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Sturm

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Posts posted by Sturm

  1. It's @Hecatia Lapislazuli's turn not @Lormpa.

    Every round reverses the picking order otherwise first pick would have the advantage in every round. That's why the people at the end get two picks because, for example, Mister Rogers picked Nephenee as the last pick in the first round then he's first pick in the second round so he takes Shinon. So this round would go Mister Rogers, Hecatia Lapislazuli, Junkhead, Sob99, me, Lost Impact, then Lormpa gets two picks and back to the original order for the third round. In other words every even round is reversed.

  2. Chapter 19S: Battle of Bulgar (version two).

    Turns - 5/131

    I realised I might be able to get the Energy Ring if I played turn four a bit differently so only one enemy needed to be cleared out the way which Marcus could do while Tate went to the Village, which is exactly what happened. First three turns were almost exactly the same, only difference was Tate flew on top of the wall instead of down to the lake on turn four so she was able to fly along it on turn five to reach the house. She faced a bunch of Nomads and a few Archers so her chance of surviving looks bad but they're not actually that threatening with the exception of the Steel Bow Archer and their hit rate isn't that great so her chance of living was actually pretty decent. Energy Ring will probably go to Clarine though Tate is also a possibility, I have a lot of gold stored in items so I might buy some more in the Secret Shop as well if I think I have enough Boots to go around.

    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           09.21     33  10  10  14  13  08  02  05  C Swords                    Angelic Robe
    Marcus    Paladin        --/09.32  37  13  14  14  10  10  09  08  D Swords, S Lances, S Axes
    Dieck     Hero           14/09.63  44  22  24  19  14  15  07  06  S Swords, C Axes
    Clarine   Valkyrie       10/01.23  21  14  11  17  14  05  14  08  E Tomes, B Staves
    Sue       Nomad Trooper  15/09.59  43  21  23  27  18  10  10  08  E Swords, S Bows             Angelic Robe
    Fir       Swordmaster    13/09.05  42  21  25  28  15  12  10  06  S Swords
    Shin      Nomad Trooper  16/04.97  42  20  22  19  09  10  06  08  E Swords, A Bows
    Gonzales  Brigand        15.18     45  19  09  16  09  11  02  05  B Axes
    Lalum     Dancer         07.43     20  01  03  17  15  05  08  05  --- 
    Tate      Falcon Knight  13/05.42  41  17  16  22  09  12  12  10  E Swords, B Lances           Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         17.90     22  16  11  12  06  08  10  05  C Dark
    Fae       Manakete       10.57     29  23  23  10  22  21  33  05  --- 
    Hugh      Mage           16.08     27  13  11  13  10  10  09  05  C Anima

     

  3. In, I wanted to play Hard Mode but this will do, hopefully it fills up. 

    On 10/07/2018 at 2:02 AM, Junkhead said:

    Not sure why it's been so hard to get people in, these last few years...

    Seven people is quite a lot to get compared to most games which are four or maybe five people usually, also I think that quite a few of the people who play drafts somewhat regularly don't like FE10 or at least don't want to draft it, it's more time consuming than GBA games and especially NDS ones as well I suppose, that would be my guess.

  4. Chapter 17S: The Bishop's Teachings.

    Turns - 5/123

    Spoiler

    Could have four turned this one if I gave Tate both the Body Ring and the Speedwing she would have had exactly enough AS to double and ORKO Arcard with the Horseslayer but she would have had to dodge 2/3 of the Killer Ballista twice whilst carrying Roy and a Silver Lance and then hit Arcard twice at like 45 hit plus I wouldn't get to arena as much so I took a five turn instead though I think the five turn ended up being less reliable than the four turn anyway, oh well, que será, será. Tate got danced turn one to get some rounds in the Arena on the first two turns and then flew Roy to the Gate, she dropped him turn two so he could get some experience and also I was hoping he would be reduced to low HP so he would distract the Ballista on the last turn it didn't happen but it worked out anyway, turn three was the worst as Tate had to dodge quite a few hits whilst weighed down, she dropped Roy turn four and weakened Arcard with a Killer Lance HIt+Crit on enemy phase and finished him with a Horseslayer on turn 5. Everyone else except for Raigh who distracted the Mages in the north and Fae who blocked the one wide choke was on Arena duty for the whole map unfortunately everyone only gets around 550g bets oh well, , got around 10,000g total plus I might be able to sell the Body Ring if I don't need it so more if that's taken into account. I'm really regretting paying 10,000g for Hugh that was definitely not worth it though Douglas might have killed him if he didn't have max stats still I'm not even sure I'd care, though he helped with rescuing people of the Arena.

     

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           09.17     26  10  10  14  13  08  02  05  C Swords
    Marcus    Paladin        --/08.81  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/09.25  44  22  24  19  14  15  07  07  S Swords, C Axes
    Clarine   Troubadour     09.71     17  10  08  14  14  03  11  07  C Staves
    Sue       Nomad Trooper  15/07.29  41  20  21  26  17  10  10  08  E Swords, S Bows            Angelic Robe
    Fir       Swordmaster    13/07.31  40  21  23  27  13  11  10  06  A Swords
    Shin      Nomad Trooper  16/03.75  41  19  21  18  09  10  06  08  E Swords, A Bows
    Gonzales  Brigand        14.37     44  19  09  15  08  10  02  05  B Axes
    Lalum     Dancer         06.57     19  01  03  16  14  04  08  05  ---
    Tate      Falcon Knight  13/03.96  39  15  14  21  08  12  10  10  E Swords, B Lances          Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         17.59     22  16  11  12  06  08  10  05  C Dark
    Fae       Manakete       09.09     28  22  22  10  20  21  33  05  --- 
    Hugh      Mage           16.07     27  13  11  13  10  10  09  05  C Anima

     

    Chapter 18S: The Law of Sacae.

    Turns - 3/126

    Spoiler

    This basically came down to how many Nomads spawned when I entered the circle of tents as to whether Roy would survive or not he could take two hits so it wasn't too bad. Sue got danced and ran as far down as she could to kill all the Nomad's while Tate flew down the left hand side killing one Nomad Trooper and pulling all the enemies down there towards her so the wouldn't head towards the centre. Turn two Tate and Shin killed a Nomad Trooper each that had attacked Sue at one range which meant that Sue could drop Roy in a spot near the throne where he wasn't in range of any enemies (except the Eclipse!Druid, lol) and she killed Monke with the Brave Bow needing 3/4 hits so she had turn three free to clear Roys way if something blocked the gate which did end up happening. Marcus also put the Armads to good use by rescuing Tate with it equipped as she was in the middle of a bunch of Nomads but he would die without the defence boost as he gets doubled so that was neat, I knew it would be useful eventually. Clarine got danced turn two so she could hit level 10 and promoted on turn three, finally it's time! Bought a couple of Killer weapons and a bunch of Thunder tomes for Clarine then I noticed Thunder is D rank, whoops, thankfully next map sells fires and I can just sell them back for the same price, thanks Silver Card.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           09.21     26  10  10  14  13  08  02  05  C Swords
    Marcus    Paladin        --/08.86  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/09.37  44  22  24  19  14  15  07  06  S Swords, C Axes
    Clarine   Valkyrie       10/01.00  21  14  11  17  14  05  14  08  E Tomes, B Staves
    Sue       Nomad Trooper  15/08.61  42  20  22  26  18  10  10  08  E Swords, S Bows            Angelic Robe
    Fir       Swordmaster    13/07.70  40  21  23  27  13  11  10  06  A Swords
    Shin      Nomad Trooper  16/04.74  42  20  22  19  09  10  06  08  E Swords, A Bows
    Gonzales  Brigand        15.18     45  19  09  16  09  11  02  05  B Axes
    Lalum     Dancer         06.87     19  01  03  16  14  04  08  05  ---
    Tate      Falcon Knight  13/04.75  40  16  15  21  08  12  11  10  E Swords, B Lances          Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         17.90     22  16  11  12  06  08  10  05  C Dark
    Fae       Manakete       10.57     29  23  23  10  22  21  33  05  --- 
    Hugh      Mage           16.08     27  13  11  13  10  10  09  05  C Anima

     

    Chapter 19S: Battle of Bulgar.

    Turns - 5/131

    Spoiler

    Fir soloed the left side and distracted two Nomads and the Nomad Trooper away from Lalum while the remaining one suicided on Sue, she hit S swords and capped Strength, all the other foot scrubs were undeployed except Dieck who passed Roy to Clarine and distracted some Wyvern Riders away from Percival who was deployed to go shopping, thankfully, he had exactly enough move to reach the shop. Mounts basically charged up the right with Lalum and Roy in tow. Marcus Brave Lanced one of the Nomads then Sue trade equipped him to the Armads and rescued him then dropped him as far north as she could get with a dance, Shin and Tate dropped Lalum on the Bridge and blocked the other Nomad from reaching her, one of the Wyverns died to Marcus on enemy phase. Turn two Marcus OHKO'd the Wyvern Lord and Sue killed the Axe Reaver one, Tate used a Pure Water (she was put at the bottom of the deployment order along with Clarine) and Shin rescued her and moved above Marcus dropping her above him, Clarine was given Roy, enemy phase Lalum had to dodge the remaining two Wyvern Riders at pretty low hit rate. Turn three Clarine gave Roy to Sue and Sue and Marcus smashed the wall down with their Brave weapons and Marcus took Roy, Clarine got Danced and picked up Lalum so Shin could take her and then Tate dropped her one space south east of the Longbow!Village. Turn four Sue gave the Brave Bow to Shin who started to break the second Wall and Tate dropped Sue on the opposite side of the Broken Wall to clear out some stuff and protect Lalum who was on the other side from everything except some inaccurate Longbow!Archers and she flew down near the lake to pull some more enemies down to the south. Finally Shin finished of the Wall and Marcus and Tate cleared a Nomad and Archer blocking the way and Sue OHKO'd Kel with a Killer Bow!Crit then Clarine dropped Roy just in range to seize with a Dance.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           09.21     33  10  10  14  13  08  02  05  C Swords                    Angelic Robe
    Marcus    Paladin        --/09.32  37  13  14  14  10  10  09  08  D Swords, S Lances, S Axes
    Dieck     Hero           14/09.63  44  22  24  19  14  15  07  06  S Swords, C Axes
    Clarine   Valkyrie       10/01.23  21  14  11  17  14  05  14  08  E Tomes, B Staves
    Sue       Nomad Trooper  15/09.73  43  21  23  27  18  10  10  08  E Swords, S Bows             Angelic Robe
    Fir       Swordmaster    13/09.06  41  22  25  29  15  11  11  06  S Swords
    Shin      Nomad Trooper  16/04.75  42  20  22  19  09  10  06  08  E Swords, A Bows
    Gonzales  Brigand        15.18     45  19  09  16  09  11  02  05  B Axes
    Lalum     Dancer         07.43     20  01  03  17  15  05  08  05  --- 
    Tate      Falcon Knight  13/05.19  40  17  15  21  08  12  11  10  E Swords, B Lances           Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         17.90     22  16  11  12  06  08  10  05  C Dark
    Fae       Manakete       10.57     29  23  23  10  22  21  33  05  --- 
    Hugh      Mage           16.08     27  13  11  13  10  10  09  05  C Anima

     

     

  5. Huge Character dump incoming:

    Laura: 6.5/10

    Spoiler

    Laura being the only healer doesn't really compete with any of your other units but she does compete with the 'roided up healing items in FE10. In normal mode I find this makes Laura pretty obsolete but in Hard Mode being able to get an extra kill on units like Nolan, Jill or Eddy rather than having to heal themselves makes Laura pretty useful. In terms of being anything more than a staff bot, well she has the growths for it but her levelling is so slow and you don't have the luxury of dumping her full of BEXP like on normal so unless you want to one turn 3-13 it's obviously not worth it still she is useful even at tier one in part three so for that she gets a decent score. The fact that she dies to literally everything forever can be very annoying when combined with the no enemy range check when you accidentally get her killed and of course this will always happen on the last turn of a really long and annoying map. :angry:

    Sothe: 9.5/10

    Spoiler

    God of part one obviously thanks to Forged Iron Knives and his class which allows him to have the best movement throughout most of the maps in Part 1, he actually misses a lot of kills though and he takes a good chunk of damage from enemies so he's actually pretty weak compared to other Jagens like Titania and Seth who are more or less invincible. The fact he leaves quite a few enemies alive is pretty nice for HM though as the experience gain is so low so feeding as many kills to other units is nice. In terms of Part three he's good in 3-6 thanks to Beast Killer but very weak in 3-12 other than being a Support-bot for Micaiah and useful in 3-13 again, his biggest problem is not getting enough Speed to double Cats which can be annoying. I also think he's better in Part four than people give him credit for sure he's not the best by a long stretch but Part 4 is all rout and he can still take on a few enemies so I still find he can be useful by taking on some reinforcements or something and he can even just trail Micaiah to give her Support if nothing else. Bane of course can either be really good if it activates at the right time or extremely annoying when it procs on the 2 HP Mage and of course Murphy's Law means it will always be the latter. 

    In terms of transfers well he's not getting them is basically the answer but if you can somehow get him any Defence or Resistance he really appreciates that I imagine a rigged 20 Defence Sothe is pretty funny, Speed and Skill are capped and Strength he caps really quickly anyway. Overall I think his only really bad map is 3-12 other than that he's either a god or at least passable at worst.

