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Kebe

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  1. Alright, let's go Chapter 11: 6/6 RIP Red Gem Chapter 12: 4/10 Hector goes to the boss, while Oswin and Marcus do everything else. Serra sits around doing nothing Chapter 13: 5/15 First complex chapter. Oswin can just reach the village in 4 turns thanks to the favorable starting position, but Guy can't really be recruited with the 4 turn strategy anyways, so 5 turn it is. On Turn 1, Marcus grabs Hector, Lowen grabs Matthew, Oswin OHKOs the snag like the boss he is, and Serra positions herself to get hit by an archer. Marcus doesn't OHKO the archers with the Hand Axe, so he just equips the Iron Axe to OHKO the brigand. Turn 2, Marcus drops Hector in range of Guy, while Lowen drops Matthew. Serra puts herself in range of the two archers so they don't go for Matthew. Oswin trudges towards the village. Hector kills all the enemies near the bridge on EP with Wolf Beil, leaving only the archers and Guy around. Turn 3, Matthew recruits a Guy to the team, Guy and Hector kill an archer in the way, Marcus grabs Hector again, and Serra and Oswin go towards their respective villages. Turn 4, Marcus drops Hector, and Guy does some self improvement on reinforcement brigands. Finally, on Turn 5, Marcus ORKOs the boss, Serra and Oswin grab the Mine/Torch villages, and Hector seizes. Chapter 13x: 7/22 Laid-back chapter. Marcus got the village, while everyone else got EXP. Guy even managed to get the bosskill. Chapter 14: 4/26 The Marcus Show. Guy, Hector, and Oswin did some stuff too. Didn't get either village. Chapter 15: 7/33 A standard defense map. The treasure was easy to get, and I ended up getting the Longbow from the boss, which is cool I guess. Mostly self improvement, with Hector getting B Axes in the process. Chapter 16: 5/38 Sain and Wiliam get! They and most of my other units did some self-improvement, while Marcus carried Hector to the throne. Not much to say, I got the villages, and Lyn did some shopping. Unit Level HP Str Skl Spd Luk Def Res Weapon Ranks Hector 8.31 26 12 06 06 04 11 02 B Axes Oswin 12.61 31 13 10 07 04 16 06 B Lances Serra 2.65 18 03 05 09 06 02 06 D Staves Guy 8.64 25 06 14 16 07 05 01 B Swords Sain 5.25 22 10 06 07 05 08 00 D Swords D Lances Wiliam 5.18 22 07 06 06 07 05 01 D Bows S/o to Peppy for these nice early game units :^]
  2. FINALLY! Final Chapter: 3/155 Warning: 2:30 - 4:47 in the video consists of hardcore RNG abuse. Watch at your own risk. One of my least favorite mechanics of Thracia 776 is the fact that you cannot manipulate a chapter's starting formation unless you manipulate unit ordering chapters beforehand. I had managed to make this a non-factor for most of the playthrough, but there's no way for me to get the favorable starting formations for both Chapter 24 and this chapter without going to Chapter 24x (lol). Chapter 24 absolutely needs the favorable formation, so this chapter suffers as a result. There are a few factors which conspire to make this chapter as painful as possible. I only have one Rescue use remaining, which must be used on Leaf. Thus, the bosskiller, in addition to either Tina or Ced, must start out in Leaf's group, since it's the one closest to the throne. This already poses a problem, since Ced is the best option to kill Veld in the first place. Regardless, formation works out such that Galzus, the 2nd best option, is the designated bosskiller, while Tina is in position to Rescue. Alright, with the bosskilling figured out, now comes the difficult part: unlocking Veld's room on Turn 3, which can only be done if each of the 6 groups stands on a trigger tile by Turn 2, guarded by 6 Dreadlords. Each group has its fair amount of RNG to deal with. Starting at the top right room, the Sara clone has a Berserk staff which she tends to target Galzus with. This is no good, and I can't sleep her, so killing her is the only option, made more difficult by the fact she has Prayer. There's also the fact that only two units start in that group, so Tina has to Unlock the room on Turn 1, since Shiva can't actually attack the Sara clone otherwise. Shiva is accurate, and his accuracy is improved further thanks to Solar Sword's proc guaranteeing a hit... unless the target procs Prayer. He does it well enough though. Next, at the top left room stands a Berserk Sword Rogue. Homer is the best of the two units over there to take him down, but magic floor is broken, so Homer can't damage him too well. The Rogue also attacks Homer on Turn 1 EP, and the run is over if Homer gets hit. Thankfully, the chances are in his favor, and Tina has the opportunity to sleep the Rogue on Turn 2, letting Homer kill him with ease while Ronan triggers the spot. The bottom left room premieres Ced, Parne, and the Briggid clone. Ced can't actually participate in combat on Turn 1 PP, for a reason you'll see soon, but the door still needs to be opened so he can start attacking on EP. However, Tina can't really afford to Unlock the door over here considering her other