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General Horace

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Everything posted by General Horace

  1. Chainey needs to kill the boss so Marth can seize on turn 3. There are pure waters too, (Marth can use a pure water, Chainey get Barriered). Chainey only needs to see combat on turn 1 anyway, and its just a mage attacking him.
  2. CHAPTER 5 - 6/31 TURNS Got all villages for the guiding ring. Joshua was a dick. CHAPTER 5X - 7/38 turns Ephraim got good levels, Forde didn't. CHAPTER 6 - 4/42 TURNS Ross two shotted the boss with the hand axe. CHAPTER 7 - 4/46 TURNS Ross oneshotted the boss with the Halberd.
  3. Marth can seize on turn 3 in Gharnef's chapter if Chainey copies him. It saves him from having to deal with all those mages on turn 1 EP too. I think it's better to use the warp you'd use here in Michalis's chapter for reliabilities sake (it nets the same turncount anyway). You can get the Secret book if Chainey copies Marth and kills the thief that opens the chest.
  4. using warp in Gharnef's chapter only saves 1 turn, don't think it's worth it.
  5. Actually, if you promote a Cavalier on turn 1, you can use them instead, and their stats should hopefully be sufficient to do the job. A dismounted unit as far ahead as possible on turn 3 is exactly 12 tiles from the boss, meaning only one dismounted unit (and Astria at 2 range) can fight the boss before Marth seizes. Should be less of a problem with a Paladin than Minerva too, and saves a power ring (although she might want it regardless)
  6. Turn 8 KP 2010's Ephraim@Siegmund attacks Lopey's Myrrh@Dragonstone! vs. ______________________________ Ephraim attacks! 16 DMG 2x | 100 HIT | 0 CRT [97] [84] | [80] | [No Skill] Myrrh takes 2 damage! ______________________________ Lopey's Myrrh has been felled. It is now Lopey's turn. KP 2010 25/55 Ephraim 0/59 Garcia!W 0/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 0/40 Myrrh 21/57 Ephraim 47/47 Eirika 0/40 Saleh 46/46 Tana!WK
  7. Chainey moves next to Miverna (providing she kills the Silver Sword hero), then idk where exactly but he only has a two movement cost on the water so he crosses it pretty easily. It's not an issue. You're right about the earth orb. Can't warpskip this map. I derped and didn't think about just running Wendall/Boa to the village and warping. I had him being warped and running to the throne. I really don't think Camus is a very big problem, if you have Sheeda fight him, even without the lightsphere, she has Marth support and probably capped skill. I don't think he's an issue. But wrt to Warp, every map after chapter 14 (not including Tiki's map) a double warp only saves a single turn on a single warp. Maybe it's better to skip Michalis's map to avoid all the enemy phase stuff, I don't think Marth needs to kill any tough bosses or do anything really past that chapter, so he doesn't really need the exp. Chapter 11 Marth has so much more movement than everybody (you have to dismount to get into the boss area) that he runs too fast ahead and the boss is pretty physically tough. Minerva had to take a power ring so her and Astria (with the Thunder Sword) could combine for the kill, and so she could kill the hero that attacks her after Astria opens the door. I doubt even if she's got strength every level (she won't have gotten many by this point) that she kills either of them even with a double crit (especially with her shitty skill)
  8. this randomizer just sets everything to like A ranks (mostly) so I brought them down to normal (d bows, dlance/esword)
  9. It's not a huge deal, it's only avaliable for 2 outdoor maps anyway and one of them has a huge mountain in the middle, so a dracoknight uses it way better anyway. But your point still stands.