    Ilyana: 7.0

    Spoiler

    I'm personally a fan of Ilyana at least on Normal Mode so I'm probably being a bit generous but I think she's quite decent, although I probably wouldn't recommend her to someone playing FE10 HM for the first time as I think she's not the most 'beginner friendly' unit. She's probably your second best unit on the map she joins which is maybe the hardest map in the game and she can double some stuff like the Fighters and help clear out the Archers through the wall, onto 3-4 she actually gets OHKO'd by  some of the Tigers just barely, but she's still one of your better units probably still second best depending on how Nola/Eddy are levelling, I'd recommend Forging a maxed might and crit Thunder tome for her if you want to use her. For the rest of Part 1 I think she's a decent unit but not great, she's always on this tipping point I find where she's just on the edge of being bad or good, if her speed works out she's pretty solid but 30% means it probably won't without a bit of 'encouragement'.  Also you can't sell Master Seals and you get quite a few so promoting her just to help you through Part one is a pretty good idea IMO especially combined with Wrath. As for Part 3 well Soren is invariably better when she rejoins so unless you really like her or you're doing some kind of challenge run like a PMU or Draft or LTC there's really no point in using her. Still I think she's a pretty good unit for Part 1 which is the hardest part of the game so for that I'll give her a decent score, though I'll admit I'm probably being a tad generous.

    In terms of transfers Ilyana's one of the units that benefits the most from them especially Speed, but Magic as well, other stats are just icing on the cake. With transfers she's pretty solid for the whole game I think and a unit you could easily use long term.

    Aran: 4.5

    Spoiler

    There's always that unit that just exists and isn't really bad but isn't really good and is just out classed in FE10 that unit is Aran. His biggest problem I feel is that his first map (I'm ignoring 3-3 here) he gets owned by Tigers so he has a very tough start. If he can actually get going he's one of the only really tanky units the DB has come Part 3 and he's probably one of if not the only unit able to take multiple hits from Tigers in 3-6 so he's probably very solid from that point on but getting him there is a pain and in 3-12 and 3-13 he should have no problem bearing the brunt of the attack even against the 3-13 Laguz. He's probably going to need the Speedwing but that doesn't come until the very end of Part 1 so he's just got his growth to rely on for the most part and maybe some BEXP if he caps Strength/Skill/Defence. Another thing is that Nolan gets +4 defence from Tarvos and is a lot faster plus has Earth affinity so that makes Aran's strength against what I would say is his main competition a lot more limited. I'll give him a pretty average score for a pretty average guy, if you want to use him he's probably workable but there's definitely better options, I expect he's good in Part 3 though.

    Meg: 2.5

    Spoiler

    Oh dear, oh dear. I think Meg is in a pretty similar situation to Aran actually but just even worse start, she's probably pretty good in 3-6 if you train her up and give her like Brave Sword and Beastfoe or something as she can probably take a bit more punishment than most of your other units though not as much as Aran and again this is mitigated by things like Tarvos/Earth Affinity and units like Volug have a lot more HP to work with and her 22 speed cap just destroys her ability to kill Cats without the Brave Sword something she'd maybe be decent at if not for that. I do think she's usable though if you really want to you just have to dump all the boosters on her but yeah definitely not worth it. Heaven affinity is also one of the worst and the only person who wants it really is Meg herself. I'm giving her 2.5 because I think she can be used if you put the effort in.

    Volug: 7.0

    Spoiler

    First of all I've never really cared for Volug so this might be a bit low, having said that I can't deny that he's pretty good. In Part one he's a second Jagen  he can take a lot of punishment, more than Sothe, and he also has really good movement which is nice for some maps like 1-6 especially and also 1-E where he can carry the BK thanks to being a Laguz. He doesn't kill anything other than Mages and maybe Archers but this is actually ideal as he gains 1 experience basically no matter what and the only thing he actually wants is to build strike rank so this is  ideal for feeding kills to your other units , he probably wont gain a single level in the whole of Part 1 but it doesn't matter for him. Come Part 3 he gains a bunch of stats thanks to losing half shift and if he's got S Strike he can really tear the Laguz apart and take a hit or two as well which is no mean feat. He suffers less from lack of 1-2 range as well compared to all the other Laguz given that he mostly faces other Laguz in Part 3. Oone problem though I foresee him facing is that I don't think the DB have any Laguz Stones so he can't do anything until turn thee unless you manage to steal one from Mordecai with Sothe which limits what he can do somewhat . Part 4 there's a bunch of much better Laguz, his growths are pretty terrible and Laguz as a whole are pretty weak thanks to rout-central and no 1-2 range plus he's probably going to struggle to get to level 30 for signing without a lot of favouritism. Solid unit in Part 1 and maybe even better in Part 3 just not a unit I've personally ever cared for.

    Zihark: 8.0

    Spoiler

    Unless Eddy is really blessed or you really like him, Zihark is more than likely going to cause him to hit the bench come 1-6. Zihark comes in ready to kick arse and take names something that the DB really needs, he's pretty comparable to Sothe in terms of stats but he has to rely on Wind Edges for 1-2 range unlike Sothes access to Forged Knives which makes him quite a bit worse but in terms of 1 range he's pretty hard to beat. Zihark's biggest advantage though is that he doesn't need much experience to be ready for Part 3 even at base he can be decent and he also has Earth which combined with his good innate avoid makes him more durable than his raw stats would imply he also has a much easier time being able to double cats than Sothe plus he can put the Brave Sword to use to really bring the pain. The fact that he doesn't need to take up much experience is very nice as you only have enough experience to train a few units up to par so using a unit like Zihark is very recommended Imo. He'll be beaten out by the likes of Mia and Eddy come Part 4 but the difference is very slight and Trueblade is a pretty decent class for Part 4 and Endgame anyway so even using him plus Mia or Stefan something isn't bad. Zihark doesn't really need any transfers and anything he does get is just icing on the cake.

    Jill: 9.0

    Spoiler

    I'm torn between an 8.5 and a 9.0 but I like Jill so I'll go 9.0. Jill is the primary growth unit of the DB and almost certainly the unit you want to put the effort into and also the Stat Boosters you've accumulated by the time she joins which really make all the difference to her performance as well as Forging her a strong and accurate Axe. If you give her a little boost at the start and feed her some kills and BEXP she takes off and becomes one of the best units in the game given that she's the only flier for the DB (other than Vika for a short time) and her class is just WTF broken in FE10, Wyvern Rider is usually a good class in most FEs but FE10 just turns it up to 11, once she becomes a Dragon Master she'll be clearing whole sections of the map by herself and, well, Dragonlord is just 'gg, ez' territory. She can also go over to the Mercs if you want her to but this isn't very advisable unless you really know what you're doing and have a reason for it as the DB losing what is almost certainly their best unit at that point is going to be quite rough for them to say the least. I'm going with a 9.0 because her start is a little shaky but definitely pays off in Part 3 and beyond and she's still useful in Part 1 just by virtue of being able to carry people like Tauroneo and BK and her combat is still passable. I'm rating her lower than Sothe because I think even though in the overall scheme of things she's better he carries Part one which is harder so for that he gets the better score.

    In terms of transfers Jill is the unit to get them for and her Stats in FE9 are good enough to the point where she's actually feasibly going to get some without needing to rig them, another thing is that FE9 is easy enough that you can just give her stat boosters to cap stats rather than actually use them properly if you wanted to. Transfers in HP (via giving her 2 robes), Strength, Speed and Defence primarily make a world of difference for Jill and she'll just be game breaking at that point and make it pretty easy to be hones for this reason I'd probably recommend against Transfers!Jill to someone who wanted to experience FE10 Hard Mode just because it scews the game so much from the base game.

    Tauroneo: 5.5

    Spoiler

    Big T, I like to think of him as joining in 3-12 and 1-6 is just a bonus personally. First of 1-6 he's just ridiculous even the Hammer Knight can't stop his rampage, he'd probably be able to ORKO everything with his fists alone if he wanted to. Of course using him means taking away valuable experience from your other units which can actually matter in FE10:HM but he's there if you need him which is nice. Onto 3-12 he's actually still pretty decent though he's probably been superseded by at least a few of the DB, still like Zihark his biggest advantage is that he doesn't need to be trained up to be useful even just crowning him at base creates a pretty decent unit that can contribute well for the next two maps and that is a nice thing to have for sure and he can probably still be decent maybe with a 'wing in Part 4. Not being available for the rest of Part 1 and 3-6 brings him down quite a bit but let's be honest he'd pretty much make it 'Not Hard Mode' if he existed for that time. Overall a decent filler unit with the bonus of having a map of absolute godhood.

    Fiona: 1.5

    Spoiler

    Wow, they really pulled out all the stops on Fiona, basically took an Est unit and stacked everything against her they could think of. Ok so Fiona has a horse which usually would at least mean something but then they made almost every map she has be bad for horses, 1-7 indoor map, 1-8 and 1-9 she doesn't exist, 1-E ledges and also indoor so really the only thing she has is canto because lord knows she ain't fighting anything. Onto Part 3 3-6 she can't leave the main island, ok so you're probably going to be playing defensively anyway so this isn't that big of a deal but still it's there. 3-12 is again a map where the enemies are coming to you and her movement doesn't really let her get to places others can't plus she can't be rescue dropped down by Jill like everyone else if you had a ridiculous unit you want to drop into the fray or more likely just Jill herself, 3-13 again ledges and pretty defensive and she's going to have a hard time getting to Ike even if she is trained up. Part 4 is notoriously bad for Paladins probably Ike's is her best route but then Titania is locked to that and well we all know who the better Paladin there is not that you can't use both obviously but having a Horse doesn't help her out. She has good growths and I guess she's probably the best Paladin for endgame but even then Titania has her beaten until past 1-F-1 thanks to Hammer access so only in the very last stretch would she surpass her and then you have lolroyals and stuff anyway so what's even the point. As for her combat at the beginning well it's just irredeemable even on Normal Mode basically, even Meg can be given boosters and a Forge and become something, but Fiona can't really do much no matter how much you try to help her, in the end she'll probably get somewhere but in no way is it worth it. The only thing she has really is Earth affinity so she could at least be an avoid bot for someone if you don't have a unit paired up and her skills are nice but only for removing and giving to other units. Pretty close to the worst unit in the game on Hard Mode thanks to not being able to BEXP dump her.

    All right, I'm tired of writing, will do more some other time, also it's like 4 am insomnia's a bitch.

  6. Chapter 16: Storming the Capital.

    Turns - 8/111

    Spoiler

    This was a pretty fun and challenging chapter and I'm quite pleased with how it turned out. Deployment was Fae, Marcus, Sue, Lalum, Miledy, Shin and Gonzales on the left and Fir, Dieck, Percival, Raigh, Clarine and Tate on the right. Originally I deployed Merlinus to bait the Purge!Bishop close enough to the wall so Shin/Sue could kill him with Longbow but I needed Percival to carry Miledy so she could be given to Sue later on otherwise she wouldn't have been able to keep up.

    To start off Marcus rescued Roy and Gonzales took him, Sue rescued Fae and got danced and dropped her ahead near the stairs in the middle and Dieck and Tate dropped Fir forward so she could reach a Mercenary everyone else just moved forward. Turn two Gonzales gave Roy to Clarine and she ran forward trading her staves to Roy and using a Pure Water so she wouldn't get Silenced. Raigh cleared the Fighter from the right Stairs and Fir killed a Mercenary so Tate could full move North. Marcus got Danced and he and Sue dropped Lalum forward, Fae and Shin finished off some enemies. Turn three Clarine gave Roy to Dieck, then Dieck gave him to Tate and cleared her way and she dropped Roy so he could speak to Hugh next turn, Sue rescued Fae and got Danced dropping her ahead and positioning herself to kill the Mages/Bishop in the north Corridor  Shin positioned himself next to the wall so the Paladin could attack him, he had to use the Killer Bow to deal enough damage but not get a crit so that the Bishop would heal the Paladin and then Shin could kill him with a Longbow the turn after a Steel Bow would have also worked but I didn't have one. Turn four Roy recruited Hugh, I paid full price for him which I'll probably regret, he actually needed max stats to not get one-shot by Douglas but Roy was also one-shot so maybe he would still have gone after Roy anyway? Even if he died it probably wouldn't matter, he did help out a bit here though which was nice, he killed a Knight so Tate could rescue Fir and move ahead. Marcus and Sue again dropped Lalum ahead, they were next to the Door in the Centre now, Lalum had to face two Knights on enemy Phase so she could reach Sue next turn but they have pretty low hit, Raigh was still fighting the Bishop doing like four damage to each other.

    Turn five Tate dropped Fir and Hugh rescued Roy so he could give him to Tate, Raigh got rescue Dropped by Clarine and Dieck so they could start working on getting the Right Treasure. Fae opened the Door and Sue killed the Mercenary then got Danced, Percival gave Miledy to Marcus who gave her to Sue and Sue dropped her forward so she could kill the two Snipers and the Bishop on enemy phase. Turn six Clarine opened the right Treasure room Door and Dieck fed the Manakete to Raigh using the Devil Axe, Hugh gave Roy and Member Card to Tate and she dropped him next to Fir to block Douglas from killing her. Sue and Miledy moved up and Marcus opened the left treasure room while Fae killed a Mage and Lalum danced her so she could reach a Chest, Shin also promoted at level 16 I thought the +1 move would be helpful for next map and it seems a pretty good time to promote him anyway. Turn seven Marcus got the Hero Crest, Clarine the 5000 gold and Raigh the Bolting, Sue brought the Wall down to 46 HP and Tate passed the Member Card to Miledy, Gonzales finally killed the Bishop and got a really nice level from it. Final turn Marcus got the Rescue, Fae the Knights Crest, Dieck the Recover, Raigh the Brave Lance and Clarine the Restore. Tate promoted so she had enough move to get the Berserk after a Dance and Sue broke the Wall so Miledy could recrut Zeiss and he bought two Guiding Rings for Hugh and Raigh and eight Angelic Robes leaving me with ~700g I just figured I'd spend all my money then I can use the stuff if I need it or just sell it back for Boots if I don't. Unfortunately I couldn't get the Silver Bow which I would have really liked given I only have one and it's pretty low plus Shin just hit A Bows. Fir OHKO'd Narcian with a Wyrmslayer!Crit and Roy seized turn eight. What a map!