priorities. Parne can open the door (obviously), but if he doesn't move out of the way, the Briggid clone will smash him. So, a movement star proc is necessary (and it's not the last one either...). Ced ends up sleeping the Dagdar clone on Turn 1 PP. On Enemy Phase, the Dark Mage within the room Fenrirs Parne, although he survives. The Briggid clone also attacks Ced, and Ced can easily kill as long as her Prayer doesn't proc. On Turn 2, Ced kills the Dark Mage in the way, and Parne gets the spot. The bottom right group is one of the weakest groups overall, featuring Illios and Finn. Finn has crappy combat indoors, while Illios has an extremely hard time against the Bow Armors. After Finn opens the door and Illios smashes the Dark Mage inside, Illios enters a really precarious enemy phase. He faces 4 Master Bows shots at 60ish hit, and 1 Fenrir blast at 70ish hit, and he must dodge 3/5 of the hits. Considering Eins and his 4 Leadership Stars don't die on Turn 1, Illios basically has to rely solely on Prayer for the dodges he needs, which is a lot more unreliable than one may think. The last thing we need is for the Dagdar clone to make everything even more unreliable, so Ced sleeps him. Sleeping the warrior also allows Illios to easily dispatch him on Turn 2, with Finn getting the tile. The bottom middle features Tina, Leaf, and Galzus. However, Tina and Galzus both have to rush towards the throne, leaving Leaf to actually deal with the room. Galzus does assist slightly by killing one of the armors with Master Axe through the wall, while Leaf opens the door. On EP, Leaf has to kill Eins, which is easy enough thanks to the power of the Blaggi Sword. Another problem arised in this recording though, and that's the fact that the other armor attacked Leaf instead of Galzus. As far as I can tell, the armor does usually go for Galzus. Normally, Leaf can just walk to the spot, but since the armor blocks him, a movement star is necessary. This leaves the top middle room, with Marty and Lara. The Galzus clone instantaneously obliterates both of them, so Tina has to sleep him Turn 1 (this, in conjunction with the Unlock needed on the top right room, means Tina must proc a movement star). Afterwards, Marty has to hit 3/4 Brave Axe hits to kill the Armors on EP. This is easy in theory, but since this is Marty we are talking about, it's harder than you would think. Then, on Turn 2, Marty can capture the Galzus clone, letting Lara grab the tile. So after Turn 2 EP, Veld reveals himself, and now the bosskill can commence. Thrones are broken, so Galzus can't actually kill Veld without some combination of skill procs + Criticals. However, he's Galzus, so he can do it relatively reliably. Regardless, in this particular recording, Galzus just misses out on the kill. After a bit of panicking on my part, I throw Tina in to see if she could kill him, and she manages to do so, surprisingly. However, a Dark Mage that blocks the direct path to the throne means a movement star would be necessary to 3 turn the chapter, but whatever, I was too far in already. Two movement stars ended up being necessary, since Galzus didn't kill Veld. After Tina Rescued Leaf, Leaf finishes out the game by seizing. The end of the journey is finally here. --- Now time for unit ratings, I guess: Well, it was nice giving Thracia another run. It always manages to be a fun challenge. It may have its low points, but what Fire Emblem game doesn't? Regardless, I'm just glad it's over.
  3. "1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit Shops and Armories, and dig up items in the desert." These are the only actions an undrafted unit can do without penalty. If they do anything else, a 4-turn penalty is added to your turn count for each action. Deploying them is not cause for penalty, however, nor is recruiting a unit with them.
  4. Not Matthew, thank goodness. Paul can have Fiora, and I think that closes out the draft.
  5. At least he isn't sword locked zzz Paul's next member is pretty EliGood Although he might Rath-er have another bow user
  6. Well, it's only appropriate that I share the archer love with Paul, so Rebecca it is. Take Legault too while you're at it, if you can get a lord over to him in time.
  7. Yes, this is all true. And I would be drafting your team. So for now, you have Erk and Renault.
  8. Wouldn't it make more sense for me to act as a ghost, since I would have no one to draft for otherwise?
  9. Erk will obviously need some assistance to reach his full potential, so the seasoned, 12 Mag veteran Renault is sure to help.
  10. I really hope KadenTheKitsune appreciates this p-Erk I'm giving him
  11. Well, the goal of a draft is to beat the game in the least amount of turns. Considering Florina is the first flyer of the game for a while, she saves a lot of turns that no other character can during that part of the game. Indeed, she is one of the most valuable units in a FE7 draft, and giving her to a player is definitely a huge favor, which isn't exactly the goal of the drafting stage of a SOYO draft, but you do you I guess.