  10. my ross is the stupidest unit i've ever seen this is with a dracoshield too all he gets is str/lck every level
  11. PROLOGUE 3/3 TURNS SCREW THE TWO TURN HELLO SKILL/LUCK/DEFENCE LEVEL CHAPTER 1 - 5/8 TURNS Gilliam actually got two levels here because he proc'd speed and with that could kill the loldier reinforcement that spawned in addition to a fighter. CHAPTER 2 - 5/13 TURNS Eirika and Ross went south, Gilliam handled the reinforcements. CHAPTER 3 - 6/19 TURNS Broke the second wall on turn 3 so Eirika wouldn't get blocked. She ran to the boss and Gilliam and Ross cleared her way when she got blocked. CHAPTER 4 - 6/25 TURNS If Eirika was super op and could ORKO the boss I could have 5 turned. I got to give the bosskill to Artur though instead, which was nice. Ross hit level 10. Eirika/10 she has pretty good defence though. hopefully he does stuff. thwomp/10. Hopefully he doesn't go full thwomp and refuse to get speed. Looks like Ross to me!
  12. I'm gonna do a post like this one here before every chapter I get new units in, just to outline my units and how much their bases changed, and a preliminary though on how/if they'll be useful. Also, i'm going to slightly change the weapons they come with, because all my axe users joining with Devil axes is hammers seems hilarious, but after randoming on a another rom a few times, poison weapons, longbows, devil axes and hammers all are more frequent than just plain old Iron weapons (which I haven't seen much of at all) so at least the first few chapters of weapons will be normalized a bit, and i'm turning all poison weapons into iron weapons, because they're stupid. CHAPTER 1 UNITS oh nooooooo all his stats except HP are worse than before and fe6 axes. Honestly he might not be worse. He can handle the soldiers a lot better early on now, and the wyverns lategame will be easy too! He even gets the cool +30% crit bonus on promotion. Here's how his bases changed: UNIT HP ST SK SP LC DF RS ROY +3 -2 +1 -3 -5 -- +1 not sure how the -5 luck happened. Oh well. Pretty miserable overall, -str/spd really hurts. The +HP is nice though. I'm gonna change anything that's greater than +4/-4 to that number if it happens again (spoilers, it happened to bors, he had +7 speed). Actually, I ended up changing it back to -4 luck anyway. Marcus looks really good! 15 speed should hold up a long time and his REALLY high skill and crit bonus should patch up is mediocre strength. He might actually be fielded for a really long time depending on how other units turn out. Only drawback is obviously 6 movement. UNIT HP ST SK SP LC DF RS MARCUS -4 +1 +3 +4 -4 +4 +3 some really wild changes here. +4 speed and defence is HUGE. Axebro/10. Probably won't last that long, he'll probably do Lott/Ward things and then get benched. Especially since he's outclassed by everyone else except Roy in chapter 1 alone. UNIT HP ST SK SP LC DF RS ALAN -- -1 +3 -- +1 -- +1 didn't change a whole lot. Doesn't really matter though. hahahaha He looks pretty solid. Low strength base and lame strength growth will probably hold him back, but he'll be pretty durable and very fast. Might get longer term use as a bosskiller or something if he gets a few early strength levels. UNIT HP ST SK SP LC DF RS BORS +1 -1 +3 +4 -1 -- +5 whoops, missed the +5 res. I'll change it. otherwise the -strength hurts him a lot. woo a cav! His growths are actually pretty good, so he'll probably see some long term use. He's pretty much Alan with less strength and more skill and slightly worse bases overall (except hp!) UNIT HP ST SK SP LC DF RS WOLT +4 +2 +2 -2 -2 -1 -- lets be real, Wolt needed the +2 strength. It's a good thing he rolled into cavalier, the class bases are really good. looks really good. His good offensive growths will make him a very good longterm unit. Probably the best unit in chapter 1. UNIT HP ST SK SP LC DF RS LANCE -- +3 -3 -- +1 +1 -- apparently nomad bases are really good too. +3 strength rules. I'll get the chapter up a bit later, have a few things to do around the house first. see, I even did it, it only took me several hours of procrastination!