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           08.57     25  10  09  13  12  08  02  05  C Swords
    Marcus    Paladin        --/08.55  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/09.25  44  22  24  19  14  15  07  07  S Swords, C Axes
    Clarine   Troubadour     07.90     17  08  07  13  12  03  09  07  C Staves
    Sue       Nomad Trooper  15/04.18  40  17  19  23  15  10  10  08  E Swords, S Bows            Angelic Robe
    Fir       Swordmaster    13/04.09  38  18  21  24  12  11  09  06  A Swords
    Shin      Nomad          16/01.29  39  17  20  18  08  10  06  08  E Swords, A Bows
    Gonzales  Brigand        14.37     44  19  09  15  08  10  02  05  B Axes
    Lalum     Dancer         05.34     18  01  03  15  13  03  07  05  ---
    Tate      Falcon Knight  13/01.00  38  13  13  20  06  12  09  10  C Lances                    Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         15.87     22  14  11  12  06  07  10  05  C Dark
    Fae       Manakete       03.86     19  16  16  05  10  18  28  05  --- 
    Hugh      Mage           16.07     27  13  11  13  10  10  09  05  C Anima

     

     

    Chapter 16x: The Glorious Ascension.

    Turns - 7/118

    Spoiler

    This map wasn't as bad as I thought it would be but I kind of just wanted to get it over with, Shin got danced turn one so he could kill the Bolting!Sage, having a Nomad to kill him turn one is pretty nice. Then Tate and Sue just went forward dropping  Lalum as they went so they could kill the Purge!Bishop and Bolting!Mage so Lalum was relatively safe she had to get two dodges over the course of the map at about 40 hit. Marcus carried Roy most of the way and then Tate took him and gave him to Sue on turn six with a Dance, Sue+Shin killed the Longbow!Sniper with Shin using the Longbow from the South. Fae and Raigh kind of just trained a bit and Fir just traded away Clarine's staves so she wouldn't get Silenced, Restore gives quite a lot of experience so Clarine hit level 9 by the end of the Map. Sue killed the Boss with 1/2 Iron Bow hits on turn 6 EP and 1/2 Killer Bow crits on turn 7 PP she could have used Brave Bow as well if needed and Tate could have attacked him as well if he was still alive but it worked out, Tate also hit B Lances so she can use the Brave Lance now. I went to Sacae obviously, let's see how bad this really is.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           08.57     25  10  09  13  12  08  02  05  C Swords
    Marcus    Paladin        --/08.71  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/09.25  44  22  24  19  14  15  07  07  S Swords, C Axes
    Clarine   Troubadour     09.03     17  10  08  14  14  03  11  07  C Staves
    Sue       Nomad Trooper  15/05.90  40  18  20  24  16  10  10  08  E Swords, S Bows            Angelic Robe
    Fir       Swordmaster    13/05.01  38  19  22  25  12  11  09  06  A Swords
    Shin      Nomad          16/02.62  40  18  21  18  08  10  06  08  E Swords, A Bows
    Gonzales  Brigand        14.37     44  19  09  15  08  10  02  05  B Axes
    Lalum     Dancer         06.07     19  01  03  16  14  04  08  05  ---
    Tate      Falcon Knight  13/02.00  39  14  14  20  07  12  10  10  E Swords, B Lances          Dragonshield, Angelic Robe, Speedwing, Boots
    Raigh     Shaman         16.24     22  15  11  12  06  08  10  05  C Dark
    Fae       Manakete       06.59     23  19  19  07  15  19  31  05  --- 
    Hugh      Mage           16.07     27  13  11  13  10  10  09  05  C Anima

     

     

  7. Hopefully no one minds if I rate the units from the previous days, I'll spoiler it anyway:

    Micaiah: 7.5/10

    Spoiler

    I think Micaiah is a fairly underrated unit as some others have said, which I would mostly attribute to her lack of certain stats and being such a fragile unit who causes a game over if she dies would tend to put her in a bad light, however I think she has quite a few things going for her. Firstly having 1-2 range is very nice something that most Lord characters don't have thanks to being Sword-locked so she has more versatility. Second Thani is actually The Bomb literally , comparing it to most prefs it clearly blows them out the water and makes her able to OHKO almost anything it's effective against even if she's lacking in levels something the likes of Roy could never dream of. Her affinity is also very good and the automatic A with Sothe is great arguably as much or maybe even more so for him as he appreciates the 2 damage a lot in HM from what I remember. Promoting to Staves is a big boon for her as well as it allows her to contribute well even if the player doesn't want to expose her to enemies for fear of a game over. Having a Lord be able to provide a supporting role is a good choice I feel for this exact reason. 

    Micaiah can be a very powerful combat unit with a bit of luck and risk with the power of Resolve or sometimes Wrath, which she has a very high priority on IMO. She absolutely needs it to do anything on Enemy Phase, however I will say that on Hard Mode it's a lot more difficult to get her to the required bench marks as firstly obviously the enemies are stronger but also you don't have the luxury of BEXP dumping to get her to the necessary stats. Therefore you're probably going to need to 'get lucky' with some levels so that she gets out of her bad start in time. Lastly she's actually amazing if you like saving turns probably the best Lord character for that to be honest.

    Edward: 6/10

    Spoiler

    Eddy is a bit of a tough one I think, as has already been said he really relies on those first few levels, if he gets 2-3 Strength and Speed in his first few levels and preferably some Defence as well he can take off and become a monster but if he doesn't he just can't keep up with the pace and of course lack of weapon triangle probably hurts him more than anyone else allowing him to do his patented 'tank axe with face' routine, he also has to deal with Wind Edges for Part 1, I think you can get a Storm Sword in 3-6 or 3-12 from the Bargains and then he can get a Tempest Blade later but there are only 2 with a mere 20 uses so he doesn't have the luxury of 8 forged Hand Axes which again brings him down. His affinity is kind of good on paper with the extra defence but I don't think it will make him take an extra hit in many cases but it could be good for a unit like Nolan who probably could take an extra hit with it from time to time. I'm going with a 6 as I feel like he has potential but if he doesn't get off the ground Zihark is there and there really is no point in using Eddy unless you really want the extra bit of late game potential Eddy has.

    Leonardo: 3.5/10

    Spoiler

    I kind of have a soft spot for Leo after he did so much work in Normal Mode but the emphasis there is on Normal Mode. There you have the luxury of just dumping him full of BEXP and making him good that way but on Hard Mode there's just no way that's happening. He just doesn't really have any potential to go anywhere, that said he isn't useless, he can provide chip damage even if very slight which on Hard Mode is probably worth a lot, again going off memory here, which alone makes him useful at least until around 1-5 or so. His Water affinity is one of the best and he can get quick supports with the other DB members so having him support Nolan or Eddy is very good for them more so than him but you probably can deploy him for the Bonus and to help set up kills for them to feed on that alone makes him worth something when experience is so precious. Lughnasadh is really good but it's not really worth getting him to the point where he can double stuff with it, still it's very good chip for Part 3, plus he can double Aura's with it if he somehow gets capped Speed which is pretty funny.

    Nolan: 8/10

    Spoiler

    Nolan the Hero the Dawn Brigade desperately need well at least for like one map before all the other Heroes start rolling in and making him look like a chump. Still he's a very good unit and one of the best growth unit's in the DB who are starved for experience so you're probably going to be using people like Zihark, Sothe and Tauroneo at least while he's around. While Eddy is in that very fragile position of being just on the cusp of greatness, well Nolan is kind of there too but he's a lot more towards the 'I win' side of it than Eddy is. He can take some punishment not an awful lot but he can take some and that makes him able to get that ever precious experience. Earth is great as everyone knows and he uses Axes which are even more broken on Hard Mode. Much like Eddy he needs those first few important procs but his Strength growth is not as great as Eddy's is making him more prone to not getting those much needed gains. If you want to use Nolan then almost certainly he should get the Energy Drop and Dragon Shield as soon as possible but Jill would have more of a priority for them so if you are using her that would bring him down a lot. Reaver late game is probably the best Beorc Class and probably by extension the best Class in all, unless you're talking about the final few maps then lolroyals but still one of the best even then. You're probably going to want to train at least one of the first tier unit's in the DB and Nolan is the second best choice after Jill I would say just pray his Strength cooperates. Innate Nihil is good on paper but it doesn't really combo with anything because almost all the enemies you need it against also have there own NIhil in the form of Mantle so it doesn't pair with anything, also on that note Reavers have 30 Capacity compared to most Beorc's 25 which means they can make some neat skill Combos that most other Classes can't get if only Resolve were as good as in PoR...

     

  8. So it's been a while since I've played Radiant Dawn Hard mode and seeing the thread about the rate the units kind of gave me the urge to play it so anyone want to join me in these masochistic adventures?

    Rules: 

    Note: I'm fully open to suggestions on these rules so feel free to make any if you have them, I've bolded the stuff I've changed.

    Drafting:
    1. This draft is for 6 players.
    2. Micaiah, Laura, Sothe, JIll, Rafiel, The Black Knight, Leanne, Geoffrey, Ike, Titania, Reyson and Lehran are free for all to use.
    3. The drafting order is NOT reversed for the last round of picks.
    4. Haar is banned from drafting.
    5. The game will be played on Hard Mode.

    Rules:
    1. Undrafted units may recruit characters, Rescue and Shove/Smite undrafted characters and NPCs, trade, Escape/Arrive, and transfer items/skills between teams.
    2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, opening Doors and Chests, finding hidden items, and giving Blood Tide/Night Tide/White Pool bonuses. I'm thinking about changing it so undrafted units can find Items seeing as that's how it is in all the other games but I understand that RD has items in almost every level unlike other games where it's usually one map so see what people think.
    3. Allied and Other units may do as they please without penalty.
    4. Defend chapters count the last played Player Phase for turns if the timer is waited out.

    Penalties:
    1. Undrafted units have a 4 turn penalty, per unit per chapter (1-6 counts as 2 chapters, and 4-E counts as 5 chapters).

    Exceptions:
    1. One of Edward or Nolan is free for each of 1-P, 1-1,  1-2 and 1-3.
    2. Volug is free for 1-5.
    3. Elincia, Marcia and Nealuchi are free for 2-P
    4. Nephenee and Brom are free for 2-1.
    5. One undrafted, non-Lucia unit is free for 2-2.
    6. One undrafted, 7 move unit is free for 3-1.
    7. One undrafted, 6 move unit is free for 3-3.

    Explanations for Rule changes:

    • 6 players because firstly 7 is hard to get and it results in 60 draftable units so everyone gets an extra scrub to help with Shoving or something.
    • Free Jill and Titania, these units are clearly superior to any other choice I think and especially having Titania be a draftable unit would be way too good for whoever gets her, less so for Jill as she starts off weaker but still clearly a dominant unit. However I think that making Titania free permanently would lead to everyone having every Part three map basically just be Titania W+M1'd the enemy with Hand Axes while scrubs just milled about. Therefore the idea I thought of was to give her a quota of deployment slots and you can choose which maps to deploy her on, she has 13 maps before end game so I think 7 should be a good number. Jill has 8/11 maps depending on whether you recruit her over to the GM's so I'm thinking 7 maps for her would seem about right seeing as she has to actually get going first unlike Titania. Could possibly make Jill permanently free as well if everyone feels the DB need the help. Finally free Laura is just to make it so that the number of draftable units is divisible by 6 and she seemed like the most obvious choice as a free unit to me.
    • Edward or Nolan free for 1-3 as well seems like a pretty obvious choice as that map is pretty notorious on Hard Mode I think so having them until you get to the Base seems fair.

    Units remaining:

    Spoiler

    All Gone!

    Teams:

    Zihark72: Ilyana, Mia, Aran, Naesala, Astrid, Lethe, Rhys, Volke, Stefan, Oliver.

    Shimmerfang: Nolan, Gatrie, Callil, Mist, Giffca, Makalov, Rolf, Bastian, Kurthnaga, Pelleas.

    DarthR0xas: Nephenee, Boyd, Zihark, Tibarn, Kieran, Tormod, Caineghis, Muarim, Gareth, Renning.

    Joe Cool: Elincia, Shinon, Nailah, Janaff, Ranulf, Leonardo, Meg, Danved, Ena, Fiona.

    Junkhead: Edward, Volug, Marcia, Heather, Ulki, Sigrun, Tauroneo, Skrimir, Vika, Nasir.

    Sturm: Oscar, Soren, Tanith, Brom, Nealuchi, Sanaki, Mordecai, Lucia, Kyza, Lyre.

  9. All right, I'm back, not been able to play much lately but I've managed to get a few chapters done over the past week so here we go.

    Chapter 14: Arcadia

    Turns - 5/97

    Spoiler

    Yeah this one was about as bad as I thought it was going to be... Dieck is too slow to double the Boss and he's too bulky to be OHKO'd by a crit so Fir got to promote and take the Boss killing duty for a change. I tried to find a place where I could drop Fir so she would kill the Mercenaries and be able to make her way to the boss on Turn 4 as Tate could have got Roy there in time to seize but no matter what she would always get blocked by something and not be able to get through plus the Wyvern Riders from the south would kill Tate anyway so that didn't pan out, Sue, Shin, and Marcus sat out so that Miledy and Shanna could be deployed to get treasure, Raigh was put at the bottom of the deployment list to tank the Sleep Staff which he thankfully dodged as he neeeded to get the Silver Card on the last turn.

