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Radiant Dragon

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  1. Well, Eirika route is probably quicker than Ephriam route... But I don't think that means a set route is necessary. Each route has its own advantages, mainly differences in character recruitment. I mean, both Gerik and Cormag have been picked already, and they're both significantly better in separate routes. It wouldn't be fair to the people who picked them to force them to go on a route that is detrimental to them. Why do you think a set route is necessary, Joey? And which route would it be?
  2. Yes you can recruit with undrafted units. It should be okay to switch as long as Red Whirlwind is okay with it and/or didn't want Joshua first pick.
  3. Yes. The goal is to the finish the game in the least amount of turns. So when picking, make sure to pick people who you think will save you the most turns. If you want to change your pick, I suppose you can before Red Whirlwind makes her pick.
  4. Myrrh is never necessary that's true. But she is very nice to have, especially since everyone is only getting the twins + 6 draftees otherwise. She was added to the free for all list in the other drafts because there were two characters who would remain undrafted otherwise and majority opinion in the first draft was to make her free to reduce that number. What's everyone else's opinions on whether or not she becomes draftable?
  5. Yeah, flying utility is just that valuable. I could see Vanessa being picked before Franz simply for that. By the way, there are 29 draftable characters, so either the last pick is going to be shared between two people like in the FE 10 drafts, or Myrrh needs to become draftable. I know I'm not participating, but I think I would prefer the former.
  6. I probably should have given C11 its own post, but oh well... Chapter 9 (10/93) I haven't promoted Barth yet, but it's really tempting…because he kinda sucks… As usual, Marcus and Zealot lead the charge with everyone else trying to keep up. Once my units got to the main island though, they split up. Marcus and Lugh went for the south-western village (they didn't make it in time), Zealot and Merlinus went to the north to buy weapons (they didn't make it either…) and Roy, Dieck, Sue and Barth went for the castle. Zealot killed Fir since I have no one who can use the Wo Dao anyway, and Sue recruited Shin so I could access 20x Sacae (Sue will probably end up with more experience than Tate). Scott was much easier to take down than Henning; Dieck swung with the Killing Edge, countered on the enemy phase, and criticaled on the following turn so Roy could seize. Chapter 10 (8/105) My Roy is actually turning out somewhat decent. Too bad he's underleveled, though… Everyone starts by charging into the first group of enemies, Sue going around the cliff for some protection. Lugh and Zealot combine to get rid of the Killing Edge mercenary (the enemy one, not Dieck…) and Merlinus baits the ballista archer, at least until Roy gets in its range. Marcus and Zealot continue to decimate everything (I really hope I don't regret giving them so many kills later), with Roy, Dieck and Lugh tagging along. Barth and Sue stay back with Geese to fight the pirate reinforcements. Roy and Lugh kill Gonzales, Marcus weakens Nord, and Dieck finishes him. Roy seizes afterwards. Chapter 11 (11/116) I love this chapter. There's so much stuff going on, you need to use everyone to their best to finish it in a reasonable amount of time and keep the NPCs alive if you want their items (I was only concerned with the Elysian Whip, though). Anyway, I deployed Clarine and Tate for recruiting purposes. Zealot and Marcus grab Roy and run to break the east wall. Merlinus goes down the west side to get to the Orion's Bolt village and everyone else goes south to deal with the chapter. Zealot and Marcus start breaking down the wall while killing enemies on the other side with Javelins. Roy and Marcus build a C support now as well. Once the wall was broken, Zealot went for Oro so Marcus and Roy could kill the rest of the northern enemies. On the south side, Merlinus was able to reach the village before being killed by the Longbow archer, while Lugh and Barth visited the villages north of him. Tate went shopping for Axes and Javelins, and Dieck, Sue and Lalum cleared the enemies coming at them while Clarine tagged along. Once Klein's group arrived, the archers came toward my units, one of them attacking Sue (and I'm glad for the first time for her mediocre strength, because she couldn't kill him, despite doubling with a Steel Bow). Klein