  13. Marth reaches Samson's village on turn 2. Wendall (or Boa) warps Marth across onto the bosses island within range of Chainey on turn 3. Between Marth and your 5 fliers you should be able to kill the boss and Chainey recruits himself on turn 3 EP. Minerva has to fly south and open the door on turn 1 (she's the only unit with the movement) allowing Chainey to move as far as possible on the first two turns, and he runs across water fairly well. I think this is where I needed a good Ogma. Marth starts within 30something tiles of the throne (so seizeable on turn 4 with 11 move). He also starts exactly 22 spaces away from the northwestern most door (with the star/lightsphere room behind it) and can open it on turn 2. Samson/Astria start as far ahead as possible and kill one of the mercs with thunder swords (you have two) and they are close enough to make it to the light/star orbs even if they don't quite fullmove every turn (they have to be able to kill a hero in the way though, Samson should be good enough with some EP help from another unit). Julian can easily get the Earth Orb on his own (along with an angelic robe that Marth can use on turn 4 of this chapter if you fill his inventory to help with his survival in Michalis's chapter). Other seven move units can get the dragon whip and speed ring (buy chest keys!) and Rickard can get the bishop ring. My initial thought on double warping camus's map is because its just the last remaining warp use that actually saves more than 1 turn (2 warps in Gharnef's chapter saves a single turn on a single warp, while Camus's saves two, you can technically double warp Chiki's chapter in 2 turns (getting the earth orb) but you really want the other items too, and it saves the same number of turns. Camus's map goes down to three turns (Camus isn't too hard to kill). Marth is warped to Est's village, and she puts Mercurius in the supply, Marth runs back towards everyone else, and gets warped on turn 3 near the boss (Minerva and Sheeda can clear out the initial enemies on turn 2, or just wait out of range if you're scared of death, and one of them kills the Paladin in front of Camus, Marth is warped to the tile 1D1L of Camus, and the other takes Mercurius out and kills him pretty easily with it (they need 16 strength to ORKO and Minerva needs a power ring for chapter 11 if you don't want to rig a really really low% crit anyway, and she still gains a lot of strength), alternatively Sheeda has pretty good crit with a Marth support anyway. Do the enemies just sit on the gate and not attack? Otherwise Marth should be able to kill them. With Mercurius (you don't need it past this chapter anyway if it takes a beating) and he can blick Michalis on turn 1 with it (he can have been fed two skill books by this point if he hasn't proc'd much luck, so that's at the worst 16 skill (probably 20, lets be real) versus his 8 luck. He can be physic'd up to full health and survive pretty easily i'd think against the remaining enemies with likely capped speed and luck (who else needs the goddess icons?) It's definately nowhere near as bad as the chapter 5 bosskill. Marth should at the very least be taking these boosters by that chapter: 1 Robe, 1 Dracoshield, 1/2 Skill books, 1/2 Goddess Icons, possibly 1 speed ring if he's not capped and he should be hovering around level 15 or so by that point, and even an average Marth would hover around 38 HP/13 defence, and this is without massaging growths at all. this is just from looking at the maps, I can open my notes (or just post them with the saves if you want) when I get home
  14. i almost think that gba games should be like a bo3 or something to account for supreme bullshit, and with all of elie's sheets it would take literally no effort or time to host
  15. I don't know if my planning here is more efficient, but this is what I had (also I don't think skipping the boots in chapter 10 is a good idea) 5 - (6/7 uses left) 6 - (5/7) 7 - (4/7) 8 - (3/7) 9 - (2/7) 10 - (1/7) 13 - warp 1 breaks 15 - (6/7) (warp bantu) 16 - 2 warps (4/7) 17 - (3/7) 19 - (2/7) 20 - 2 warps warp 2 breaks Not using Warp in chapter 13 without the boots while recruiting samson/arran + chainey is not a good plan, with one warp it takes 4 turns.
  16. very few units in FE6 have good personal bases! there's the HM units (and on Normal mode Rutger and Miledy's personal bases are very mediocre) and like nobody until like, Percival? who actually has good personal bases. It's all fine and dandy when Marcus and Zealot are Paladins, but when they're a 5 move manakete and a Valkyrie with 5 magic and other earlygame units like Alan/Lance/Dieck become a Bard/Priest/Thwomp respectively, other units like Wolt needed growths to succeed. I'm gonna play chapter 1 after I do the dishes here.