  12. SOYO sounds like good fun. In.
  13. Chapter dump: Chapter 21: 3/143 Chapter 21x: free (4+12)/143 Chapter 22: 5/148 Chapter 23: 2/150 Chapter 24: 2/152 To the Final Chapter we go: Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20/6.20 45 16 03 10 20 18 08 12 A Swords Lara 16/20 38 08 03 17 20 20 10 06 E Swords Nanna (UM) 13/20 43 11 10 17 20 20 08 11 A Swords E Staves Finn (UM) 11/9.80 36 13 03 12 16 11 12 13 D Swords (A Lances) Ronan 12/9.42 29 08 12 15 20 06 05 08 B Bows Shiva 11/12.28 37 20 04 20 20 20 13 09 A Swords Marty 10/10.76 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/10.04 27 13 03 12 20 18 08 11 B Swords Tina 10/20 30 04 20 06 20 20 13 04 A Staves E Light Homer 10/20 42 01 20 20 20 20 12 08 B Light C Thunder D Everything Else Illios (UM)xx/9.58 41 11 10 13 13 15 09 06 A Swords A Thunder D Everything Else Ced xx/16.40 33 03 18 17 18 12 09 08 B Thunder A Everything Else Galzus xx/20 54 20 09 20 20 17 14 18 A Swords A Axes
  14. Chapter 19: 1/125 Abandoned Units: Karin, Fred, Fergus, Dean, Dagdar, Alva, Salem, Linoan. 18 units remain, 11 drafted. No drafted units were fielded in this map, other than Illios, who was in position to escape. Chapter 20: 15/140 Got lots of stuff through the combination of Parne steals and capturing. This chapter was also a nice opportunity to get my unit ordering ready for Chapter 24 and the Final chapter. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20/5.20 44 16 03 10 20 18 08 12 A Swords Lara 16/20 38 08 03 17 20 20 10 06 E Swords Nanna 13/20 43 12 10 17 20 20 09 11 A Swords E Staves Finn 11/8.70 35 14 03 13 18 11 13 12 A Lances (D Swords) Ronan 12/9.42 29 08 12 15 20 06 05 08 B Bows Shiva 11/12.10 37 20 04 20 20 20 13 09 A Swords Marty 10/10.76 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/9.90 27 12 03 11 20 17 08 11 B Swords Tina 10/12.84 24 01 20 06 20 20 08 04 A Staves E Light Homer 10/19.40 41 01 20 20 20 20 12 08 B Light D Everything Else Illios xx/9.48 41 12 10 14 14 15 10 06 A Swords A Thunder D Everything else
  15. Chapter 17A: 7/120 All things considered, this chapter went pretty smoothly as well. It's the first chapter in a while that every unit can contribute to, and I managed to get every relevant side objective outside of Sara (and Misha too I guess). Leaf, Lara, and Homer all head towards the throne, while Nanna and Finn help in rescue chaining Lara, eventually stopping to get the Rescue and Warp villages. Marty and Illios both go to get the Magic Ring and Holy Water villages. Ronan, Parne, and Shiva distract Misha's squad from attacking the main group. Tina promotes, steals Misha's Wind Sword, and steals the boss's Master Axe for a more reliable boss kill. Dean buys a Mend staff, which may or may not have been a good investment. Not that there's much else to spend money on. I'm just glad I didn't have to deal with Mr. 10-Leadership-Stars himself. Not much else to say. Optimally dancing and moving Leaf and Lara was a fun challenge, and Tina was able to reach C Rank Staves with promotion + Staff spamming. If my calculations are correct, she should be 16 Staff EXP away from B Rank, which is the equivalent of a personal staff use + 2 C Rank Staff uses (or just 2 personal staff uses). She'll easily get it a few turns into Chapter 18. Into the endgame we go, featuring: Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/18.52 36 08 03 16 20 20 10 06 E Swords Nanna 13/18.42 42 11 09 17 20 20 08 11 A Swords E Staves Finn 11/8.10 35 14 03 13 18 11 13 12 A Lances (D Swords) Ronan 12/8.52 29 08 11 14 20 06 05 08 B Bows Shiva 11/11.36 37 20 04 20 20 19 13 09 A Swords Marty 10/10.26 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/7.82 26 10 03 10 18 15 08 08 B Swords Tina 10/4.70 22 01 17 04 17 20 06 04 C Staves Homer 10/16.88 38 01 20 20 20 20 12 08 B Light D Everything Else Illios xx/8.20 40 11 09 13 14 14 10 06 A Swords A Thunder D Everything else Chapter 18: 4/124 This was a nice chapter to do, featuring the first Rescue skip of this playthrough. Homer and Tina, starting off on the right side, want to approach the throne, Homer so he can kill Gustav, and Tina so she can Rescue Leaf. There is one slight problem, however: the armors in the throne room would rush at them the moment they open the door, and that just wastes unnecessary tome uses, not to mention that they would get in the way. Thus, Tina opens the left door to the throne room on Turn 1, and Leaf rushes close to the throne room so that the armors go to the left. He gets close enough to the armors that, by Turn 2, when the right door is opened, most of the armors still decide to rush towards Leaf. Turn 3, Homer and Tina get closer to the boss, while Leaf runs away from the armors. Only Xavier and one of the armors attacks the magic users at this point, both perishing. Turn 4, Tina rescues Leaf in range of the throne, while Homer tries to kill Gustav. I say "tries to" because Gustav is a huge pain to deal with. Homer has only one round to attack Gustav, so he must ORKO for the 4 turn to work. That being said, Homer cannot kill with a Wind hit + Wind critical, and he can't double with Thunder, making it so that he has to use a Holy Water at the beginning of the chapter. Gustav almost ruins this recording anyways thanks to the power of Great Shield. Thankfully, Tina got a Movement Star, so she could rescue Lara to try and give Homer a second chance. After missing the killing blow on Gustav, Homer then procs Continue to finish him. This means that I ended up using a Rescue Staff use that I wouldn't normally use, but I think that's ok. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20/1.00 44 16 03 09 19 17 07 11 A Swords Lara 16/20 38 08 03 17 20 20 10 06 E Swords Nanna 13/18.42 42 11 09 17 20 20 08 11 A Swords E Staves Finn 11/8.10 35 14 03 13 18 11 13 12 A Lances (D Swords) Ronan 12/9.22 29 08 12 15 20 06 05 08 B Bows Shiva 11/11.36 37 20 04 20 20 19 13 09 A Swords Marty 10/10.76 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/7.82 26 10 03 10 18 15 08 08 B Swords Tina 10/9.46 24 01 20 05 20 20 06 04 38 Staff EXP from A Homer 10/18.00 38 01 20 20 20 20 12 08 B Light D Everything Else Illios xx/8.30 40 11 09 13 14 14 10 06 A Swords A Thunder D Everything else
  16. Chapter 16A: 6/113 This chapter was more manageable than I expected. A good number of units are needed to break through Kempf's brigade, so Leaf, Nanna, Finn, Homer, Lara, and Illios all go towards that area. Parne is useful for baiting purposes, as I'll explain soon, and Dean + Lifis combine their powers to grab Tina's Knight Crest. I also think Ronan did something, but any other units were superfluous. Tina takes the opportunity to get to level 10 and get some nice Staff EXP. After some thinking, I realized that Tina is pretty darn important if I want to stay competitive in this draft. By Tina, I mean having access to Rescue and Warp, among other things. Homer does have the higher staff rank for now, but Tina has promotion + personal staves that give ridiculous Staff EXP, so she's the better staffer overall. Considering this, Tina ends up using some unnecessary Thief Staff uses just for the Staff EXP. Stealing the Master Lance is strategically useful, since it means the boss can't retaliate on Homer's bosskill, but any other uses were not really useful other than Staff EXP. I think the main benchmarks I want to hit are: B Rank by Chapter 18, A Rank by Chapter 22, so I think it's possible with enough personal staff spam. Yet again, she has yet to escape E Rank Staves, so that stinks. The only real trouble in this map is Illios. The guy tends to randomly throw out his Boltings at anyone, and he does not act consistently between resets. Thankfully enough, Karin is quite low on his priority list, although I've had to reset when he does do it. His top two targets generally tend to be Parne and Tina, and I'd prefer Parne to get hit, since it not only puts Illios in the more convenient spot for recruitment, but it also gives Tina a Heal. I've reseted more times than I'd like to admit over recruiting him, but now that he's here, he is a welcome addition. Outdoor mount, indoor usability, great weapon ranks, good bases, good skills, there's only so much more one can ask for. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/15.32 33 07 03 13 20 20 07 06 E Swords Nanna 13/18.10 42 11 09 17 20 20 08 11 A Swords E Staves Finn 11/8.10 35 14 03 13 18 11 13 12 A Lances (D Swords) Ronan 12/8.12 29 08 11 14 20 06 05 08 B Bows Shiva 11/11.28 37 20 04 20 20 19 13 09 A Swords Marty 10/10.16 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/4.72 25 08 03 09 15 12 05 08 B Swords Tina 10.16 21 01 11 03 13 20 05 04 E Staves Homer (F) 10/14.44 37 01 20 20 20 20 12 08 B Light D Everything Else Illios xx/8.00 40 11 09 13 14 14 10 06 A Swords A Thunder D Everything else F = Fatigued Also why is Illios just as lightweight as Lara? :/ Now comes the chapter I've been dreading for a bit. Let's see how it goes.
  17. Chapter 14x: free (16+4)/104 A pretty annoying chapter, to say the least. The Loptyr Mages and Pegasus Knights are no threat at all, but they can capture any defenseless unit they can fly/Rewarp to, making protecting Tina and Linoan of top priority. Leaf, Marty, Nanna, and Homer do all of the combat in this chapter, while Tina grabs more EXP, and Olwen unknowningly goes to her death. Getting Olwen to die in one turn is surprisingly hard, since only the Hero mini-boss can ORKO her from full. Even then, the only spot she can reach to get attacked from is a mountain, but as long as the Hero hits twice, she's a goner. Not sure if the double Dime Thunder hits kill, but if so, he can dodge them with ease. It would have been better to just not recruit Olwen and thus have more turns to heal spam, but I managed to somehow think that Leaf recruited her and not Fred, so that's unfortunate. Not much else to say. Both Tina and Homer managed to gain two Movement levels in this recording. Tina makes some sense, since she naturally has a 5% movement growth compounded by another 5% due to the Dain scroll, but Homer just manages to do the same with his natural 3% movement growth. Both should be handy to some extent. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/8.16 26 07 03 09 20 20 07 06 E Swords Nanna 13/17.86 41 11 09 17 20 20 08 11 A Swords E Staves Finn 11/6.86 34 13 03 13 18 10 13 12 A Lances (D Swords) Ronan 12/8.02 29 08 11 14 20 06 05 08 B Bows Shiva 11/11.28 37 20 04 20 20 19 13 09 A Swords Marty 10/9.96 50 15 02 05 09 11 20 20 B Axes E Bows RIP Robert Parne xx/4.36 25 08 03 09 15 12 05 08 B Swords Tina (F) 8.20 20 01 10 03 11 20 05 04 tfw you have lower Staff Rank than Homer Homer 10/10.56 36 01 17 18 20 19 11 08 B Light D Everything Else F = Fatigued Now comes the part of the game where my turncount plummets, since I don't have a flyer :/ I really managed to get first pick and not get a flyer. I'm smart. Chapters 15 and 16A should be manageable, but Chapter 17A will destroy my turncount. I'll see what I can do though. Chapter 15: 3/107 An easy chapter. Leaf and Lara head towards the left exit asap, Marty and Finn get some EXP off the right-side brigands, and everyone else helps rescue drop Lara. Didn't get the Ulir Scroll, but who does? Marty manages to get to D Bows before he gets A Axes, which is pretty silly if you ask me. You know what else is silly though? The fact that only Pirates and flyers can cross River terrain. I can understand oceans being their domain, but measly rivers? At least Leaf should be able to cross them. If he could, the next two chapters wouldn't be so bad. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/10.76 28 07 03 10 20 20 07 06 E Swords Nanna 13/17.86 41 11 09 17 20 20 08 11 A Swords E Staves Finn 11/7.22 35 13 03 13 18 10 13 12 A Lances (D Swords) Ronan 12/8.02 29 08 11 14 20 06 05 08 B Bows Shiva 11/11.28 37 20 04 20 20 19 13 09 A Swords Marty 10/10.16 51 15 02 05 09 12 20 20 B Axes D Bows RIP Robert Parne xx/4.54 25 08 03 09 15 12 05 08 B Swords Tina 8.20 20 01 10 03 11 20 05 04 tfw you have lower Staff Rank than Homer Homer 10/10.72 32 01 17 18 20 19 11 08 B Light D Everything Else
  18. Chapter 14: 10/104 48 minutes of Fire Emblem incoming This chapter is easy enough if done correctly. Combinations of Shiva, Finn, Nanna, and Leaf manage the chokepoints so that armors can't get close to the throne and, more importantly, the units near the arena. The arena is pretty conveniently placed, and it's a good opportunity to get extra money and EXP. Homer is a good candidate for the arena abuse, since he levels ridiculously fast thanks to Elite Mode + Elite skill, and becoming a Sage is good. Tina helps out with healing, getting some EXP in the process. Lara progresses the grinding further with her dancing. However, the right-hand ballistas can 2HKO Homer, or OHKO Tina with decent accuracy, so Finn and Leaf spend the first few turns killing them. Other units include Ronan, who grabs a village I guess, Parne, who grabs a village and does some other minor things, Marty, who kills the mini-boss and grabs the Nosferatu village, and Fred, who just so happened to be holding the King Sword around some units who like to dodge stuff. Still a long chapter though zzz Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara (F) 16/8.16 26 07 03 09 20 20 07 06 E Swords Nanna 13/13.90 39 09 09 15 20 20 08 10 A Swords E Staves Finn 11/6.86 34 13 03 13 18 10 13 12 A Lances (D Swords) Ronan 12/8.02 29 08 11 14 20 06 05 08 B Bows Shiva 11/11.28 37 20 04 20 20 19 13 09 A Swords Marty 10/9.26 50 15 02 05 09 11 20 20 B Axes E Bows RIP Robert Parne xx/4.36 25 08 03 09 15 12 05 08 B Swords Tina 4.60 16 01 06 02 08 18 03 04 E Staves Homer 10/4.88 32 01 14 14 20 15 10 07 B Light D Everything Else F = Fatigue
  19. Yeah, I too am having some trouble with this. Video for reference: It's possible to work around, but it is pretty annoying :/
  20. Chapter 12: 8/90 Shiva, Leaf, and Lara start towards the Warrior mini-boss, while Ronan grabs the Heim Scroll village, and everyone else just tries and get EXP. Karin comes along not only for vision support with a Torch, but she also brings a Holy Water to Mareeta so that she has a much better chance of capturing Salem. Speaking of which, Salem is basically the only real nuisance in this map, for obvious reasons. Not only is he capable of incapacitating most of my units, but Mareeta is the only unit who's in a position to capture him, and she's pretty bad at it with her base 13 attack with her personal sword. She needs something among the lines of a double critical or a Lunar Sword proc to capture him, and, if she gets hit, the poison will finish her off. Giving her a Holy Water beforehand fixes that issue, though. Salem's priority list on my units is Marty, then Finn, then Shiva. The first two don't really contribute to the strategy, but Shiva can't afford to sleep until he kills the Warrior boss on Turn 4 PP. So as long as Salem doesn't go 3 for 3 in the first 3 turns, it'll work. He does end up using the entire staff by the chapter's end, which is a shame, but nothing too tragic. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16.46 23 06 01 08 20 15 07 04 E Swords Nanna 13/12.46 39 09 09 15 20 20 08 10 B Swords E Staves Finn (UM) 11/3.68 32 11 03 11 15 08 11 11 D Swords (A Lances) Ronan 12/4.10 26 08 07 12 18 05 05 08 C Bows Shiva 11/5.78 31 14 03 18 20 14 11 09 A Swords Marty 10/5.58 46 15 02 05 09 10 17 20 B Axes E Bows Robert (UM) 2.00 23 05 00 03 06 07 03 07 E Bows Units with >4 Magic: Nanna, Ronan One should note that the Fire Sword, with its +5 Magic, automatically makes one who equips it also immune to Tina's Thief Staff. This namely applies to Leaf and Shiva. (Edit: It turns out that just tying in Mag also makes you immune to Tina's Thief Staff. This namely applies to Shiva, and it was pretty convenient) Chapter 12x: free (20)/90 Oooooooh my god. I brought Nanna, Shiva, Ronan, Saphy, and Lara, the first three since they're the only real combat units I have, as I explained above, and the latter two so they can recruit stuff. Nothing really noteworthy, I managed to get the Shield Ring and Charge Manual due to some funky AI. After recruiting Tina and Parne onto the team, I get ready to rescue chain Lara to the outer chest to get the Knight's Crest within. I then almost ruin the recording. I thought I had correctly calculated tiles away from the throne, and thus thought I could use Leaf in the rescue chain. Alas, Leaf actually ended up being two tiles short of reaching the throne on Turn 20, and he's too heavy to rescue chain beforehand. I knew he either gets a Movement Star, or I would have to do the chapter over again. I wonder which one happened... Leaf really is the best lord :^] Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/1 23 06 01 07 15 16 07 04 E Swords Nanna (UM) 13/13.54 39 08 09 15 20 20 07 10 A Swords E Staves Finn (UM) 11/3.68 32 11 03 11 15 08 11 11 D Swords (A Lances) Ronan 12/7.78 28 08 10 13 20 06 05 08 B Bows Shiva 11/8.36 34 17 04 19 20 16 12 09 A Swords Marty 10/5.58 46 15 02 05 09 10 17 20 B Axes E Bows Robert (UM) 2.00 23 05 00 03 06 07 03 07 E Bows Parne xx/3.20 24 07 03 08 14 11 05 08 B Swords Tina 1.30 14 00 03 01 05 15 00 03 E Staves Chapter 13: 4/94 No, I did not complete this chapter in 1:31 minutes, sadly. This is but a recording consisting of the turn where Leaf and some of his comrades escaped. The amount of RNG abuse required to complete this chapter in 4 turns is too much for me to consistently do in the course of one recording, but I knew it was possible, so I grinded out all the necessary events, and got the chapter done. Let's cover the not-RNG related part of the strategy first: Leaf's side. I fielded Leaf, Lara, Finn, Robert, and two fillers to leave behind. The first turn, Leaf moves his full movement, Lara dances him, Robert mounts and rescues Lara, Finn mounts and drops Lara, Leaf moves his full movement with the Light Brand equipped for the Bow Knight squad. The second turn, Leaf moves to the edge of Lara's movement range, Lara dances him, Robert rescues Lara, Finn drops Lara. Leaf moves full movement. The third turn, Leaf moves his full movement and kill an Armor in the way. Finn moves his full movement, Lara dances Finn (8 movement ftw), Finn rescues Lara, Generic drops Lara, Generic rescues Leaf. I recorded the fourth and final turn. Now, let's talk about the disgusting part, Glade and the generics. Basically, I need to keep a certain area around the escape point clear for rescue shenanigans on the final turn. I also need every single generic to participate in said rescue shenanigans, so sacrificing is not an option. However, there's one slight problem: the Armors that lead the squad assaulting Tahra. They are too powerful and too accurate for the generics to have a chance against, and having 5 of them around simply makes the original goal of keeping the area clear impossible. Thus, Glade goes down on Turn 1 to try and deal with them. The rescue shenanigans need 2 generics to meet up with Leaf's group, and 3 + Glade to carry the rescue chain to Tahra, so the generics start to position themselves accordingly. Glade's Turn 1 EP consists of the following: 1) Dodge 4 out of 5 of the Armors at ~50% hit 2) Don't get crit by Listz's Killer Lance (~30%, but Glade has garbage Luck so it's probably a bit more). Glade's positioning makes the boss inevitably try and attack him, which starts to cause some trouble. However, there's also an upside: if the boss dies, every enemy tries to escape, and I don't have to deal with them anymore. Sadly, Glade Silver Lance critical does not kill the boss yet, since Glade doesn't double the boss, so stalling one extra turn is necessary. Turn 2 of Glade's side is generics moving out of Listz's Poison Bow range, while Glade takes some refuge in a forest. As one could expect, Glade is dead to any other hits. Thankfully, the forest + his pretty good defense makes it so that the main group of archers and soldiers don't attack him. It doesn't stop this EP from being precarious anyways, though. Glade's Turn 2 EP consists of the following: 1) Dodge two ballista at ~50% hit 2) Dodge Listz's Killer Lance hit at ~70% hit. It doesn't sound too bad, but considering this patch has true hit, it is pretty bad. There's also the fact that Listz doesn't even need to attack Glade at 1 range, he can just try to kill with the Poison Bow, which is not good since we need Glade to land another Silver Lance hit to set up for the boss kill. It's basically a 50/50 chance as to whether Listz attacks from 1 or 2 range, and 2 range ends the run. After Glade miraculously survives all of that, however, he still isn't done. He needs to hit Listz with a 9% critical. Not much to say. After Listz dies, no enemies attempt to attack, and everything else goes smoothly. So yeah, the probability of all that going down is low, to say the least. Compounded with the fact that FE5's RNG is ridiculously easy to advance, I don't see myself actually completing this chapter in one recording. What can you do :/ By the way, Robert was needed for some rescue stuff early in the chapter, so even though I drafted him, I ended up leaving him behind. Not that he would make many more useful contributions after this. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 A Swords Lara 16/4.32 25 07 02 08 18 19 07 05 E Swords Nanna (UM) 13/13.54 39 08 09 15 20 20 07 10 A Swords E Staves Finn 11/3.68 32 11 03 11 15 08 11 11 D Swords (A Lances) Ronan 12/7.78 28 08 10 13 20 06 05 08 B Bows Shiva 11/8.36 34 17 04 19 20 16 12 09 A Swords Marty 10/5.58 46 15 02 05 09 10 17 20 B Axes E Bows RIP Robert Parne xx/3.20 24 07 03 08 14 11 05 08 B Swords Tina 1.30 14 00 03 01 05 15 00 03 E Staves
  21. Chapter 11: 6/82 As long as you have Door Keys, this chapter is pretty easy. Marty and Leaf are pushed in position for Turn 1 EP, and they kill most of the initial enemy group, Marty getting to level 10 in the process. With some nice rescue chains, I get all of Nanna, Shiva, Warrior!Marty, and Lara into the central room by Turn 3 EP, where Nanna attracts most of the attention from the armors, crushing them with a Wrath Iron Blade hit. Turn 4, Leaf enters the room and triggers Portcullis, with Marty, Lara, and Shiva opening the three northern doors in the same turn. Nanna kills some of the remaining Javelin armors that threaten Fred. Finn was suppose to assist her, but I managed to not move him into the central room before Leaf. Leaf, Marty, and Shiva work towards the throne room, Shiva spooking Kempf on Turn 5, while Lara grabs the "Flare Staff". Leaf seizes on Turn 6. Lara also decided that 9 movement is not enough, and thus proc'd her 3rd movement level. It's getting absurd at this point, but I'm not complaining. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 19.56 43 15 02 07 18 16 06 10 B Swords Lara (F) 14.20 22 05 01 06 18 14 06 04 E Swords Nanna 13/10.96 38 07 09 14 20 20 08 10 B Swords E Staves Finn 11/3.54 32 12 03 12 17 08 12 11 A Lances (D Swords) Ronan 12/2.98 25 07 06 11 17 04 05 08 C Bows Shiva 11/1.84 29 13 02 17 20 10 09 09 A Swords Marty 10/2.00 42 14 02 05 08 09 15 20 B Axes E Bows F = Fatigued Chapter 11x: free (16+4)/82 Leaf, Shiva, Marty, and Robert are the only drafted units I decided to bring, since Finn is worthless in this type of chapter, Lara was fatigued, and Nanna was nearing fatigue. I brought Saphy so she could Hammerne the Light Sword, and a filler unit to meet the minimum deployment limit. Since no one really advocated for banning Hammerne use in Gaidens, I'm assuming that it's still on the table. If you ask me, Hammerne is but one of the niches Saphy has. She has more important uses and functionality outside of the staff, other stuff worth drafting her for. I just don't think it's significant enough to have a seperate rule. Anyways, I decided to pour most of my investment into Marty, since Leaf maxed level, Shiva is already good, and lol Robert. Warrior promotion gains are actually really good, with +5 Skill and +6 Speed among them, so Marty becomes a decent enough combat unit, and, with some scroll-boosted levels, he could probably get somewhere. Fred saves the children, and accidentally recruits Olwen. I finish the chapter thinking I could just leave her behind in Chapter 13 and get Illios, but afterwards, I realized that's not enough; she'd have to die at some point. I think I can get her to die in 14x without penalties getting me over 20, though, so no rerecording for me. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 20.00 44 15 02 08 18 17 06 11 B Swords Lara 14.20 22 05 01 06 18 14 06 04 E Swords Nanna 13/10.96 38 07 09 14 20 20 08 10 B Swords E Staves Finn 11/3.54 32 12 03 12 17 08 12 11 A Lances (D Swords) Ronan 12/2.98 25 07 06 11 17 04 05 08 C Bows Shiva 11/3.38 30 14 03 18 20 12 10 09 A Swords Marty 10/4.94 44 15 02 05 09 10 17 20 B Axes E Bows Robert (UM) 2.00 23 05 00 03 06 07 03 07 E Bows
  22. Chapter 8x: free/64 Easy chapter, easy life. I mainly invested in Ronan and Shiva, Ronan because he was close to promotion, and Shiva because he's better than Marty. Nanna came along to kill Gomez with the Fire Sword, and got to spam Heal for some exp afterwards. Ronan promoted, and Leaf got some new Boots. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 17.02 41 13 02 06 17 15 06 10 B Swords Lara 3.32 15 00 00 01 11 07 00 03 E Swords Nanna (UM) 13.78/7.96 36 06 09 14 18 19 06 09 B Swords E Staves Finn 11.12/2.00 31 12 03 12 16 07 12 11 A Lances (D Swords) Ronan 12.80/1.00 24 07 05 11 16 04 05 08 C Bows Shiva 10.94 29 10 01 14 17 09 07 09 B Swords Marty 9.08 40 11 01 00 00 09 11 19 D Axes I should note that a low-key goal of mine is to try and get most of my combat units to 4 magic or more. 4 Magic is the amount of Magic needed to be immune to Tina's Thief Staff, since she has 3 Magic. Some units probably won't reach this, and that's fine since I can unequip them on EP and let Nanna do most of the chapter. But, the more capable units for that chapter, the better. Chapter 9: 5/69 Just Leaf running towards the escape point as fast as his movement stat will let him. The absurd amount of forests and mountains ensures that mounts can't really help him out. Outside of Leaf, at least 5 other units must be deployed. Karin can escape in time, and she can take one unit with her. She takes Carrion so that he can grab the Paragon Sword. That leaves three units to leave behind. I decided on Axe Bros + Tanya, though it doesn't really matter. Leaf also has a fair chance to die on Turn 4 EP, but the boss decides that using a Javelin instead of an accurate Killer Lance was a smart idea. Leaf didn't get any levels, so same stats going into Chapter 10. Chapter 10: 7/76 Hehe, the turn count is 776 :^] The 7 turn clear of this chapter is reliant on one thing: getting Fred and Olwen on the battlefield on Turn 2. Fred and Olwen are nuisances in this map, namely in the fact that they are unkillable. This is further proven by the fact that, when Olwen moves on her second turn in the battle, she blocks the bridge towards the throne, and that loses me a turn if they appear on Turn 3, since I have to cross the bridge on Turn 5. However, if she's out by Turn 2, I'll be free to move across the bridge on Turn 5. Ronan is the my only drafted unit who can trigger the cutscene by Turn 2. This makes getting the Rescue village a lot more difficult, since it basically becomes an rng-fest of "will the thief move", but what can one do. Lenster squad does almost all of the relevant combat. Finn manages to capture the Fire Sword Armor, which is fantastic. The other Armors on forts are dealt with magic sword hits. Lara is tasked with baiting ballista away from Lenster squad, and she's also the best option to dodge Olwen and Fred's onslaught. She makes sure to equip the Paragon Sword for all the EXP. Ronan triggers the cutscene, kills the Dragon Knight miniboss, and also tries to kill the thief, but the thief was too bulky in this run. Robert grabs the Rescue village, while Shiva and Marty mess around in the top right of the map, eventually killing the ballista there. Shiva promotes, and Marty almost reached promotion. Nanna used the Wrath Manual in the beginning of the map so she could easily kill the boss on EP with the Earth Sword. That's it, I think. RIP Magic Up Staff, would have been nice I guess. Also, Lara got 2 movement levels lmao. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 18.46 42 14 02 06 17 15 06 10 B Swords Lara 11.76 22 05 00 04 16 12 05 04 E Swords Nanna 13.78/9.84 37 07 09 14 20 20 07 09 B Swords E Staves Finn 11.12/3.26 32 12 03 12 17 08 12 11 A Lances (D Swords) Ronan 12.80/2.42 25 07 06 11 17 04 05 08 C Bows Shiva 11.58/1.00 29 13 02 17 20 10 09 09 A Swords Marty 9.90 40 11 01 00 00 09 11 19 C Axes
  23. Chapter 8: 4/64 This chapter is easy enough. In Battle Preparations, I sold some stuff to have enough money to buy 7 Door Keys. The Lenster Crew of Nanna, Leaf, and the freshly promoted Finn blaze through most of the chapter, all of them landing within range of the boss by Turn 3 EP. Nanna quadruples with the Brave Sword, and yet doesn't kill, allowing Finn to capture the boss with one out of two Brave Lance pokes. Meanwhile, Lara, Ronan, Shiva, and Carrion all combine their powers to buy Door Keys and visit the Knight Crest village. Marty was also suppose to help out, but Ronan's timely criticals made sure I didn't have to rely on 50% Steel Axe hits. Also forgot to flash the turncount at the end, but if you're really so skeptical, you can count. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 16.82 40 13 02 06 17 15 05 10 B Swords Lara 3.32 15 00 00 01 11 07 00 03 E Swords Nanna 13.78/2.52 34 07 09 12 17 17 07 08 B Swords E Staves Finn 11.12/2.00 31 12 03 12 16 07 12 11 A Lances (D Swords) Ronan 8.14 23 04 03 06 10 04 03 07 D Bows Shiva 5.10 25 07 00 09 13 05 05 07 B Swords Marty 8.80 39 10 01 00 00 08 10 19 D Axes
  24. Chapter 7: 7/60 The final chapter of the Manster Escape Saga. Nanna promotes using the Chapter 6 Knight Crest, giving her respectable gains and, more importantly, B Rank Swords, allowing her to plow through most of the Myrmidons on Turn 2 EP with the Brave Sword. 3 + Shiva evade her wrath on Enemy Phase, but are taken down on Player Phase with Fergus, Leaf, Brighton, and Nanna. I then use a brilliant trick from dondon's FE5 playthrough to recruit Shiva. After he captures Lara, his AI shifts and only wants to escape to the north. However, Karin and Lifis block his direct path north, making him go around through the south, directly into Saphy for the recruitment. Everyone is in position to escape on Turn 7, just evading the downpour of Cavaliers. Unit Lvl HP Str Mag Skl Spd Luk Def Bld Weapon Level Leaf 16.12 40 13 02 06 17 15 05 10 B Swords Lara 3.32 15 00 00 01 11 07 00 03 E Swords Nanna 13.78/2.16 34 07 09 12 17 17 07 08 B Swords E Staves Finn 11.12 30 10 02 09 13 07 10 10 B Lances (D Swords) Ronan 6.06 22 04 02 05 08 04 03 07 E Bows Shiva 4.00 24 06 00 09 12 05 04 07 B Swords
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