgan to 56 SPD for doubling if needed.
    • If someone with a Brave weapon has Luna+, be careful. Those guys will tear people apart.
    • The Bow Knight on the LHS is a huge jerk. Not only does he have absurd reach and a Brave Bow, but he'll have Bowbreaker too. Be careful.
    • Speaking of Bowbreaker, Lucina and Avatar also have this skill, so it's useful to use them as point-(wo)men for the job on Turn 1. Not just for the avoid, but also for the added hit chance.
    • If you set up a good Turn 1 Enemy Phase, with Dual Strikes and forges, the rest of the map is academic. You have two turns to clean up the leftovers before the top group will come to play.
    • Don't forget about your Rally skills.
    I used Rally STR (Morgan) and Rally MAG (Lissa) before starting. Each side has a physical and a magical attacker, so it worked out.

    First, I sent Laurent + Lucina to the west. With Lucina's MV, you can make it to the only person who will bother to attack you at 1-range: the Gungnir Paladin. Attack with your forged Nosferatu, and there's a high chance that the two of them will clear out the whole LHS by themselves, assuming you have a strong weapon on Lucina. Even if they fail (because of Aegis+ or lack of DS activations), it's an easy clean-up. Next, I sent Louise to the RHS, with the Brave Bow and Miriel as a support. They were able to take down the Yewfelle Sniper and Valflame Valkyrie without a problem, leaving only two enemies for the next Player Phase (which is like shooting fish in a barrel).

    The top group was handled by drawing the two mages on the end to their maximum range into the waiting arms of bow-users, and then I just collapsed onto the remaining War Cleric and Swordmaster. The whole business was wrapped up by Turn 4 Player Phase, and then it was just a matter of running up to assassinate Aversa, who gets turned into road pizza by all the Bows in this army.

    Turns: 5

    Heroes: Louise & Miriel

               Level HP ST MG SK SP LK DF RS Wlvl
    Louise     10.38 75 38 27 34 40 42 41 24 A Swd, A Bow
    Chrom       5.32 43 21 3  24 22 20 18 8  A Swd, E Lnc
    Gregor      3.02 80 44 4  37 30 22 27 9  E Axe, A Bow
    Miriel      2.38 63 8  35 37 43 30 21 39 A Stf, A Tme
    Lucina      4.23 80 40 17 42 43 49 37 21 A Swd, A Bow
    Morgan     13.37 80 49 24 41 42 47 39 25 A Bow, E Axe
    Olivia     26.64 36 12 9  26 26 22 12 7  D Swd
    Laurent     4.43 80 22 35 42 35 45 37 32 A Tme
    
    Supports   S - Louise|Chrom, Gregor|Miriel, Laurent|Lucina
               A - Louise|Frederick/Miriel, Gregor|Lissa, Chrom|Morgan
               B - Louise|Lissa/Lucina/Morgan, Chrom|Lucina, Lucina|Morgan
               C - Chrom|Lissa, Laurent|Gregor/Miriel/Louise
    
    Laurent and Lucina, S-rank! Fun fact: Laurent has 100% Vengeance activation with Lucina Pair-up. <3
  7. I never thought to go ahead and open the door and kill the knight to give myself some more breathing room, but the right side advances pretty quick. do you think I would have time to pull that off consistently?

    It's a little harder since Virion is dead (he's good for helping clear the LHS more quickly), but it's possible if you don't waste time. Unfortunately not only are you missing an attacker, but you also might not have enough DEF to tank a bunch of guys on the first Turn with Avatar.

    Poke around in my write-up for Ch3 and see if you find anything you can use. Opening the door early and killing the Knight will give you a tighter choke, which will help you conserve healing items, so it's worth a shot.

  8. If I can get past donnel in lunatic and manage to train them with dlc... it'll be less painfull?

    The last legitimately hard Lunatic chapter is probably Ch5, so if you can get as far as Donnel and use DLC, it'll be a breeze from there.
  9. Ch23 is probably going to be pretty boring from a strategic standpoint. There are way, way too many enemies to do much except pick a corner and turtle. I may keep Louise/Chrom out of the fight, since it's easier to wall against the forcefield than it is in a corner or in a wide open space.

    I have a tentative plan to use Laurent to fight the 2-range enemies, since he can battle an unlimited number of comers as long as someone is bodyblocking for him. Enemy attack power is now getting to the point where my bow-users could potentially kill themselves if they keep clearing space on Enemy Phase. It would have been an issue in Ch20 if Laurent didn't house 13 guys all by himself, so that bedtime story is perhaps worth another telling.