  17. Turn 7 Lopey's Myrrh@Dragonstone attacks KP 2010's Ephraim@Siegmund! vs. ______________________________ Myrrh attacks! 30 DMG 1x | 100 HIT | 13 CRT [73] [67] | [94] | [No Skill] Ephraim takes 30 damage! ______________________________ Ephraim counterattacks! 16 DMG 2x | 100 HIT | 0 CRT [77] [17] | [84][No Skill] Myrrh takes 16 damage! ______________________________ Ephraim doubles! [14] [16] | [73][No Skill] Myrrh takes 16 damage! ______________________________ It is now KP 2010's turn. KP 2010 25/55 Ephraim 0/59 Garcia!W 0/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 2/40 Myrrh 21/57 Ephraim 47/47 Eirika 0/40 Saleh 46/46 Tana!WK
  18. Turn 6 KP 2010's Tana@Vidofnir attacks Lopey's Myrrh@Dragonstone! vs. ______________________________ Tana attacks! 6 DMG 2x | 100 HIT | 0 CRT | 20 SKL [94] [78] | [72] | [31] Myrrh takes 6 damage! ______________________________ Myrrh counterattacks! 32 DMG 1x | 89 HIT | 10 CRT [31] [3] | [16][100] Tana takes 11 damage! ______________________________ KP 2010's Tana has been felled. It is now Lopey's turn. KP 2010 55/55 Ephraim 0/59 Garcia!W 0/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 34/40 Myrrh 21/57 Ephraim 47/47 Eirika 0/40 Saleh 46/46 Tana!WK
  19. She could like, gain 4 extra base stats and be like a wyvern or some class with high bases! Alternatively she could lose 4 and become something with awful bases like a mage and be even worse. But Bard/Dancer is her best bet. I'll likely get Chapter 1 up after I have dinner.
  20. Turn 5 Lopey's Ephraim@Siegmund attacks KP 2010's Tana@Vidofnir! vs. ______________________________ Ephraim attacks! 35 DMG 1x | 87 HIT | 9 CRT [22] [82] | [23] | [No Skill] Tana takes 35 damage! ______________________________ Tana counterattacks! 18 DMG 2x | 77 HIT | 0 CRT | 20 SKL [41] [50] | [32][No Skill] Ephraim takes 18 damage! ______________________________ Tana doubles! [52] [75] | [13][No Skill] Ephraim takes 18 damage! ______________________________ It is now KP 2010's turn. KP 2010 55/55 Ephraim 0/59 Garcia!W 11/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 40/40 Myrrh 21/57 Ephraim 47/47 Eirika 0/40 Saleh 46/46 Tana!WK
  21. Yeah, i looked through everyone's growths, and i'd say about 40% of the growths my characters had were less than 10%, and if they're in strength or speed, it automatically makes a unit worthless. I also had three bards in chapter 2, so I put a limit on them, they'll get rerandomized. If a character rolls their initial class, i'll also rerandomize them.
  22. Turn 4 KP 2010's Ephraim@Siegmund attacks Lopey's Saleh@Excalibur! vs. ______________________________ Ephraim attacks! 29 DMG 2x | 100 HIT | 0 CRT [53] [93] | [21] | [No Skill] Saleh takes 13 damage! ______________________________ Lopey's Saleh has been felled. It is now Lopey's turn. KP 2010 55/55 Ephraim 0/59 Garcia!W 46/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 40/40 Myrrh 57/57 Ephraim 47/47 Eirika 0/40 Saleh 46/46 Tana!WK
  23. elie is the best and fixed it Turn 3 Lopey's Myrrh@Dragonstone attacks KP 2010's Garcia@Swordslayer! vs. ______________________________ Myrrh attacks! 36 DMG 1x | 100 HIT | 37 CRT [25] [35] | [6] | [No Skill] Garcia takes 59 damage! ______________________________ KP 2010's Garcia has been felled. It is now KP 2010's turn. KP 2010 55/55 Ephraim 0/59 Garcia!W 46/46 Tana!WK 0/49 Eirika 0/42 Neimi!S Lopey 40/40 Myrrh 57/57 Ephraim 47/47 Eirika 13/40 Saleh 46/46 Tana!WK
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