    So Turn 1 Raigh got the Boots and sent them to Merlinus, Gonzales got the Talisman and stayed there to kill the Northern group of Wyvern Riders, Miledy got the Speedwings and Sophia got the Silence. Merlinus got the Boots and gave them to Tate who took Dieck who was rescued by Clarine, used the Boots and dropped Dieck off near the hill bit in the middle of the map so that he could intercept the Wyverns before they got to Tate/Shanna later on. Turn 2 Tate flew back picked up Fir and got Danced and dropped her over the Cliff in a very exact location that took forever to find where she would be able to make her way through and also kill almost all of the Mercenaries so that Tate, who would be carrying Roy and Shanna were free to fly over, Shanna Rescued Sophia to carry her over for the Guiding Ring. Turn 3 Tate flew back grabbed Roy and got danced again getting just in range to drop Roy to seize but also positioning herself to pull the remaining Mercenary that didn't have enough move to reach Fir down so that Shanna could drop Sophia and be just on the edge of his range. Turn 4 Dieck and Gonzales finished off the Wyverns and Roy got dropped to seize thankfully he's enough of a scrub that he attracted the Mage near the boss area to attack him and thus prevented Shanna and Sophia from being attacked, Roy being bad confirmed good I guess! Finally Raigh got the Silver Card, MIledy the Warp, Shanna the Silver Card and Sophia got the Guiding Ring, Tate bought two Pure Waters and Fir annihilated the Boss, Clarine also used up the remainder of the Torch Staff for that precious experience and Roy Seized.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           07.77     24  09  09  12  11  07  02  05  C Swords
    Marcus    Paladin        --/08.43  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/06.16  43  19  23  19  12  13  06  06  S Swords, D Axes
    Clarine   Troubadour     07.04     17  08  07  13  12  03  09  07  D Staves
    Sue       Nomad Trooper  15/02.61  38  17  18  21  15  09  09  08  E Swords, A Bows            Angelic Robe
    Fir       Swordmaster    13/3.35   37  17  21  23  12  11  09  06  B Swords
    Shin      Nomad          13.83     31  13  15  14  07  08  03  07  C Bows
    Gonzales  Brigand        13.42     43  18  08  14  07  10  01  05  B Axes
    Lalum     Dancer         03.97     16  01  03  13  11  02  05  05  ---
    Tate      Pegasus Knight 11.75     31  09  10  16  05  10  07  07  D Lances                    Dragonshield, Angelic Robe, Speedwing
    Raigh     Shaman         13.42     23  13  09  10  06  06  10  05  C Dark

    Chapter 14x: The Infernal Element.

    Turns - 3/100

    Spoiler

    Tate is so good and at the same time so bad but thankfully other units like Dieck and Fir are there to do the fighting but it takes a little more effort, I could promote her but it would still be a bit shaky and having her just carry people about and get fed kills is working for the time being so I'll stick with it for now. She dropped Dieck over the water so he could Hand Axe some enemies and clear it out a bit especially for Roy to have some chance of living and then flew back so she could be given Fir next turn, Sue Rescued Fir and Marcus Rescued Roy. Turn two Fir got given to Tate and she dropped her to block the enemies that hadn't died to Dieck from reaching Roy and Marcus gave Roy to Clarine forming a wall with Sue to protect Lalum from the enemies in the south and Clarine gave Roy to Tate and Healed her up from the Bolting damage then Shin rescued Clarine out of the way so that Lalum could dance Tate to drop Roy. Enemy Phase the Boss attacked Roy bringing him down to 4HP, he used a Pure Water on Turn one he then faced to Pirates who he dodged easily the other Sage attacked Lalum instead of him but she dodged. Turn three Dieck ORKO'd the Boss I just had him use the Durandal because he's kind of dodgy and pretty durable as well. Marcus weakened an Archer for Shin, Gonzales OHKO'd a Pirate with the Devil Axe, and Fir managed to restrain herself from critting and bought a Druid down to 2HP with the Slim Sword to feed it to Tate. Sue dropped Clarine so she could be Danced to get another Heal which is way more valuable than the ~5exp she gets from killing a Pirate. Clarine reached C Staves at long last, she's still a pretty long way from promoting though so no B rank Staves for a while yet and Fir also hit A Swords. 

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           07.92     24  09  09  12  11  07  02  05  C Swords
    Marcus    Paladin        --/08.49  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/08.02  44  21  24  19  13  14  07  06  S Swords, D Axes
    Clarine   Troubadour     07.40     17  08  07  13  12  03  09  07  C Staves
    Sue       Nomad Trooper  15/02.64  38  17  18  21  15  09  09  08  E Swords, A Bows            Angelic Robe
    Fir       Swordmaster    13/3.56   37  17  21  23  12  11  09  06  A Swords
    Shin      Nomad          14.23     32  14  16  15  07  08  03  07  C Bows
    Gonzales  Brigand        13.82     43  18  08  14  07  10  01  05  B Axes
    Lalum     Dancer         04.28     17  01  03  14  12  02  06  05  ---
    Tate      Pegasus Knight 12.49     32  10  11  17  05  10  07  07  D Lances                    Dragonshield, Angelic Robe, Speedwing
    Raigh     Shaman         13.42     23  13  09  10  06  06  10  05  C Dark

     

    Chapter 15: The Dragon Girl

    Turns - 3/103

    Spoiler

    I thought I needed to promote Tate here so she would have enough Speed to double the Boss with the Horseslayer but that would have meant her and Roy trying to run the Gauntlet of the enemies near the Gate by themselves, maybe they could have done it? I thought that because I didn't think Lalum would be able to Dance her to drop someone over then for someone to reach the Hammerne!Village and finally to recruit Percival for his stuff but I managed to get the Hammerne!Village without a Dance with a rescue train that made use of Shin only having two movement cost over Forests. Turn one Tate took Dieck, surprising choice I know, and dropped him in the Boss Area with his trusty Hand Axe equipped so he cleared out most of the enemies. Clarine rescued Sue and Canto'd next to the 2x2 Forest and Shin took her and dropped her in the Northwest Forest Tile which gave her enough distance so that she could reach the Hammerne!Village, Gonzales rescued Marcus to give him to Sue next turn so he could go Shopping. Merlinus, the ever useful, died to protect Clarine from one of the Mercenaries and she had just enough HP/Def to survive the other one. Turn two Shin killed a Cavalier to clear Sue's way to the Village and Tate grabbed Roy and got Danced gave him to Dieck and weakened a Mercenary just enough for Steel Blade Roy to finish on Enemy Phase which gave him like ~70 experience or something he probably got more experience from that one kill than he's got in the last five maps or so. Unequipped Fir blocked Percival and Lackey from attacking Lalum and Raigh grabbed the Divine. I thought I have to use an Elixir on Clarine so she could take another hit from the Mercenary but she pulled out one of her patented dodges thus getting an extra heal and saving 500 gold. Dieck killed the Boss with the Devil Axe which he cleanly ORKO'd with and Marcus bought a Torch, three Chest Keys and six Door Keys, I think I only need two Chest Keys but I bought another seeing as I can just sell it back anyway.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           08.55     25  10  09  13  12  08  02  05  C Swords
    Marcus    Paladin        --/08.49  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/09.09  44  22  24  19  14  15  07  07  S Swords, C Axes
    Clarine   Troubadour     07.66     17  08  07  13  12  03  09  07  C Staves
    Sue       Nomad Trooper  15/02.64  38  17  18  21  15  09  09  08  E Swords, A Bows            Angelic Robe
    Fir       Swordmaster    13/3.71   37  17  21  23  12  11  09  06  A Swords
    Shin      Nomad          14.67     32  14  16  15  07  08  03  07  C Bows
    Gonzales  Brigand        13.96     43  18  08  14  07  10  01  05  B Axes
    Lalum     Dancer         04.49     17  01  03  14  12  02  06  05  ---
    Tate      Pegasus Knight 12.88     32  10  11  17  05  10  07  07  D Lances                    Dragonshield, Angelic Robe, Speedwing
    Raigh     Shaman         13.90     23  13  09  10  06  06  10  05  C Dark

     

     

  10. Chapter 12x: The Thunder Axe.

    Turns - 5/86

    Spoiler

    Ok time for some more Binding Blade, I kind of lost interest playing this with the prospect of the next few chapters but after taking a break from it this chapter actually proved to be a neat little challenge to figure out how to get both the Gems and kill the boss with Roy ready to seize by turn five. I had one slot left over after accounting for all my mounts and Lalum so Fir took that slot everyone else had to sit out. To start of Roy burnt a couple of RN's so Shin would hit twice on the Shaman with the Longbow (it was around 75% displayed hit so not bad odds) and he activated C Support with Marcus. Clarine lit the way, she got to use Torch every turn this time which was nice, she's edging ever closer to C Staves.  Sue rescued Roy and went ahead got Danced by Lalum and moved above the Elixir Chest gave Roy to Shin and killed the Fighter, Tate and Marcus dropped Lalum forward, the other Fighter suicided on Fir on Enemy Phase. Turn two Fir got the Elixir and got Rescued by Sue who canto'd into the one wide chokepoint,  got Danced and moved above the Antitoxin Chest and Dropped Fir onto it so the Thief would go north and not block my way, Tate and Marcus again dropped Lalum forward, everyone aside from Sue and Fir were just outside enemy range. Turn three Fir moved up to give Sue vision of the Druid and she killed him, Clarine moved below the Antitoxin chest and Shin moved above her, gave her Roy and then killed an Archer that had attacked Fir, Lalum Danced him and he and Marcus dropped her above Fir so that Shin and Sue were shielding her from the Myrmidon and Archer who would OHKO her, the Archer and Myrmidon attacked Sue with the Archer dying. Turn four Marcus weakened the Myrmidon and Fir finished him, Tate killed the Thief who she had weakened the previous turn to clear Clarine's path and she gave Roy back to Shin who got Danced to drop Roy in range of the Throne and be in Range of the Red Gem!Chest, Sue moved forward and promoted (SUE HYPE!) so that she had enough Strength to kill the Boss with a Killer Bow hit + crit. Turn five Marcus got Danced so he could get the White Gem, Fir got another Elixir, Shin got the Red Gem, Sue ORKO'd the Boss and Roy Seized. Unfortunately I realised I bought an extra Chest Key in chapter 11 I should have only bought one so er, R.I.P. 750 gold you'll be sorely missed I'm sure.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           07.60     24  09  09  12  11  07  02  05  D Swords
    Marcus    Paladin        --/07.89  36  13  14  13  10  10  08  08  D Swords, A Lances, A Axes
    Dieck     Hero           14/04.25  42  18  21  18  12  12  06  06  S Swords, D Axes
    Clarine   Troubadour     06.01     17  07  07  13  11  03  09  07  D Staves
    Sue       Nomad          15/01.73  38  17  17  21  14  09  09  08  E Swords, A Bows            Angelic Robe
    Fir       Myrmidon       12.55     30  12  17  18  11  05  05  05  C Swords
    Shin      Nomad          11.84     30  11  13  13  07  08  03  07  C Bows
    Gonzales  Brigand        09.26     39  16  05  11  07  08  01  05  C Axes
    Lalum     Dancer         02.85     15  01  02  12  10  02  04  05  ---
    Tate      Pegasus Knight 10.64     31  08  09  15  05  09  07  07  D Lances                    Dragonshield, Angelic Robe, Speedwing
    Raigh     Shaman         12.00     23  12  09  09  06  05  10  05  C Dark

     

    Chapter 13: Rescue Mission.

    Turns - 6/92

    Spoiler

    Yeah Tate's not exactly going to be flying over there on her own and ORKO'ing Flaer so a five turn is out of the question. La brigade du Pied (Fir, Gonzales and Raigh) were assigned to getting the Body Ring, originally I was just going to send Raigh and Gonzales but they can't be relied upon to hit stuff which results more often than not in their untimely demise plus I didn't really have the means to carry Fir in addition to Roy, Lalum and Dieck so it worked out. They just killed all the cavaliers gradually, Merlinus tanked the Paladin and Gonzales OHKO'd him with a Killer Axe Crit, Gonzales got two levels with Skill on BOTH levels and Fir got another really good level, Raigh was too bad to get a level though.

    As for the main group Dieck and Marcus both equipped their Hand Axes and Marcus after a Dance got them both to the first Island so they could kill the Archer and the Mage on Enemy Phase while the other Mage died to Shin who was just on the edge of his range, Tate rescued Roy. Turn two Marcus Hand Axed one of the Longbow!Archers, Tate got Danced and moved above him trading Marcus to a Steel Lance and then OHKO'd a Cavalier with the Horseslayer, Dieck moved in front of her so that he and Marcus were blocking her from the remaining Cavaliers and he OHKO'd the Paladin with a Killing Edge crit, Sue killed the Sniper which left only one Longbow!Archer alive who brought Tate down to 3HP which gave Clarine a heal target for the next two turns, Enemy Phase both Cavaliers suicided on Marcus leaving only the Troubadour alive. Turn three Clarine took Roy and Sue killed the Troubadour then Shin got Danced and he, Tate and Marcus dropped her at the end of the Bridge just out of range of the two Wyvern Riders, both of them attacked Marcus and he hit S Axes, ARMADS!MARCUS ACTIVATED. Turn four Shin and Dieck killed the two Wyvern Riders and Tate Rescued Dieck and got Danced moving into the Forest tile to the right of the Al's Sword Village and dropped Dieck off from here she was just in range to drop Roy in range to Seize and also visit the Armoury, the Hero attacked Marcus as he was on low HP and both Mercenaries suicided on Dieck. Turn five Clarine gave Roy to Sue and she got Danced after she had weakened the Hero and gave Roy to Tate then killed the Horseslayer!Wyvern Rider, Dieck killed the Troubadour so Tate could get to the Armoury and she dropped Roy, Marcus Javelin'd the Hero to feed it to Shin, Roy got his only experience of the last two maps by being attacked by a Paladin and he got C Swords which is actually probably useful. Turn Six Marcus got the Al Sword, Shin killed two Wyverns who had attacked Lalum, thankfully she dodged them both, Sue killed a Paladin, Dieck ORKO'd Flaer with the Wyrmslayer and Tate bought herself a Killer Lance... that she can't even use yet then Roy Seized. Onto the dreaded Arcadia we go that should be a fun one.