himself didn't move however, so I had to have everyone retreat so the archers wouldn't suicide or gang up on one of my units. Next turn, he moved so Clarine was able to recruit him (Roy was on the other side of the map) while the archer Sue injured went for the cave to heal. The brigands came out about now, and I had no one in range of the Sleep village. I sent Marcus to kill it (the northern enemies were dead by this point since my Roy is actually good ), but he wasn't going to make it in time. I didn't particularly care, since I was never going to be able to use the staff anyway, but it turns out that the injured archer was able to block the brigand from getting to the village (thank you, Sue) and dodge its attack. Then Tate's units showed up, and I had Thany turn them into NPCs so they wouldn't suicide unto Klein (WHY are you throwing Javelins at a sniper with a Sliver Bow!?) at the same time as Zealot was able to kill Oro. This meant that Roy had to wait at the gate for three turns since I hadn't recruited Tate yet and Echidna hadn't even showed up. Speaking of Echidna, I always forget about those fighters…Thankfully, Sue is able to dodge three Hand Axes to the face pretty easily. The last couple turns consisted of recruiting Tate and Echidna, Barth and Lugh taking revenge for Merlinus and grabbing the Axereaver, and a couple of my units (Dieck, Sue and Tate) getting a round in the arena. Once everything was done and I had gotten all of the items, Roy was finally able to seize. Unit Stats: Name Level HP Pow Skl Spd Lck Def Res Roy 10/-- 25 10 10 12 11 08 02 Marcus --/08 35 11 16 12 11 09 09 Dieck 18/-- 39 14 17 14 10 08 04 Lugh 13/-- 33 10 09 14 08 07 08 Sue 14/-- 24 07 14 19 09 06 01 Zealot --/06 40 12 15 14 07 13 09 Barth 11/-- 27 10 06 05 02 16 01 Lalum 02 15 01 02 11 10 02 04 Echidna --/01 35 13 19 18 06 08 07 Tate 08/-- 22 06 08 11 03 07 06
  7. Yeah, that was probably just a typo on Red Whirlwind's part. One picks twice just like five does.
  8. Yeah, there shouldn't be a problem with savestates. Besides, they're more flexible about when you can save and you get more of them. Of course, this doesn't answer the question of WHY it won't save, but...
  9. I wouldn't be surprised if this does finish before the second Drafting Tourney... I considered entering this one, but I'm in two FE 6 ones right now (those wyverns in ch 7. Hard Mode are complete bastards).
  10. Chapter 8 (15/72) This has got to be the longest distance your units have to cover in a FE chapter ever (with the exception of FE4, obviously). After the initial enemies were defeated, Zealot rescued Roy, then he and Marcus rushed forward, killing everything with Hand Axes. The rest of my units just took what little leftovers were left. Zealot got held up twice: once in the passage in between the chests, and once in between the staircases, since he got there at the same time the reinforcement thieves did. While Marcus and Zealot were completing the chapter, everyone else went for the chests in the middle, getting me an Elfire, Light Brand, Knight Crest, and a Killer Bow Sue can't use yet. Zealot killed Leygance with the bosskillerArmorslayer, and Barth killed Cath (I'll probably kill her in the HM tournament too, despite having drafted her there…). Roy seized afterwards. Chapter 8x (11/83) ITT: I advocate Throne for bottom tier on the Terrain Tier List. Zealot, Marcus and Sue run forward, Roy and Dieck trail behind them and Lugh and Barth go west. Once Roy and Dieck start to fall behind, Marcus and Sue rescue them while Zealot clears the path (Sue can still double most enemies even while rescuing Roy, interestingly enough…). It goes on like this all the way to Henning, who goes down to Dieck with a Killing Edge. After clearing the south-west, Lugh and Barth go north to gain experienceon the enemies left behind by my mounted units and Roy seizes. I'm thinking about promoting Barth for the speed and move and axes. Is this a good idea?
  11. When rescuing someone, the rescuer's skill and speed are halved (rounded down, if I remember correctly).
  12. I would prefer to not make either count against turns, and set a turn limit/remember the honor system. I don't believe either has reinforcements, so a turn limit may not even be necessary. I don't think a divisor would be the best method because it might put people who go to the Ilia route at an advantage or disadvantage, depending on how fast 20x Ilia can be completed.
  13. That's the one that's in Spanish, right? I've been to that site a couple times, it is pretty useful. But I read it in Spanish because Google Translate sucks. And what about 20x Sacae?