  10. 85 turns...I would never have the patience for that lol. Roughly how much gametime did that take? :o

    Not as long as 85 turns would imply, really. The floor was cleared of reinforcements and non-boss reachables by the main force within roughly 12 Turns or so (last wave is on Turn 9), and the remainder of the time was spent either opening chests or bombing Sorcerers. Opening chests was over pretty quickly, so the last 60+ Turns were literally just this:

    • Target someone with Laurent
    • End Turn
    • Mash Start
    • Repeat
    Which goes by pretty quickly. The reinforcement Sorcerers never move, there are no counter-attacks to worry about, and they cannot possibly bother Laurent's durability (they have crappy HIT and only 39mt). It's like Dance abuse, except you get to kill things.
  11. It matters to me, because I don't know what class to make them.

    Then get Galeforce on as many people as possible, and I'd also recommend swinging through Hero for Sol wherever you can. As long as you have a bunch of people with this setup, and healers behind them, that should ameliorate the effect of sending overpowered units after enemies that have Counter. Variety is usually better for Lunatic+, so a balance of weapon and damage types will help you out.
  12. I wonder how viable staffabuse!Lissa would be as a Sage for this kind of thing.

    Her stats are very modest if you promote her right out of Cleric. I've had my best success with people who are single or double-reclassed into a tier 1 before promotion. You'd probably want to swing though Troubadour first. This takes away Sage, but gives you Valkyrie, which honestly is still pretty good.

    Maribelle takes a reverse route, but she can go through Mage in tier 1, which gives you an attacker to use in the interim.

  13. Mages with Luna+ isn't that bad. Decreasing your RES from 3 or 4 to 2 is hardly game breaking. It's more scary when they have Hawkeye honestly.

    Luna+ in Prologue is going to reduce your RES from 6 to 3 (at least), because 1) you're Paired with Lissa, and 2) you shouldn't have RES as a flaw. The damage increase is important, because that second group Mage probably has about 18mt. Luna+ is the difference between a 2HKO and a 3HKO, and getting smacked for around 15 damage will outstrip your Vulneraries pretty quickly. Especially if they also spawn with MAG +2.

    If you reset until the Mage doesn't have Luna+, now the only thing you need to worry about is getting killed by a magic crit. Lunatic+ is all about limiting the opportunities for the game to dick you over. Hawkeye/Pass is the perfect Hawkeye combination, but Hawkeye/Vantage+ is also OK.

  14. Updated with Ch21. This was a cathartic chapter for me, since I got to Mire-bomb the shit out of those stupid Sorcerer reinforcement mofos.

    [spoiler=Chapter 21: Five Gemstones]

    There are two ways to approach this chapter: either a mad rush to the boss, or a Scorched Earthâ„¢ slug-fest. I specifically trained Laurent for the latter, so that's what I will be doing. Pack a lunch.

    Preparations: enough uses of Mire such that you can attack 90-100+ times, taking Armsthrift into account. This is not a joke.

    Deployment: Avatar, Lucina, Morgan, Miriel, Gregor, Laurent, Anna.

    Laurent will spending the entire chapter lobbing Mire hits on the otherwse-untouchable Sorcerers that spawn in the twenty four staircases on the sides of the map. You want to give him as much MAG and crit chance as humanly possible: I suggest a Miriel support (for Dual Support+), as well as using either Focus (+10 crit when alone) or Solidarity (Avatar or Morgan) to boost it further. Roughly 20-30% listed crit should be attainable under ordinary circumstances.

    Everyone else will be taking out the normal enemies, plus reinforcements. A good first Turn move is to position Longbow!Avatar above the closed door: she can kill the Mire Sorcerer, and then counter-attack the normal guy on Enemy Phase. The "normal" reinforcements arrive on Turns 5 (left stairs), 6 (right stairs), 7 (bottom stairs), 8 (left stairs again), and 9 (right and bottom stairs). I like to park everyone (except Laurent) in the center chamber, where they can counter-attack ranged enemies through the wall, as well as pick off melee enemies that are running by. You can create a "safe zone" once you carve up a corner of the upper-right portion of the map.

    Don't forget to get the treasure chests with Anna, and kill the boss last. The boss DOES move, so stay out of his range until you are ready for him.