    
    Unit      Class          Level     HP  Atk Skl Spd Lck Def Res Mov Weapon Level                Stat Boosters
    Roy       Lord           07.76     24  09  09  12  11  07  02  05  C Swords
    Marcus    Paladin        --/08.43  36  13  14  14  10  10  08  08  D Swords, A Lances, S Axes
    Dieck     Hero           14/05.56  43  18  22  19  12  12  06  06  S Swords, D Axes
    Clarine   Troubadour     06.62     17  07  07  13  11  03  09  07  D Staves
    Sue       Nomad Trooper  15/02.61  38  17  18  21  15  09  09  08  E Swords, A Bows            Angelic Robe
    Fir       Myrmidon       13.23     31  13  18  19  11  06  06  05  C Swords
    Shin      Nomad          13.83     31  13  15  14  07  08  03  07  C Bows
    Gonzales  Brigand        11.42     41  18  07  12  07  08  01  05  C Axes
    Lalum     Dancer         03.47     16  01  03  13  11  02  05  05  ---
    Tate      Pegasus Knight 11.20     31  09  10  16  05  10  07  07  D Lances                    Dragonshield, Angelic Robe, Speedwing
    Raigh     Shaman         12.24     23  12  09  09  06  05  10  05  C Dark

     

     

  11. Chapter 20: Darkling Woods.

    Turns - 2/102.

    Cormag rescued Ephraim got Danced and Artur Warped him near the Gate and he dropped Ephraim and then canto'd above Riev so all the Wights suicided on him instead of blocking the route to the Gate, Artur hit S Staves. L'Arachel used Barrier and got to B Staves and Myrrh flew over the mountain to kill a few Wights. Turn two Artur used the Latona to heal Cormag and he chipped Morva twice with a Javelin, L'Arachel Rescued Myrrh back over the mountain and Artur got Danced and Warped her over to finish Morva. Eirika also killed a Wight for another level so she had 25 Speed to double Formortiis not that that's really needed seeing as I trained Myrrh but whatever. 

    Unit      Class         Level    HP  Atk Skl Spd Lck Def Res Weapon Level
    Eirika    Great Lord    18/05.14 37  20  21  25  20  16  16  S Swords
    Gilliam   Great Knight  12/08.23 42  20  12  13  05  18  07  E Swords, B Axes, S Lances
    Garcia    Hero          14/09.05 45  24  19  13  12  13  06  C Swords, S Axes
    Artur     Bishop        12/12.08 33  25  18  21  08  10  20  A Light, S Staves
    Ephraim   Great Lord    19/02.86 41  20  24  19  14  13  09  A Lances
    Cormag    Wyvern Knight 16/13.58 56  25  20  27  12  21  08  S Lances
    L'Arachel Troubadour    07.51    20  09  10  10  16  05  10  B Staves
    Dozla     Berserker     --/03.75 45  16  13  09  05  12  06  B Axes
    Tetyhs    Dancer        03.24    20  02  02  12  11  05  05  ---
    Knoll     Summoner      10/03.89 25  14  10  12  00  03  13  B Dark, E Staves
    Myrrh     Manakete      18.55    34  32  30  17  08  35  35  ---

     

    Endgame: Sacred Stone .

    Turns - 2/104.

    L'Arachel Barrier'd Myrrh and Artur Warped her forward a bit and then got Danced and Warped her next to Lyon, breaking the Warp. Myrrh attacked Lyon and Ephraim, Eirika and Cormag killed a few things on Enemy Phase before Lyon attacked Myrrh and she killed him on the counter.

    Eirika attacked Formortiis with Sieglinde for 2 x 21 Damage then L'Arachel rescued Myrrh and she attacked for 44 and then Artur Rescued Tethys to Dance Myrrh and finish him off. Very stronk and powerful final boss.

     

    Unit Reviews:

    JmXP1sD.png

    Battles: 81, Wins: 55. I think Bishop!Artur is definitely the preferred Warper for Ephraim's route given the lesser opportunity to spam Staves and Tethys' later join time compared to Eirika's route. Although it costs a turn in 'Darkling Woods' due to the lower magic cap, something I didn't know at the time, giving Artur more experience early so he could promote quicker would have meant taking away experience from my other early units that would probably have cost turns elsewhere anyway. Decent at combat when it was needed but obviously not enough durability to see a lot of combat, but he can fight when he needs to.

    hftFknK.png

    Battles: 139, Wins: 114. Nice unit intelligent Systems, really balanced. Yeah, Cormag is a unit, he pretty much single-handedly redeems Ephraim's route, it's still probably worse than Eirka's but without this guy it would be a much bigger difference. There was absolutely zero reason to give him the Angelic Robe but no-one else needed it in the end, although Eirika would have liked it for Morva if I hadn't trained Myrrh, so it wasn't a big loss. Basically just eat all stat boosters and solo half of Phantom Ship and then he was easily my best unit for the rest of the game, pretty much no enemies could even touch him and then Vidofnir gives him General level defence as if he needs more of it, lol.

    f4jKpxr.png

    Battles: 30, Wins: 18. I was going to pick Duessel but I'm actually glad I ended up with Dozla as he was useful in 'Flourspar's Oath' thanks to his water walking. The rest of the game he was just a backup combat unit killing the odd thing here and there, ORKO'ing a Bael with the Brave Axe was probably the greatest thing he did after that point. Duessel obviously beats him in pretty much every way but he was good enough to do his job and Duessel would just be overkill really.

    X2nYPyx.png

    Battles: 96, Wins: 61. Carried most of the early game up until 'Waterside Renvall' after which Gilliam promoted and then she left. She soloed her part of 'Scorched Sand' which almost certainly saved turns there and then pretty solid for the rest of the game with Sieglinde. Swordlock really doesn't hurt her much I don't think at least in early and late game not so sure about if you take her route.

    ZSdxtOb.png

    Battles: 87, Wins: 66. Ephraim is, well Ephraim I guess, it's pretty hard for him to not be good. He was quite useful in 'Fort Rigwald' as he could ORKO the Mercenaries and also doing most of the fighting in the centre on 'Flourspar's Oath' but he lacked the durability to front-line on maps like 'Scorched Sand', he could more or less always be relied on to do what he needed to do.

    fklPcZf.png

    Battles: 120, Wins: 77. Garcia is just a solid combat unit from start to finish really, especially without Franz or Vanessa. His best performances were probably in 'Ancient Horrors' and then in 'Scorched Sand'. Garcia is probably slightly better on Ephraim's route because he can use Garm in the Desert greatly boosting his performance there and of course it's great for killing some late enemies, most notably Riev, and fixing his speed which is really his only weakness.

    JkZKNfm.png

    Battles: 125, Wins: 78. He helped out a bit with routing in the early game and the occasional rescue-drop, but definitely playing support for Eirika and Garcia. After he promoted though he came into his own and definitely carried the team from that point until Cormag joined and took the reigns. He had a few moments later where his Canto was needed most notably in 'Father and Son' to save some turns. He was also very useful in Scorched Sand thanks to his durability allowing him to take out a bunch of Wyverns there and generally take the brunt of the enemies attack something Ephraim wouldn't be able to withstand.

    ZfL5avy.png

    Battles: 8, Wins: 7. I drafted him to help out in 'Two Faces of Evil' with his Phantom and they did a nice job there, having an extra unit was nice for being able to compensate for L'Arachel's lack of ability to attack, I'm not sure if it really saved a turn but it did make it easier for sure and he helped out a bit in 'Scorched Sand' as well. Plus the Phantom allowed me to drop Eirika over the River to get the Brave Axe which was nice I guess.

    Dyjl6ub.png

    Battles: 2, Wins: 0. If she started with C Staves even I think she'd be a lot more useful. She helped a bit with reliability by providing some healing in 'Scorched Sand' and I think she helped a bit with some rescuing, at least she has a Horse. She hit rescue for the last few maps which was nice I guess but could have been worked around if she hadn't, I guess she Barrier'd Cormag so he wouldn't get Stoned and then Myrrh so she could take two hits from Lyon that was probably her best contributions.

    DAhlk3T.png

    Battles: 34, Wins: 24. I probably wouldn't have trained Myrrh if Artur had had the Magic to two turn 'Ruled by Madness' as she can be useful in 'Two Faces of Evil' even at base, but having her trained up was actually pretty nice for late game as Eirika couldn't take a hit from Morva and Lyon especially is very durable and hits like a truck. Myrrh is basically the only person who could dream of taking two hits from him without a heal and Artur used both his actions to Warp. She can pretty easily hold her own and become very strong quickly unlike Fae or some other units of that type who struggle a lot more. Flying movement is also nice for a few things as well.

    gXKik4P.png

    Battles: 4, Wins: 0. She danced stuff, even though she turns up later than on Eirika's route she's still irreplaceable and even more so for helping Artur to hit Warp on time.

    Final Turn Count: 104 Turns.

  12. All right, I finally summoned the willpower to play Chapter 18 and hopefully finish this.

    Chapter 18: Two Faces of Evil.

    Turns - 5/99.

    I tried to see if I could come up with a four turn strategy for this but even with Knoll's Phantom providing an extra unit, L'Arachel's inability to contribute to routing meant that I just a tad short of having enough units necessary to kill all the eggs in time so I had to settle for a five turn. L'Arachel Barrier'd Cormag and he rescued Myrrh, got Danced and Artur Warped them up to the top. Ephraim rescued Garcia and Dozla rescued Gilliam while Eirika killed the nearest Egg and Knoll summoned a Phantom to kill the one on the Cliff. Turn two Artur Warped Dozla to the southeast and got Danced to Warp Ephraim over to the east. Knoll and Phantom killed the two Eggs blocking the path, Cormag killed the Gorgon boss and Myrhh killed the Shadowshot Gorgon, by the end of the enemy phase all the non-Egg initial enemies were dead except for one Gorgon, and two Gargoyles. Turn three Ephraim, Myrhh and Cormag started to kill the Eggs in the north/northeast, Dozla equipped the Brave Axe so he could ORKO one of the reinforcement Baels and killed another Egg in the south and Gilliam killed the Gargoyle and Garcia started killing the Eggs in the east. Artur Warped Eirika up to start clearing out Eggs in the northwest and L'Arachel Hammerned the Warp breaking the Hammerne, Knoll killed the remaining Gargoyle, Tethys Danced L'Arachel to spam Barrier after this point, Enemy Phase the Bael reinforcements suicided on Myrhh. Turn four and five was just clearing out Eggs, Artur used two Purge uses to help clear out the northwest which saved having to use another Warp to send Knoll up to help out and the final two Bael reinforcements killed themselves to Garm!Garcia on turn five Enemy Phase.

    Unit      Class         Level    HP  Atk Skl Spd Lck Def Res Weapon Level
    Eirika    Great Lord    18/04.57 36  19  21  24  19  16  16  S Swords
    Gilliam   Great Knight  12/08.23 42  20  12  13  05  18  07  E Swords, B Axes, S Lances
    Garcia    Hero          14/08.15 44  24  19  13  11  13  06  C Swords, S Axes
    Artur     Bishop        12/10.77 33  25  17  20  07  10  19  A Light, A Staves
    Ephraim   Great Lord    19/02.30 41  20  24  19  14  13  09  A Lances
    Cormag    Wyvern Knight 16/12.97 55  25  20  26  11  21  07  S Lances
    L'Arachel Troubadour    06.79    19  08  09  10  15  05  10  C Staves
    Dozla     Berserker     --/03.75 45  16  13  09  05  12  06  B Axes
    Tetyhs    Dancer        03.14    20  02  02  12  11  05  05  ---
    Knoll     Summoner      10/03.74 25  14  10  12  00  03  13  B Dark, E Staves
    Myrrh     Manakete      14.36    30  28  26  14  07  35  33  ---  

     

    Chapter 19: Last Hope.

    Turns - 1/100.

    Riev is kind of tanky for a member of the Clergy but Garm is kind of ridiculous and Garcia is no slouch either so he had no problem ORKOing him after L'Arachel lit the way and Artur Warped him over. Dozla and Cormag dropped Eirika forward a bit so she could kill a couple of things in the North and Myrrh killed a General as well, didn't bother with any treasure not that I could even get it anyway because Tethys had to refresh Garcia so he could walk up to Riev.

     

    Unit      Class         Level    HP  Atk Skl Spd Lck Def Res Weapon Level
    Eirika    Great Lord    18/04.87 36  19  21  24  19  16  16  S Swords
    Gilliam   Great Knight  12/08.23 42  20  12  13  05  18  07  E Swords, B Axes, S Lances
    Garcia    Hero          14/08.92 44  24  19  13  11  13  06  C Swords, S Axes
    Artur     Bishop        12/11.19 33  25  18  20  08  10  20  A Light, A Staves
    Ephraim   Great Lord    19/02.30 41  20  24  19  14  13  09  A Lances
    Cormag    Wyvern Knight 16/12.97 55  25  20  26  11  21  07  S Lances
    L'Arachel Troubadour    06.94    19  08  09  10  15  05  10  C Staves
    Dozla     Berserker     --/03.75 45  16  13  09  05  12  06  B Axes
    Tetyhs    Dancer        03.24    20  02  02  12  11  05  05  ---
    Knoll     Summoner      10/03.74 25  14  10  12  00  03  13  B Dark, E Staves
    Myrrh     Manakete      15.24    31  29  27  15  07  35  34  ---

     

  13. Chapter 32x: The Value of Life.

    Turns - 1/116, 154.21 with Handicap.

    Spoiler

    Kishuna is pretty fast but Rath still doubles so he got Warped over after a Filla's Might boost and ORKO'd him with a Silver Bow except he missed the first attack but then he crit the second so all was good. Hector Tomahawked the General for an extra level.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/08.10  46  27  21  22  11  27  09   D Swords, A Axes
    Eliwood  Knight Lord   20/18.80  51  27	 26  24  30  19  19   S Swords, C Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/18.46  54  25  29  26  13  17  08   A Swords, S Axes
    Lucius   Bishop        18/16.21  36  25  26  24  09  09  26   S Light, A Staves
    Nils     Bard          11.00     24  01  00  20  19  10  10   ---
    Isadora  Paladin       --/19.46  43  23  24  25  24  13  12   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/18.17  57  27  25  23  13  20  12   E Swords, S Lances
    Rath     Nomad Trooper 17/20.00  52  25  28  30  13  13  13   C Swords, S Bows

     

    Endgame: Light I.