  14. I guess it sucks for me that this is the first time I'm playing this game's Hard Mode, huh? Although I suppose I could watch hours of video of efficient playthroughs... Anyway, update (finally): Chapter 5 (11+4/56: Thany penalty) I despise taking penalties, but it's in the name of efficiency. Dieck goes north-east to distract the enemies on that side and prevent them from reaching my undrafted units. Thany rescues Marcus(+4 turns) and flies toward the fort. Roy, Rutger and Ellen follow. Ellen uses the Angelic Robe. Once Dieck reaches the fort, he stays there for the rest of the chapter, dodging bows and Hand Axes. Marcus kills the enemies around the fort with a Javelin until it breaks, then goes to whittle down Dory. Thany makes her way back over the gate to rescue Roy. She drops him on the fort as well to relive Hand Axe pressure on Marcus. Once Dory falls, Roy seizes. Chapter 6 (7/63) "Traps" is NOT the worst name for a chapter ever (it's close, though). PoR's "Solo" holds that title. Seriously, what the hell is that supposed to mean? Marcus charges the middle with my Hand Axe, everyone else (consisting of Roy, Dieck, Rutger, Ellen, my lockpickChad, Mr.baitMerlinus, and two undrafted scrubs) goes up the left. Chad unlocks Sue's cell (I'm glad that I don't have to take a penalty this time) and Roy recruits her. Sue rescues him and carries him to the throne. Rutger gets rid of one of Wagner's knights with the Armorslayer so both Marcus and Dieck can hack at him (I hate this game's dodge happy bosses…). Ellen keeps Dieck healed from Wagner's attacks as Sue draws the fire of the knight Rutger didn't slaughter. Thanks to a lucky Killing Edge critical, Roy is able to seize in a reasonable amount of time. Screw Cath, she's not worth the turns needed to recruit her. Also, when do you guys think it would be a good time for me to promote Dieck? Since I get a Hero Crest next chapter and all... Unit Stats: Name Level HP Pow Skl Spd Lck Def Res Roy 07/-- 22 07 10 09 08 08 02 Marcus --/05 33 11 15 14 11 09 10 Ellen 05/-- 25 03 06 08 11 00 09 Dieck 11/-- 31 11 15 15 08 07 01 Rutger 06/-- 27 08 15 15 04 06 01 Sue 01/-- 18 05 07 08 04 05 00
  15. Yeah, sorry if that was unclear. I believe that all NPC characters should be treated the same whether they're playable or not. Unless everyone thinks an exception should be made for playable NPCs like Clarine, Echidna etc.?
  16. I agree with Narga here. I always considered these tournaments more of a challenge where the objective is to find the best strategy to complete the chapter as quickly as possible with what you have, not simply what you get the first time through is what you're stuck with. For example, I tried multiple strategies in my Chapter 5 run: Sending everyone through the gate, which got my undrafted units attacked by the eastern enemies. Sending Dieck east to occupy the eastern enemies while Marcus and Rutger charged the gate, which got them overwhelmed by the reinforcements. Using Thany to fort-drop Marcus past that gate so I didn't have to deal with the reinforcements. This one worked. I see nothing wrong with trying different strategies to see what works best, as long as it doesn't venture into the realm of rng abuse (like trying to clear 20x Sacae in one turn, or reseting until your units dodge/critical when you need them to). On the subject of 20x Sacae, what's your policy on restarts there Raven? I'm all for not counting it turncount-wise, but it's your topic so I want to know what you, as well as everyone else, thinks.
  17. I don't see anything wrong with trying different strategies to see what works best (and I have done chapter 5; 11 turns + 4 for Thany. I just haven't posted it yet because I've been busy with college and the other draft as well), just not reseting over and over again to manipulate misses/criticals. Note that I'm not accusing Balcerzak of anything; it doesn't sound like he kept reseting to get a critical, he just found it while trying the chapter, and there's nothing wrong with that.
  18. No. Undrafted characters cannot rescue NPCs. They can only rescue other undrafted (and already recruited) characters.