    Turns: 85 (that right, bitches: full clear)

    Heroes: Miriel & Laurent

               Level HP ST MG SK SP LK DF RS Wlvl
    Louise      9.56 74 37 26 34 40 41 40 23 A Swd, A Bow
    Chrom       5.26 43 21 3  24 22 20 18 8  A Swd, E Lnc
    Gregor      3.02 80 44 4  37 30 22 27 9  E Axe, A Bow
    Miriel      2.07 63 8  35 37 43 30 21 39 A Stf, A Tme
    Lucina      3.89 80 39 17 42 43 49 36 20 A Swd, A Bow
    Morgan     13.21 80 49 24 41 42 47 39 25 A Bow, E Axe
    Olivia     26.24 36 12 9  26 26 22 12 7  D Swd
    Lissa      11.56 37 12 26 22 20 28 11 15 A Stf, C Tme
    Laurent     2.51 80 22 35 42 34 44 36 31 A Tme
    
    Supports   S - Louise|Chrom, Gregor|Miriel
               A - Louise|Frederick/Miriel, Gregor|Lissa, Chrom|Morgan, Laurent|Lucina
               B - Louise|Lissa/Lucina/Morgan, Chrom|Lucina, Lucina|Morgan
               C - Chrom|Lissa, Laurent|Gregor/Miriel/Louise
    
    Lucina and Morgan both have four capped stats. Excellentâ„¢. Laurent hit Sorcerer level 20 partway through the chapter, so I just reclassed him back into Sorcerer for more stat gains. If you're wondering why his LCK is so high, it's because I threw my Goddess Icons on him to preserve some Mire uses (nobody else really needs them anyway). He gained 7 levels during the chapter.
  15. Updated with Ch20. Laurent went apeshit on this map.

    [spoiler=Chapter 20: The Sword or the Knee]

    This map starts with the cap of 50 units already on the map (49 Valm plus one Thief), with an additional eighteen units arriving as reinforcements from the bottom of the map at the end of Turn Four. Math wizards here will note that the practical implications of this, are that you need to kill at least 18 units during the first four Phases if you want to maximize EXP. So that's what I'll be doing here.

    Preparations: Mire and Nosferatu tomes for Laurent, sufficient Rescue juice for Miriel and Lissa.

    Deployment: Avatar, Lucina, Laurent, Gregor, Miriel, Morgan as primaries. Lissa, Olivia, Anna, Kellam, and Frederick as utility and slot-in Support partners. Yes, Kellam.

    The defensive stand on this map is going to be made outside the northwest treasure room, backs to the door. The northeast treasure room is no good for the job: the Thief will make it there by Turn 3, and once the door is opened, your back lines are exposed to enemies with Pass, since there aren't any terrain features here that can slow them down. It's possible to kill him with Mire before he gets there, but that can be tricky depending on enemy skill distribution. The only thing at stake is a Spirit Dust, so just let it go.

    Deployment here will involve putting your heavy hitters (and their partners) mostly to the left hand side, with the exception of Lucina and Laurent, who will be doing this:

    [spoiler=Come at me, bro.]N4btyTi.jpg?2

    Some general points for the chapter:

    • The bottom-row Generals and the Cervantes group will move immediately. Excellus and crew won't move until the reinforcements show up. The Valm units on the wings and in front of the treasure room doors, won't move (ever) unless you get in their range.
    • If you are feeling brave and have the stats, Laurent (with Support Lucina) can Nosferatank the Cervantes group, which helps immensely. This is possible because there are only 2-4 units that will attack you at 1-range (Heroes guaranteed, Warriors maybe), thus avoiding a lot of potential Counter damage. If you DO need to eliminate a Counter enemy or two for safety reasons, Laurent can kill/injure one, and you could also have Avatar or Morgan kill another before being Rescued out of range. Give him lots of tonics and/or a forged Nosferatu if Laurent needs more power here.
    • Everyone else should rush west and kill the four Generals there immediately. Next Turn, make your way north, with the goal of setting up a 3x2 defensive block in front of the treasure room door. Olivia and multiple Rescue staff uses will really help out here.
    • Watch out for the two Longbow users with Excellus. They have a higher effective mt than you might expect, because of the possibility that someone has Rally STR. Protect your squishy targets, and eliminate the Longbows first. Mire is helpful for this, as it Avatar with a Longbow herself. Anna with a little defensive help can take a shot to the face and survive it.
    • Laurent (as well as Lucina) can also make for a good decoy against the Excellus group. They are all individual-aggro prior to Turn 4, so you can draw a few away by standing at the top of a statue with Nosferatu (or just attract the Longbow users one at a time to take them out). It's not wise to try to man-mode them, since the group is largely composed of 1-range enemies, but you can thin out the herd and make it easier to get into the defensive spot. Rescue Laurent out of there once things get hairy (which can happen fairly quickly once the reinforcements catch up).
    • Remember to pick up the chests once you deal with the reinforcements.
    • Don't leave injured enemies if you can help it. The knot of Physic users near Walhart will move to heal wounded units (they will move back afterwards if there are no injuries).
    • Walhart is no freaking joke. His entire crew aggros whenever you are in range of any of them. You need 42 SPD to double him, effective weapons won't work, and he has Aegis+ and Pavise+ guaranteed. I highly recommend sending an extremely strong Pair to fight him (such as Morgan + Avatar or Lucina), try to separate him from his healers, and bank on a tasty crit on the Support partner.
    I picked off the Heroes around Walhart with Mire, and sent MorganxLouise to deal with the Conquerer himself. Managed to get a Rout here, which was nice.

    Turns: 22

    Heroes: Lucina & Laurent

               Level HP ST MG SK SP LK DF RS Wlvl
    Louise      6.32 72 36 25 32 40 40 40 22 A Swd, A Bow
    Chrom       4.24 42 21 3  24 21 20 18 7  A Swd, E Lnc
    Gregor      2.81 80 43 3  36 29 21 26 9  E Axe, A Bow
    Miriel      1.00 63 7  35 37 43 30 20 38 A Stf, A Tme
    Lucina      1.00 80 38 16 41 43 47 36 19 A Swd, A Bow
    Morgan     10.91 80 47 24 41 42 45 38 25 A Bow, E Axe
    Olivia     26.24 36 12 9  26 26 22 12 7  D Swd
    Lissa      11.56 37 12 26 22 20 28 11 15 A Stf, C Tme
    Laurent    14.62 77 21 30 38 33 33 34 29 A Tme
    
    Supports   S - Louise|Chrom, Gregor|Miriel
               A - Louise|Frederick/Miriel, Gregor|Lissa, Chrom|Morgan, Laurent|Lucina
               B - Louise|Lissa/Lucina/Morgan, Chrom|Lucina, Lucina|Morgan
               C - Chrom|Lissa, Laurent|Gregor/Miriel
    
    Built a pair of A supports, and reclassed Miriel/Lucina back into their current classes for a few more stat-up opportunities. Getting close to the end, now.
  16. Weirdly, I can't replicate the behavior with the Axes. I threw Gregor out there, no Pair-up partner, equipped with a 1-2 range weapon, and stripped of both Avoid +10 and Patience. Both of the Warriors have 94% listed HIT on him with Axes at this point. But unless they have Hawkeye, they still preferred to attack with their bows.

    It's kind of baffling. Gregor is basically guaranteed to die on Enemy Phase, so maybe the near-100% hit chance and the irrelevancy of the extra +1 mt had something to do with it.

  17. I've run this scenario about 25 times now, and the results are always the same: the Warriors will NEVER attack at 1-range unless they have Hawkeye, and the other units with a 1-range option will always attack at 2-range if possible (even when they have Counter). I even removed Hex for the last 10 runs, even though it doesn't make a difference with Laurent's hit rates, just in case the AI accounts for it anyway.

    I don't know what the cut-off for HIT rate vs. damage is (and there must be one, if 1% critted gets Axed in the face), but if there is a random element to it, I can't see it in my file. Laurent can handle two Counters as long as everyone and their mother doesn't have Aegis+ (he has high HP and doesn't hit hard with Nosferatu), so it's easy to push the reliability of this strat up to near 100%. Even in the nightmare scenario with two Hawkeye/Counter Warriors and Counter on both of the Heroes, Laurent can kill one on Player Phase, and I can kill another one with a different unit (Rescuing them out of range afterwards).

    There were never any runs where a Counter would have finished off Laurent, so I didn't test that part of it. Whenever he died, it was because of taking too much damage from Counter beforehand (and/or healing too little), and the enemy just finished him off with someone who wouldn't miss with a regular attack.

    Well, maybe this has expanded our understanding of AI by 0.001%.

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