    Turns - 2/118, 156.21 with Handicap.

    Spoiler

    Eliwood used the Body Ring so he could double stuff with the Durandal. Hector opened Brendan's Room and killed him with the Brave Axe. Eliwood opened Darin's Room and killed them with the Durandal. Athos moved up and weakened Darin with a Bolting and then got Danced, opened Kenneth's Room and killed Kenneth and the Druid with Luna. Lucius Warped Raven up to Lloyd/Linus' room and Heath weakened Lloyd with the Spear so Raven could finish him with the Swordslayer. Rath ORKO'd Uhai with a Killer Bow and then dropped it to equip a Longbow so the Snipers would kill themselves. Oswin opened Jerme/Ursula's room and Isadora OHKO'd Ursula with a KIller Lance Crit.

    Turn 2 Hector killed the Warrior, Raven OHKO'd Linus with a Swordslayer crit, Heath killed the Sage and Isadora weakened Jerme with a Killer Lance crit + hit and Oswin finished him. Athos rescued Eliwood and then Lucius Warped him up to Nergal and Nils refreshed Athos so he could Physic Eliwood after he'd attacked Nergal and he finished him on Enemy Phase.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/09.49  47  28  22  22  12  27  09   D Swords, A Axes
    Eliwood  Knight Lord   20/20.00  52  27	 26  24  30  20  19   S Swords, C Lances
    Oswin    General       17/05.82  43  21  17  16  06  20  09   S Lances, D Axes
    Raven    Hero          16/19.22  55  25  30  26  14  18  08   A Swords, S Axes
    Lucius   Bishop        18/17.47  37  25  26  24  09  09  27   S Light, A Staves
    Nils     Bard          11.20     24  01  00  20  19  10  10   ---
    Isadora  Paladin       --/20.00  44  23  25  25  25  14  12   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/19.15  58  27  25  23  13  21  12   E Swords, S Lances
    Rath     Nomad Trooper 17/20.00  52  25  28  30  13  13  13   C Swords, S Bows
    Athos    Archsage      --/20.00  40  30  24  20  24  20  28   S Anima, S Light, S Dark, S Staves

     

    Endgame: Light II.

    Turns - 1/119, 157.21 with Handicap.

    Old Greybeard Athos tells Eliwood of his role as the prophesied Dragonborn of legend and he proceeds to one v one the Dragon, well with a little support from Nils and Athos but we ignore that bit. Turns out Hector knew of Athos' true identity this whole time. Credit to @Finalinsanity for the inspiration for this totally original idea. 

     

    Unit Reviews:

    8CiokO6.png 

    Cost: Free. 'Athos? Never heard of her'. - Eliwood, 2018.

    Q6Nn2Oh.png 

    Cost: 5.40, Bid: 7.00. The man, the myth, the legend. I've never had a unit get so stat blessed I don't think. Just overall a solid unit with great availability. I think 7 was fine for him, I kind of regretted it at first seeing as I ended up with Heath to carry Hector but he was useful on the majority of maps and very good on a few most notably 'False Friends' plus having an extra mounted unit was needed for a few late game strategies that saved some turns and he also picked up the slack after Oswin started to fall off and before the rest of my units joined/caught up. 

    LPc1pry.png

    Cost: 9.40, Bid 11.00. Getting a flier is obviously a very important thing so bidding 11 for him is something I'd clearly agree with. I'd say he's about equal with Fiora though definitely worse than Florina. He has the advantage of being able to carry Hector after the latter promotes but Fiora has some maps she can ferry before Heath joins, he's obviously stronger and more durable but she's faster and has a bit of a level lead so I think it probably balances out. There's one thing though that really pulls Heath up in rating in my opinion and that's free Genesis aka Pinatas of experience, this map along with Unfulfilled Heart really gives him a huge boost in experience without costing turns, it's definitely very strong for any team that can get it and was for sure the right choice to sacrifice a turn on Living Legend to go there.

    T4abDTC.png

    Cost: Free. Hand Axes are a pretty good weapon, as is the Wolf Beil. I don't know what I can say about Hector really, pretty good in rout maps I guess and not afraid of anything. Most useful in early game rout maps and Whereabouts Unknown where he just murdered his way through the castle, after the mounts joined he did very little really. 

    ojDZlV9.png

    Cost: 5.40, Bid: 7.00. The real question here is why is she worse than Marcus in pretty much every way when she joins 10 or so Chapter after him? Nice job Intelligent Systems. I'm not too surprised I got Isadora to be honest I considered going a little bit higher but I took the risk and it worked. I think she's a pretty overlooked character, a Paladin is a Paladin after all and she doesn't really require any training to start being useful, just the Body Ring from the map after she joins and she's a pretty good candidate for the Angelic Robe she comes with though I horded it, actually I think I never used it, whoops. It's hard to say if how much of a difference the Afa's Drops made to her but they definitely didn't hurt and she turned out very well, honestly she was stronger than she really needed to be she could have ORKO'd most late game stuff with maybe only 18-19 Strength and pull out the occasional Spear or Silver Lance use for some enemies would have done the job.

    UUnoSt2.png

    Cost: 8.00, Bid: 8.00. Obviously having a good Warper is similar to having a flier in that they're always going to be very important to any team. I don't think there is much difference between Lucius and the other main Warpers: Erk, Canas, Pent. I don't think there's any maps that need a higher magic stat than 25 to pull of at least those that only involve one Staff user and instant C Staves doesn't really make too much of a difference as the number of defend maps make it pretty easy to get to Warp from E Rank. In terms of combat he was pretty useful for a bit through the mid game where Eliwood and Raven were Swordlocked so his 1-2 range and good Magic/Speed was useful. Late game he's too squishy to take a lot of abuse and his lack of Luck kind of mitigates his Speed in terms of avoid but I had a bunch of other units to perform the combat duties. in this sense he's maybe a bit worse than Canas, Pent and Erk as they are more durable/join earlier so they can provide better late game Combat than Lucius but his main role is to Warp people which he did very well.

    EA0TZKD.png

    Cost: 4.01, Bid: 6.00. I'm pretty happy with Oswin's performance, he was an important unit in the early part of the game, one of the better early units I would say despite his four move. His ability to pick up Hector also came in handy a couple of times being able to move Hector forward just a square or two made a difference on some maps. After Isadora, Heath and Rath joined he did almost nothing other than a couple of kills on rout maps and occasionally handing Hector of to one of the mounts on the second turn but I fully expected him to do very little late game, he was there for early-mid game and he performed nicely there.

    pDDzDAI.png

    Cost: 3.80, Bid: 7.00. I'm not sure how Rath got such a high B/W rating compared to some of the units with 1-2 range, I guess I favoured him a bit more. A late joining, underlevelled, bow-locked unit with mediocre bases doesn't sound very appealing at first, but there are a few things that redeem Rath I think. Firstly having base B Bows is very nice allowing him to use the Brave Bow immediately which makes a big difference although he didn't use it that much really. Secondly possessing the omnipotent creation known as 'a horse' but not just any horse a horse that can move very well through Snow and Forests which was great in 'Crazed Beast' and 'Pale Flower of Darkness' and of course he can ORKO Lloyd in 'Four-Fanged Offence'. The other thing that really makes him much better is Genesis even more so than someone like Heath as it's more or less tailor made for Rath to farm experience thanks to the Walls. Not really so useful on Rout maps like Cog of Destiny due to no 1-2 Range but that was more or less the only map after he joined where he really had to be on the sidelines.

    jVbAi8F.png

    Cost: 6.20, Bid: 7.00. I think actually Raven was probably the unit that performed the least compared to what I expected of him, that's not to say he was bad in any way but just overshadowed by other units. Swordlock for a while meant he wasn't really doing that much compared to Eliwood who had better stats across the board and the others who had 1-2 range. Late game he was pretty useful being durable and able to ORKO more or less anything with a Hand Axe, Devil Axe training was nice for the extra hit and crit as well, but there were a lot of maps like 'Battle Before Dawn' and 'Pale Flower of Darkness' where the strategies required a mount so he was sidelined, most useful for Cog of Destiny I guess and all right in Living Legend as well.

    Overall team performance was great actually, much better than I had thought, early game was rough with no mounts but having four for late game as well as a good Warper and another good combat unit in Raven made my teams late game very strong and able to pull back a bunch of turns I didn't expect to be able to. 

    Final Turn Count: 119 Turns, 157.21 with Handicap.

    As for the rules the idea behind bidding for units is an interesting one and I'd definitely try this style again, I also like the rule of defend as rout that was a nice idea and definitely brings something to those maps and the fact that most of my units are at or near level 20 promoted just goes to show how much experience this game throws at you though obviously Genesis and Night of Farewells made a big difference there.

  14. Chapter 31: Sands of Time.

    Turns - 2/107, 145.21 with Handicap.

    Spoiler

    Hector killed all the Shamans and Knights southeast of the Throne, Rath killed the Snipers over the wall, Isadora killed most of the stuff in the room to the south, Heath got Warped down and killed Denning on turn one to stop the reinforcements and  Raven killed the Myrmidons and Swordmaster. Lucius Berserked the Sleep!Druid on turn two so he would suicide on Heath rather than try to Sleep Isadora and he killed some Knights and Generals near the Centre. Got the Dragonshield which I don't really need and the Body Ring. Lucius spammed mend for the rest of the map for no reason and Hector and Eliwood got their A support.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/04.77  43  23  20  21  09  23  09   D Swords, A Axes
    Eliwood  Knight Lord   20/12.55  48  27	 25  24  27  18  18   S Swords, D Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/15.89  52  25  27  26  13  14  08   A Swords, S Axes
    Lucius   Bishop        18/13.93  34  25  25  24  08  09  23   S Light, A Staves
    Nils     Bard          10.60     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/18.23  42  23  23  25  23  13  11   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/15.68  55  27  25  23  13  20  10   E Swords, S Lances
    Rath     Nomad Trooper 17/16.34  50  25  25  30  12  13  13   C Swords, S Bows

     

    Chapter 31x: Battle Preparations.

    Turns - 5/112, 150.21 with Handicap.

    Spoiler

    What a great map! Went to the Arena a bunch even though Hector's the only person who kind of needs it and bought some Door Keys for the final map. Lucius Hammerned the Warp.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/06.24  45  25  20  21  11  25  09   D Swords, A Axes
    Eliwood  Knight Lord   20/13.96  48  27	 25  24  28  18  18   S Swords, D Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/18.32  54  25  29  26  13  17  08   A Swords, S Axes
    Lucius   Bishop        18/14.57  35  25  25  24  08  09  24   S Light, A Staves
    Nils     Bard          10.60     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/19.34  43  23  24  25  24  13  12   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/15.68  55  27  25  23  13  20  10   E Swords, S Lances
    Rath     Nomad Trooper 17/17.78  51  25  26  30  13  13  13   C Swords, S Bows

     

    Chapter 32: Victory or Death.

    Turn - 3/115, 153.21 with Handicap.

    Spoiler

    I have way more Warp/Rescue uses than I'll ever need so I Warped Heath on turn one and he went to the northern Forts near the centre while Rath Rescued Hector and got Danced so he could give Hector to Heath on turn two. Lucius got Rescue-Dropped onto the Forts near the start by Isadora and Raven so that he could Rescue Nils to Dance him on turn two and Warp Heath which meant that the Sniper Reinforcements were triggered on turn two instead of turn one so Heath didn't have to dodge a bunch of ballista whilst carrying Hector. Also it meant that he could get right up next to Limstella and conveniently she exactly died to two Tomahawk hits from Hector and four Brave Lance hits from Heath so that meant Heath didn't need a crit to kill her from full HP, also it meant that I got the Bolting rather than the Fimbulvetr which is slightly more useful.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/07.xx  46  26  21  21  11  26  09   D Swords, A Axes
    Eliwood  Knight Lord   20/18.80  51  27	 26  24  30  19  19   S Swords, C Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/18.46  54  25  29  26  13  17  08   A Swords, S Axes
    Lucius   Bishop        18/16.21  36  25  26  24  09  09  26   S Light, A Staves
    Nils     Bard          10.90     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/19.46  43  23  24  25  24  13  12   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/18.17  57  27  25  23  13  20  12   E Swords, S Lances
    Rath     Nomad Trooper 17/19.61  52  25  27  30  13  13  13   C Swords, S Bows

     

     

  15. Random thought: this game has so many playable characters, lol. I don't know why but it never occurred to me probably because 90% of them are terrible and when I read you say there are 63 draftable units I thought 'nah mate, that must be a mistake' but then I counted them and you were right :blink:.

    On a different note whats the rule if you give someone a class that doesn't have a base class that that unit can be, like General!Linde for example, do you just name a base class as well? That could really screw the unit over if you made them be say a cleric and then promote to a physical class but I guess that's the idea anyway, next level strats :Lute:.

     

  16. Chapter 28x: Night of Farewells.

    Turns - 0(20)/99, 140.21 with Handicap

    Spoiler

    More experience! I let Raven and Isadora get most of the kills so they could get some more Strength, Heath just flew them around a bit and got a couple of kills of his own. Rath stayed at the start and killed all the Wyverns then Heath carried him over so he could kill the Pirates and Cavaliers. Eliwood killed all the Falcoknights and got his completely pointless B support with Ninian while Oswin and Hector got their ever so slightly more useful B support as well. Got the Speedwing thanks to the power of an enemy thief though everyone has capped or near capped Speed except for Hector and Rath so I don't think anyone even wants it, the other treasure I couldn't get not that any of it is useful.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord          20.00     38  20  17  16  07  19  04   A Axes
    Eliwood  Knight Lord   20/11.13  47  27	 24  24  27  18  18   S Swords, D Lances
    Oswin    General       17/04.33  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/08.65  46  23  24  26  09  12  08   A Swords, S Axes
    Lucius   Bishop        18/08.11  31  25  22  21  08  08  21   A Light, A Staves
    Ninian   Dancer        10.30     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/16.51  40  22  23  25  20  13  10   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/08.14  51  27  23  22  13  18  09   E Swords, S Lances
    Rath     Nomad Trooper 17/13.58  47  25  22  27  11  13  13   C Swords, S Bows

     

    Chapter 29: Cog of Destiny.