  19. Yeah, I was surprised how fast your draft finished.
  20. More updates: Chapter 6 (7+4/45: Chad penalty) I just realized I forgot to get the Door Key in Chapter 4…So I need Chad to open the door to Sue. Marcus charges up the middle while everyone else goes up the west side. Marcus ends up breaking a full-use Javelin on the enemies in the middle and in the top, although some soldiers ended up getting killed by Lugh and Dieck when the rest of my team got there. Chad opens Sue's cell(+4 turns) and Roy recruits Sue. She rescues him and runs up toward the boss as Marcus and Dieck take him down with Iron Swords(WTF 53 avoid. Seriously, Wagner's stats are weird for a shaman: 10 speed but only 6 magic?). Roy seizes before the southern reinforcements can close in on Merlinus, Dorothy and Saul. Chapter 7 (12/57) The turncount is a bit high, but I'm happy with what I was able to do here. Everyone but Merlinus starts out by going north-east to meet up with Zealot. Merlinus grabs the Killing Edge. After the initial clash where Zealot and Treck show up, Lugh helps Merlinus visit the Villages faster and Zealot and Dieck fight off the wyvern riders with help from the two knights. Roy heads for an Armory before going for the throne and buys Steel Swords and Hand Axes. Sue grabs the Longbow and Marcus heads for Devias. While Marcus kills the northern reinforcements, Zealot recruits his knights for their items, Merlinus goes to the shop to buy Thunder tomes, Vulneraries and Keys. Lugh goes to the other Armory and buys Steel Lances and Javelins. Sue gets some training in the Arena. Finally, Marcus kills Devias with the Armorslayer(I love this weapon) and Roy seizes. Unit Stats: Name Level HP Pow Skl Spd Lck Def Res Roy 06/-- 21 08 08 10 09 07 01 Marcus --/05 33 11 15 12 10 09 08 Dieck 11/-- 32 11 15 12 09 07 02 Lugh 06/-- 28 05 08 10 08 05 07 Sue 04/-- 19 06 08 11 06 06 00 Zealot --/01 35 10 12 13 05 11 07
  21. I got everyone to remember this thread again, so mission accomplished.
  22. More progress: Chapter 3 (11/23) Lugh better make up for those turns later on. Marcus runs toward Lugh's village while Roy and Dieck take on the nearby soldiers. Merlinus ends up soaking a hit here so Roy won't die. My group isn't able to charge into the castle until turn 6, and I lost an additional turn when the Hand Axe fighter decides to block the doorway to Slater. Lugh gets a few kills in and Marcus ends up using the Armorslayer on Slater so Roy can seize. Chapter 4 (6/29) I hope I don't need that Killing Edge… Marcus just charged west with Roy and Lugh following while Dieck took the northern bridge on his way to the Steel Blade and Merlinus went toward the Angelic Robe. Marcus took the brunt of the cavalier punishment and Roy and Lugh went toward the castle as fast as their 5 move will allow. Clarine recruited herself, Marcus killed Eric and Roy seized before Rutger came out. Chapter 5 (5/34) Marcus didn't get the boss kill for a change(he did weaken it, though). Marcus opens the gate on the first turn and everyone else follows except for Merlinus, who stays back to distract the north-eastern fighters and Lugh uses the Angelic Robe. Dieck and Marcus block the chokepoint and kill as many enemies as they can one-round, with Roy and Lugh helping on the player phase. Marcus is finally able to break through to Dory on turn 4, and Lugh finishes him off next turn for Roy to seize. Unit Stats: Name Level HP Pow Skl Spd Lck Def Res Roy 04/-- 20 07 07 08 09 07 00 Marcus --/03 33 09 14 12 10 09 08 Dieck 09/-- 30 10 15 11 08 06 02 Lugh 04/-- 26 04 06 09 07 04 05
  23. You haven't drafted Thany, so she CAN'T ferry (drafted) people around for you without incurring a penalty. Anyway... Chapter 1 (5/5) This game is a LOT easier on Normal Mode… After some trading, Marcus goes and kills a fighter and Roy moves forward. Then he ignores the nearest fighter and archer, moving as far north as possible and killing another fighter and Roy moves east. Next turn, Roy moves right underneath Marcus and Marcus rescues him and moves toward the castle. Then he moves next to the boss and drops Roy. Turn 5, he kills Damas, and Roy seizes. Chapter 2 (7/12) Marcus starts by killing the soldier while standing to the west so the fort doesn't get clogged up on the enemy phase. Dieck stands on a fort and owns the eastern enemies as Marcus goes onto the western fort and kills the fighter with the Hand Axe. Then he picks Roy up and starts carrying him to the throne. Merlinus grabs the Armorslayer and trades it to Thany. Marcus drops Roy outside of Rude's range after he and Dieck finish killing most of the eastern force and receives the Armorslayer from Thany, using it to ORKO Rude. Dieck finishes the last archer and Roy seizes. Unit Stats: Name Level HP Pow Skl Spd Lck Def Res Roy 02/-- 19 06 05 07 08 05 00 Marcus --/01 32 09 14 11 10 09 08 Dieck 06/-- 27 09 13 10 06 06 01
  24. Best Green Haired Archer? ...Okay... Best: Innes if he counts(his hair is more grey than green, I suppose), Rebbecca if he doesn't. Worst: Wolt.
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