    Turns - 3/102, 140.21 with Handicap.

    Spoiler

    Turn one Isadora and Eliwood killed a knight each and Heath rescued Isadora and got danced and dropped her so she could kill all the enemies in the southwest and then grab the Warp Staff by turn three. Raven killed the Myrmidons but I had him wait just outside the reinforcement trigger zone and the same with Rath for the Cavaliers/Nomads so I only had to deal with the General reinforcements. Turn two Eliwood rescued Raven and got danced to give him to Heath who took him to help clear out the enemies around the south of the Shrine while Lucius killed most of the Generals. Turn three Heath ORKO'd Linus with the Brave Lance and convoyed it to switch back to a Javelin for the Snipers, Hector recruited Vaida for her Spear and Isadora got the Warp Staff and dropped it in the Convoy so Lucius could fish it out and Warp Eliwood up to take care of two Nomads one of which had a Longbow and so needed to be killed on Player Phase, everything remaining suicided on Enemy Phase.

     

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/01.00  41  20  19  19  07  20  09   D Swords, A Axes
    Eliwood  Knight Lord   20/12.55  48  27	 25  24  27  18  18   S Swords, D Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/14.95  51  25  27  26  13  14  08   A Swords, S Axes
    Lucius   Bishop        18/10.24  32  25  23  23  08  08  22   S Light, A Staves
    Ninian   Dancer        10.60     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/17.90  41  23  23  25  22  13  11   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/11.53  54  27  25  23  13  18  09   E Swords, S Lances
    Rath     Nomad Trooper 17/14.51  48  25  23  28  11  13  13   C Swords, S Bows

     

    Chapter 30: The Berserker.

    Turns - 3/105, 143.21 with Handicap.

    Spoiler

    Heath rescues Hector and gets Warped and then ORKO's the Boss with the Brave Lance and Hector waddles onto the spot, got two Chest Keys from enemy thieves for the Body Ring and Dragonshield next map.

     

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Great Lord    20/01.98  41  20  19  19  07  20  09   D Swords, A Axes
    Eliwood  Knight Lord   20/12.55  48  27	 25  24  27  18  18   S Swords, D Lances
    Oswin    General       17/04.99  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/14.95  51  25  27  26  13  14  08   A Swords, S Axes
    Lucius   Bishop        18/11.78  33  25  24  24  08  08  23   S Light, A Staves
    Nils     Bard          10.60     23  01  00  20  18  10  10   ---
    Isadora  Paladin       --/17.90  41  23  23  25  22  13  11   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/12.86  54  27  25  23  13  19  10   E Swords, S Lances
    Rath     Nomad Trooper 17/14.51  48  25  23  28  11  13  13   C Swords, S Bows

     

     

  17. Chapter 26: Unfulfilled Heart.

    Turns - 11/91, 132.21 with Handicap

    Spoiler

    At long last Eliwood promoted! Eliwood, Isadora, Heath and Rath took a quadrant of the map each basically, Eliwood the northwest, Isadora the southeast, Heath the southwest and Rath the northwest. Heath dropped Oswin and NInian over the mountain on the first two turns so they could build supports with Eliwood and Hector, while Ninian spammed Rings for experience. Raven lured the Myrmidon onto the mountains and then repeatedly missed him with the Devil Axe for 10 turns, he doubled even with the Devil Axe because the Myrimidon had a Steel Blade and his hit was pretty low but he had to occasionally rescue Florina to tank his hit so he would miss so he didn't kill the Myrmidon. Raven got all the way to S Axes, Isadora got S lances and then took the Devil Axe off of Raven and whacked a few Dragonriders around to get B Axes so she can use the Brave Axe if she needs to, Rath got S Bows and D Swords and Heath promoted on the last turn. Fiora bought a bunch of killer weapons after Eliwood baited Vaida away from the Shop, I didn't kill her so I can get the second Spear later.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord          20.00     38  20  17  16  07  19  04   A Axes
    Eliwood  Knight Lord   20/03.84  40  22  20  21  20  15  13   A Swords, D Lances
    Oswin    General       17/04.04  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/01.47  39  17  18  22  07  10  07   A Swords, S Axes
    Lucius   Bishop        18/02.45  27  20  17  19  06  06  17   A Light, B Staves
    Ninian   Dancer        06.73     19  01  00  16  14  08  08   ---
    Isadora  Paladin       --/08.62  33  17  18  22  15  10  06   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/01.00  44  20  20  20  11  17  08   E Swords, A Lances
    Rath     Nomad Trooper 17/06.10  40  22  20  20  10  12  10   D Swords, S Bows

     

    Chapter 27: Pale Flower of Darkness.

    Turns - 4/95, 136.21 with Handicap

    Spoiler

    Turns out I was wrong when I guessed you couldn't get better than five turns on this map due to the snow though it took me a while to figure out how to do it. Rath was vital here as he can move four spaces across plains the same as a flying unit unlike Paladins that can only move two, he probably saved two turns here. I pretty quickly noticed that I could drop Ninian far enough forward on turn two that she could dance an 8 move unit far enough that they could drop Hector in range of the throne on turn three but the Mercenary was always blocking the way and I couldn't figure out how to move him while still getting Ninian in the right place to Dance. I tried using the Berserk Staff but nothing would work. After a while It came to me and it was actually much simpler than what I had been trying to do, sometimes you can't see the wood for the trees I guess. Rath, Ninian and Heath were deployed in the front three positions. Rath rescued Eliwood and then got danced and dropped him ahead, while Lucius and Heath dropped Ninian forward and Oswin rescued Hector, Raven went east to get some Experience and Isadora went to the room north of the starting point. Turn two Oswin gave Hector to Heath who gave him to Rath and Rath dropped him in range of the mercenary, Ninian danced Heath and he and Eliwood dropped her forward so she could dance Rath next turn. After that it was straight forward Rath dropped Hector in range of the Throne and Brave Bowed Kenneth while everyone else got experience. Ninian got attacked quite a lot here but the hit rates were very low so her chance of death was negligible.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord          20.00     38  20  17  16  07  19  04   A Axes
    Eliwood  Knight Lord   20/04.38  41  22  21  22  21  16  13   A Swords, D Lances
    Oswin    General       17/04.04  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/02.43  40  18  18  23  08  11  07   A Swords, S Axes
    Lucius   Bishop        18/02.67  27  20  17  19  06  06  17   A Light, B Staves
    Ninian   Dancer        07.19     20  01  00  17  15  09  08   ---
    Isadora  Paladin       --/09.72  34  18  19  23  15  10  06   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/01.85  44  20  20  20  11  17  08   E Swords, A Lances
    Rath     Nomad Trooper 17/08.36  42  23  21  22  10  12  11   D Swords, S Bows

     

    Chapter 28: Battle Before Dawn.

    Turns - 4/99, 140.21 with Handicap

    Spoiler

    ...And I had to replay the entire game up to this point. So I had checked on FE:WoD to see where you get Chest Keys to make sure I have enough and it said there was a General in the previous map with one which is true but it turns out, unbeknown to me at the time, that there are one use Chest Keys as well as five use ones and that General has a one use one so I only had one Chest Key instead of the five I thought I'd have. So I had to replay the game and skip the 10,000g in Chapter 22 and the Secret Book in 23x so I had enough Chest Keys for the Brave Lance, Rescue and Boots. I considered skipping the Berserk to get the Delphi Shield but I'm pretty sure Heath doesn't need it so I decided against it.

    I had just enough movement to get a four turn here, needing three eight move units and another unit that could attack at nine range. I required a bit of help from Jaffar though to kill some of the enemies that I couldn't reach which meant he had to move a certain way but once I worked out his AI it was pretty straight forward. Hector used a Torch to give vision of the enemies in the east and Eliwood killed the southern of the two Fighters so that Heath could full move east, he was in the southeast deployment slot which is 32 spaces from Ursula so he can reach her in 4 turns if he full moves each turn. Isadora opened the door to the west and Rath rescued her and got danced and dropped her ahead to kill a mage. Lucius used the Torch to get vision of the Stairs where the Thieves spawn. On turn two Eliwood opened the Door and Heath flew ahead, Rath went back to get Ninian and he rescue-dropped her forward with Isadora but they stayed as far back as they could so that Jaffar would move east where he could kill the enemies that I couldn't reach. I assume that he moves towards the nearest allied unit to heal which is Nino but if Isadora full moved down she would be closer and he would move west instead which would cost the four turn.  Lucius slept the thief when he spawned so that the other thieves couldn't spawn, due to their non-aggresive nature I didn't have enough player phase actions to kill multiple thieves but by blocking them from spawning I could just kill the one thief on the last turn. Turn 3 Isadora moved forward and then Ninian danced her so she could kill all the enemies in the southwest area on turn four, Raven Oswin and Hector dropped Lucius so he could give Heath vision of Usula so he could kill her while she had the Bolting equipped rather than needing a Killer Lance Crit on enemy phase. On the last turn Rath killed Maxime and then got danced to kill the Thief and then everything suicided on Isadora/ Heath and Jaffar finished the last Mercenary on his phase routing the map. After that I got the treasure, built Supports and spammed Staves with Lucius until he ran out of Torches/people to heal, he hit A Staves and Ninian/Eliwood got their C support, I wonder if they can get their B Support by next map Eliwood might end up getting all 5 of his support conversations by the end of the game lol.

     

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord          20.00     38  20  17  16  07  19  04   A Axes
    Eliwood  Knight Lord   20/05.61  42  23	 21  22  22  17  14   A Swords, D Lances
    Oswin    General       17/04.33  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/02.43  40  18  18  23  08  11  07   A Swords, S Axes
    Lucius   Bishop        18/04.97  28  22  18  20  06  07  18   A Light, A Staves
    Ninian   Dancer        08.60     21  01  00  18  16  09  08   ---
    Isadora  Paladin       --/11.45  36  18  19  24  17  11  07   A Swords, S Lances, B Axes
    Heath    Wyvern Lord   20/06.31  49  25  22  21  12  18  09   E Swords, S Lances
    Rath     Nomad Trooper 17/09.29  43  23  21  23  10  12  12   D Swords, S Bows

     

     

  18. 22 hours ago, Zepler said:

    What if I sacrificed Jagen in the Paralouge Chapters... ha, Frey. Well I'll see how that plays out.

    Sacrificing Jagen in the prologue is not really something to worry about, well other than the ridicule. On normal mode your other units will be fine without him, it's on higher difficulties that you need him because the enemies have such high stats that the only way to deal with them really is for Jagen to use the Silver Lance on them which isn't necessary in normal mode.

    As for a tip I would say when considering re-classing a character pay attention to their Weapon Ranks as well as their Stats. Weapon ranks build slowly in this game as you only gain 2 exp per battle and no more for double attacking or killing enemies like in the GBA games and you really want characters to have a C rank so they can use some of the better weapons. Gaining a few stats but being forced to use Iron weapons is probably not worth it.

  19. @JudgeWargraveForgot to mention this the other day and then I forgot again now and I can't edit my post, but I was pretty impressed you managed to 6 turn Jerme's version of Chapter 27, I always hear people deride that map for LTC compared to Kenneth's version (I don't even know if I've ever even done it to be honest) but that didn't seem so bad, I don't think you could hope for any better than 5 Turns on Kenneth's map because of the Snow.

  20. Chapter 21: New Resolve.

    Turns - 2/70, 111.21 with Handicap

    Spoiler

    Hector rescued Lucius and got danced so he could drop Lucius in range to kill Oleg with a crit on turn two Enemy Phase. Eliwood visited the Light Rune!Village and Oswin and Raven went to the Arena once each. Got the Divine and Marcus bought four Pure Waters, didn't get any other Villages or Items. 

    
    Unit     Class     Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      18.08     36  20  15  16  06  17  04   A Axes
    Eliwood  Lord      20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General   17/03.67  41  21  16  16  05  18  08   S Lances, D Axes
    Raven    Mercenary 12.72     31  14  15  18  04  07  04   B Swords
    Lucius   Monk      14.24     24  16  13  16  04  02  11   C Light
    Ninian   Dancer    01.20     14  00  00  12  10  05  04   ---

     

    Chapter 22: Kinship's Bond.

    Turns - 3/73, 114.21 with Handicap

    Spoiler

    At long last I finally get some some mounts! Isadora immediately made herself useful, Marcus traded her some stuff and she got danced forward a few spaces so she could Halberd Eubans on turn three. Her con almost made this a problem as she couldn't double the Wyvern Riders with a Steel Lance and Iron Lance was too weak to 2HKO and the Swordreaver Fighters would do a lot of damage to her if she used a Steel Sword probably resulting in her death. Fortunately I had a three use Hand Axe left and the Fighters move first so she was able to break that and then equip a Steel Sword to finish the Wyverns, that's why you don't sell low use weapons, you never know when they might be needed. Hector rescued Eliwood and Raven and Lucius went to the left while Oswin rescued Ninian so she could reach Lucius on the last turn. Hector gave Eliwood to Raven and Lucius opened the door for them, Raven dropped Eliwood so he could recruit Heath. After Heath had been recruited Lucius gave him a Chest Key and Raven killed the Thief who had been kind enough to open the Door to the Treasure and he got the Brave Axe then Lucius got danced to get the gold.

    
    Unit     Class        Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord         18.08     36  20  15  16  06  17  04   A Axes
    Eliwood  Lord         20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General      17/03.79  41  21  16  16  05  18  08   S Lances, D Axes
    Raven    Mercenary    13.21     32  15  15  19  04  08  04   B Swords
    Lucius   Monk         14.24     24  16  13  16  04  02  11   C Light
    Ninian   Dancer       01.40     14  00  00  12  10  05  04   ---
    Isadora  Paladin      --/02.68  28  14  12  16  11  08  06   A Swords, B Lances, D Axes
    Heath    Wyvern Rider 07.00     28  11  08  07  07  10  01   B Lances
    Rath     Nomad        09.09     27  09  10  11  05  08  02   B Bows

     

    Chapter 23: Living Legend.

    Turns - 3/76, 117.21 with Handicap

    Spoiler

    I worked out a two turn clear first but it required Raven to be promoted and that meant I didn't get enough experience to go to Genesis plus I missed out on most of the treasure though the Filla's Might is the only important one really. It was also quite unreliable, Raven had to hit a lot of Hand Axe hits at shaky hit rate and Lucius had to land a crit on one of the bosses while not getting OHKO'd so I took the three turn and kept Raven unpromoted. 

    Eliwood found the Ocean Seal to sell and Raven used a Pure Water then Oswin rescued him, Heath took him and Pure Watered as well and then he got Danced and dropped Raven near the middle. Lucius went north to kill most of the enemies near the grass and Rath positioned himself next to the Cliffs to kill the Mages and Archers, he got two Short Bow criticals which saved some Brave Bow uses not like those are in danger of running out.  Heath flew back picked up Lucius and got Danced again after Rath killed the Mage in the way and dropped Lucius in range of the other Boss, Isadora went to finish the enemies Lucius hadn't killed and Raven killed the first Boss with the Killing Edge. On turn three Lucius attacked the boss and found the Body Ring, Raven killed a Mage and got the Eclipse (probably useless), Florina got the Filla's Might and Heath got the Light Brand not sure if that one will be useful but maybe Eliwood can find a use for it though he'll promote and be able to use Javelins soon, still it cost me nothing to get it. The remaining enemies suicided on Enemy Phase, one of the Wyvern Riders decided to attack Pent instead of Heath I have no Idea why he would do that but his choice I guess.

    
    Unit     Class        Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord         18.08     36  20  15  16  06  17  04   A Axes
    Eliwood  Lord         20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General      17/03.79  41  21  16  16  05  18  08   S Lances, D Axes
    Raven    Mercenary    14.58     33  15  16  29  04  08  04   B Swords
    Lucius   Monk         17.74     24  17  14  18  05  02  14   C Light
    Ninian   Dancer       01.81     14  00  00  12  10  05  04   ---
    Isadora  Paladin      --/03.44  29  15  13  17  11  08  06   A Swords, B Lances, D Axes
    Heath    Wyvern Rider 07.00     28  11  08  07  07  10  01   B Lances
    Rath     Nomad        10.91     27  10  11  11  06  08  03   B Bows

     

    Chapter 23x: Genesis.

    Turns - 0(20)/76, 117.21 with Handicap

    Spoiler

    Farm_Experience.avi. Hector, Eliwood, Lucius and Heath went south, Lucius killed the General for a final level and then promoted. Hector rescued Eliwood to tank his avoid and then got shot at through the Wall so Lucius could heal him, Oswin just stood next to him to build their Support. Heath killed the Druid and Bishop and then waited around for Isadora. The rest went west with Isadora, who had used the Body Ring, breaking all the Walls with a Steel Lance and Ninian Daces. After the initial enemies were killed Raven went and kill the enemies on the way to the south west Chest and Rath slowly killed everything in the Room with Kishuna, Isadora made her way through to meet up with Heath taking Niniah with her and they made their way through to the Door to Kishuna room. I opened it rather than attack Kishuna so I could get all the Silver Weapons. I still had about five turns left so Hector continued to tank the Archer and Ninian used some Ninis' Grace uses for Experience. I only had two Chest Keys so I got the Berserk, obviously, and the Secret Book because it was just easier to get and the Silver Blades stats are pretty bad anyway. Eliwood and Hector got their B support, Oswin and Hector got C and Raven and Lucius got C as well.

    To be honest I think 20 turns is too many free turns, similar to what Athena said in his analysis. It's sort of less relevant on this map as there are no reinforcements to grind on but more so in Chapter 28x. This map basically has to be free (I guess you could just ban it outright but I think it's quite good to give the person who has the underlevelled team a bit of a chance to catch up) because certain teams are going to find it nearly impossible to get the experience requirement. I was pretty much going as slowly as possible to feed experience to Heath and Rath and let Isadora kill all the Walls and still had nothing to do for a few turns and I remember the same thing being the case for Gaidens in Shadow Dragon, I think changing these to 15 turns would be the way to go. As for Chapter 28x it would be possible to just make it like a normal map and force people to go to it as the requirement is easy to achieve but I'm not sure that's the way to go I'll see what I think when I've done that map.

    
    Unit     Class        Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord         18.22     36  20  15  16  06  17  04   A Axes
    Eliwood  Lord         20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General      17/03.79  41  21  16  16  05  18  08   S Lances, D Axes
    Raven    Mercenary    16.02     35  17  16  20  05  08  05   B Swords
    Lucius   Bishop       18/01.78  27  20  16  19  05  05  17   A Light, C Staves
    Ninian   Dancer       04.41     17  00  00  15  12  06  06   ---
    Isadora  Paladin      --/04.03  30  16  13  18  12  08  06   A Swords, A Lances, D Axes
    Heath    Wyvern Rider 12.99     32  15  12  12  09  12  03   B Lances
    Rath     Nomad        16.18     32  16  15  15  09  08  05   B Bows

     

    Chapter 24: Four-Fanged Offence.

    Turns - 1/77, 118.21 with Handicap

    Spoiler

    Apparently Rath didn't get the memo about how true hit works because I had to burn a stupid number of RN's to get him to hit two 50% Brave Bow hits on Lloyd. Heath went to the Arena. Isadora used the Afa's Drops and a Secret Book, maybe it's a weird choice not giving them to Heath but I don't think he really needs anything and having a slightly stronger Isadora should be helpful and she's gotten nice levels so I decided to go with it.

    
    Unit     Class        Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord         18.22     36  20  15  16  06  17  04   A Axes
    Eliwood  Lord         20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General      17/03.79  41  21  16  16  05  18  08   S Lances, D Axes
    Raven    Mercenary    16.02     35  17  16  20  05  08  05   B Swords
    Lucius   Bishop       18/01.78  27  20  16  19  05  05  17   A Light, C Staves
    Ninian   Dancer       04.61     17  00  00  15  12  06  06   ---
    Isadora  Paladin      --/04.03  30  16  13  18  12  08  06   A Swords, A Lances, D Axes
    Heath    Wyvern Rider 13.47     33  15  12  13  09  13  04   B Lances
    Rath     Nomad        17.18     32  17  16  16  09  08  05   B Bows

     

    Chapter 25: Crazed Beast.

    Turns - 3/80, 121.21 with Handicap

    Spoiler

    Rath promoted so he could use Swords to take the Pirate Castle, I'm not totally sure but I think his good movement through the Forests might have saved a turn here. Raven also promoted and used the Goddess Icon so he's slightly less likely to kill himself when he's training axe rank with the Devil Axe next map. Heath and Hector both Pure Watered and got danced and flew across to take care of the Monk Castle and get the Elysian Whip for Heath, Hector capped his level. Isadora rescued Ninian and Eliwood dropped her so she could dance Isadora to reach the Forts south of the Cavalier Castle the next turn without triggering the reinforcements as she would almost certainly die taking on that many enemies without the Fort for cover well she could use a Hand Axe for WTA but I want her to reach S Lances as soon as possible. Raven rescued Lucius and gave him to Rath the next turn so Lucius could kill a Pirate blocking Rath from taking the final Castle. I sold the Ocean Seal and bought two Mends and two Lightnings for Lucius with Florina.

    
    Unit     Class         Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord          20.00     38  20  17  16  07  19  04   A Axes
    Eliwood  Lord          20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General       17/04.04  42  21  17  16  06  19  08   S Lances, D Axes
    Raven    Hero          16/01.29  39  17  18  22  07  10  07   A Swords, E Axes
    Lucius   Bishop        18/02.20  27  20  17  19  06  06  17   A Light, C Staves
    Ninian   Dancer        04.83     17  00  00  15  12  06  06   ---
    Isadora  Paladin       --/05.24  31  16  16  19  13  09  06   A Swords, A Lances, D Axes
    Heath    Wyvern Rider  15.46     35  17  14  14  11  14  05   B Lances
    Rath     Nomad Trooper 17/02.86  36  20  17  18  09  11  09   E Swords, A Bows

     

     

  21. OK, time for some more chapters:

    Chapter 17: Whereabouts Unknown.

    Turns - 10/45, 87.21 with Handicap

    Spoiler

    Basically Hector just full moved every turn through Castle Caelin with Eliwood and Oswin helping to clear his way a few times. Oswin cleared the southern Chest Room area so Matthew could get the Hero Crest and then went back to deal with some reinforcements while Eliwood went to the northern Chest Room after Raven was recruited. I deployed Florina, Sain, Lowen and Marcus so I could rescue Matthew all the way up to get the Knight Crest so that Eliwood was free to kill the Thief after he had taken the Silver Sword.

    
    Unit     Class     Level   HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      15.44   33  18  12  14  04  16  04   A Axes
    Eliwood  Lord      16.15   32  17  16  17  15  11  07   A Swords
    Oswin    Knight    15.81   33  17  11  10  04  15  05   A Lances
    Raven    Mercenary 05.00   25  08  11  13  02  05  01   C Swords
    Lucius   Monk      03.00   18  07  06  10  02  01  06   D Light

     

    Chapter 17x: The Port of Badon.

    Turns - 4/49, 91.21 with Handicap

    Spoiler

    None of my units have six move..., so I had to settle for a four turn. Built supports a bit between Raven and Lucius and Eliwood/Oswin and Hector. Eliwood talked to Fargus, Hector got the Sleep Staff, Oswin the Devil Axe and Raven recruited Canas for the Secret Book. I let Fargus talk to me so Lucius could get a bit more experience on the Enemy Phase.

    
    Unit     Class     Level   HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      16.91   34  19  13  14  05  16  04   A Axes
    Eliwood  Lord      18.45   34  18  18  19  17  13  07   A Swords
    Oswin    Knight    16.35   34  18  12  10  04  16  05   A Lances
    Raven    Mercenary 05.10   25  08  11  13  02  05  01   C Swords
    Lucius   Monk      04.53   19  08  06  11  02  01  07   D Light

     

    Chapter 18: Pirate Ship.

    Turns - 4/53, 94.21 with Handicap

    Spoiler

    Yeah, five move is the worst, the only unit I can get to attack the boss on turn three is Lucius who does a grand total of 0 damage. Oswin went and killed the boss, he needs to have five move for next chapter so he promoted just before fighting the boss so as not to waste the experience. Raven and Lucius trained on the enemies from the right ship while they built supports and Eliwood and Hector did the same. Bought a few more weapons and an extra lightning for Lucius.

    
    Unit     Class     Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      17.05     35  20  14  15  06  16  04   A Axes
    Eliwood  Lord      18.56     34  18  18  19  17  13  07   A Swords
    Oswin    General   17/01.92  39  20  15  14  04  18  08   A Lances, E Axes
    Raven    Mercenary 06.17     26  09  12  14  03  06  01   C Swords
    Lucius   Monk      05.84     19  09  07  11  02  02  08   D Light

     

    Chapter 19: The Dread Isle.

    Turns - 5/58, 99.21 with Handicap

    Spoiler

    Oswin needed 5 move so he could break both the Snags on the first two turns, he got the Torch Staff and Eliwood went to kill Uhai. Hector, Raven and Lucius trained in the north and Florina recruited Fiora for her weapons. Eliwood hit level 20, he has capped Strength and Speed, he's like +5 in every stat it's pretty stupid, if only he could promote now, alas.

    
    Unit     Class     Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      17.41     35  20  14  15  06  16  04   A Axes
    Eliwood  Lord      20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General   17/02.38  40  21  15  15  04  18  08   A Lances, E Axes
    Raven    Mercenary 07.28     27  10  13  14  03  06  02   C Swords
    Lucius   Monk      08.34     21  12  08  13  03  02  09   C Light

     

    Chapter 19x: Prisoner of Magic.

    Turns - 5/63, 104.21 with Handicap

    Spoiler

    Oswin rescued Hector on turn three and dropped him in range to seize on turn five which saved one turn other than that just walked. Eliwood had to kill Aion unfortunately because Raven doesn't really have the stats to take the lead and clear the Knights out of the way without dying even though he could have gotten the kill with the Killing Edge and Oswin was one Strength short of OHKOing with the Devil Axe, oh well not a big loss. Didn't get the Goddess Icon.

    
    Unit     Class     Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      17.84     35  20  14  15  06  16  04   A Axes
    Eliwood  Lord      20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General   17/02.49  40  21  15  15  04  18  08   A Lances, E Axes
    Raven    Mercenary 08.76     27  11  14  15  03  06  03   C Swords
    Lucius   Monk      10.57     22  14  09  14  03  02  10   C Light

     

    Chapter 20: Dragon's Gate.

    Turns - 5/68, 109.21 with Handicap.

    Spoiler

    Lucius stayed in the south to kill the Sniper and get the Brave Bow and Silver Bow. Everyone else went north with Raven leading the way and putting the Longsword to good use, he got the kill on both Cameron and Darin which gave him a nice boost of experience. I didn't get any other items or recruit Legault though.

    
    Unit     Class     Level     HP  Atk Skl Spd Lck Def Res  Weapon Level
    Hector   Lord      17.84     35  20  14  15  06  16  04   A Axes
    Eliwood  Lord      20.00     35  20  19  20  19  14  09   A Swords
    Oswin    General   17/03.22  41  21  16  16  05  18  08   S Lances, E Axes
    Raven    Mercenary 11.92     30  13  15  17  04  07  04   C Swords
    Lucius   Monk      12.00     23  16  11  15  03  02  10   C Light

     

     

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