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commonguard

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Everything posted by commonguard

  1. If you want to maximize exp and WEXP for units you are using in C2 just go with Nessie's strat and adapt it for H3 with the RP in mind. IMO, it doesn't get much better than what you get from that strat. You would get like ~16 axe WEXP for MU and only 1 DK and 1 cav go towards short term units if MU gets a (relaltively cheap ~1600 G) forge to ORKO DKs as a pirate and you could delay the bow forge. If I was you, I would try to conserve Wing spear uses so you don't have to buy a second. Also, on most of the maps many units are more or less homogeneous so you could probably move them around so they conveniently top themselves off after a map. That way you wouldn't have to arena-level them before a promotion. Sucks you can't afford the armourslayer forge; helps you earn a ton of exp. You could probably 8-turn C9 and save 2 thief uses as well as avoid needing a bow forge. Just have Feena dance Marth a bunch of times and lure Etzel to the village (like literally 1L of the village so you can recruit and visit the village on turn 7) and then rescue on turn 8. Lose 3 turns but save ~4000 G (I think that's +4 Mt Steel bow) and 2 Thief uses. Could probably get some exp off Astram's gang too, actually just kill Astram here for easy exp and Mercurius. That way you could get the C16 Fortify and probably save a rescue as well.
  2. Good levels are for chumps. What AI manipulation are you talking about? The cavaliers, soldiers + hunters, or DKs?
  3. IMO, if you're going to forge a bow make it 13 Mt so it's actually helpful on some later maps. 4 semi-competent fliers and MU can pick up all the items in C9 without Jake's help. Skipping Julian seems insane but it is interest piquing. You lose a huge chunk of your early game gold and some nice items in the future by not having any thieves. And you're going to have to kill Rickard. Think of the survival rank. If I've counted the squares correctly (and am correct in assuming you are also skipping the guy who joins with the Hammer) you can theoretically 6 turn the map. If I remember correctly, recruiting Julian but skipping the hammer takes 14 turns. What kind of turn count are you going for in C3?
  4. Marth is basically endgame ready. [spoiler=C14 5/129 turns -- 1 Rescue, 1 Thief charge] Deployed: Paladin!MU, Paladin!Catria, Paladin!Palla, Paladin!Caeda, Hero!Sirius, Bishop!Linde, Horseman!Luke, Sage!Malicia, Julian, Feena RPs (35 Remaining): Marth, Palla, Catria, Linde -- Sirius and Luke used LUK bonds Marth has Gemini MU has Taurus and Leo Catria has Cancer and Taurus Sirius has Libra and Aries Malicia has Aquarius and Capricorn Julian has Pisces and Virgo Palla is 1D of Feena, and Caeda is 1D of Linde. Max SPD Paladins with Scorpio can double the Fortify-thief occasionally. FK!Catria can double with Scorpio guaranteed but I prefer Paladin growths and Catria kind of needs to fend for herself on this map, receiving only Fortify heals. Catria should be given the forged dragonpike to OHKO ice dragons after she weakens them on the EP as she can't run back to the main group since the reinforcements spawn on EP 2 in a 5 turn clear. Sirius even with all the LUK shards and a LUK bond faces crit chances. Nothing can really be done about it but it's only 2 percent. Linde mends him after he kills the dragon. Linde is in position to destroy the 2 mages on the LHS. Now that I think about it, I could've gotten away with just using a Fire tome instead of Nosferatu. Ah well. 4 Spirit dusts went into this Linde so far. Luke sets a kill for Marth. Luke also faces crit chances on this map. Again, nothing can really be done about it currently. Ice dragons really do have way too much skill. Xane imitates MU. Julian swaps his items. Xane has +3 more RES than MU which basically forces one of the mages on the RHS to attack MU. Xane only gets 2 mage kills and a thief kill on this map which is terrific because that's pretty minimal in terms of exp loss. MU moves up and attacks the mage from that square. There are only two units on my team who can currently OHKO thieves on this map. MU and Linde. MU actually needs the shards to be able to do it, which means Xane can't OHKO. This forces my hand and I have to weaken multiple thieves with MU (and other units) so enough of them can be killed on turn 2. Palla and Sirius (after being danced by Feena from 1U) kill the mage and dragon accessible on turn 1. After all of that, Malicia moves up takes the Fortify from the convoy and heals everyone. Palla will be taking attacks from both an ice dragon and a thief (equipped with a killing edge); she needs to avoid being crit'd by both. Nothing can really be done about this either sadly. Luckily many of the hit rates (due to support bonuses) are in the 90-100 range. MU will dish out counters to a couple of thieves. This is not nearly as intimidating as it seems. Linde full moves and Aura bombs one thief. MU moves left and kills a thief. Palla moves 1L of her dragon and kills it. (Sometimes this dragon will attack from 2L instead of 2U, in that case the 5 turn is still possible but a significantly less desirable exp distribution is forced; namely Xane will have to trade someone's dragonpike and kill a dragon while most units settle for thief kills.) Sirius kills a thief from the spot he is to create a barricade for Feena. I don't have the firepower to kill everything in one go so I need to protect Feena. Caeda needs to be in the spot she is in order to be able to protect Marth on turn 3. Malicia healed everyone at some point. Luke moves to kill a thief and counter a dragon. It's probably best to use a killer bow to do this as actually killing the dragon as opposed to just weakening would be beneficial for unit positioning but I kind of wanted to force-feed Sirius exp so he can get to level 13. Sirius will be the same level as MU after this map btw. No favouritism, for reals No but seriously, I think this is best for the teams overall strength. Marth gets fed a kill by MU!Xane. This is hopefully the last time I'll have to feed Marth a kill for a long while. After Marth got this kill, Feena danced him from 1D so she remained in the protection of the barricade and Marth got the starsphere. Catria needed the forge to OHKO ice dragons after they were weakened by her Javelin. Her positioning here is a bit risky but it's mostly okay. Only one of the mages reinforcements should come after and all the dragons should move north. Julian moves up. The LHS is a lot easier than the RHS. MU kills the mage from 2R. Palla ORKOs an ice dragon. Linde full moves and destroys an ice dragon on her own. Linde has some insane offense if you give her 4 (uncontested) Spirit dusts and actually level her. RHS is a bit tricky. Sirius kills the dragon Luke weakened on the EP. Marth full moves, is danced by Feena and then moves to ORKO the ice dragon in the screenshot. Marth needs 18 SPD + RP and starsphere to do this. My level 17 Marth had already had 18 SPD going into the map. Caeda then kills the mage near Marth. Caeda will be the target of the ice dragon (who moves before the mages), then Marth will be attacked by a mage on the EP. Obviously Malicia will be healing everyone on this turn as well. Xane kills the last thief on the map and Caeda takes out the other dragon who attacked her on EP 1. A single mage has moved toward Catria while all other reinforcements moved north as expected. I had Julian use the save point before this attack since the hit rate wasn't even in the 90s and Luke is facing a 4% crit. On the MU takes hits from 2 ice dragons. MU and Palla take out the dragons weakened on the EP. Linde full moves and heals MU. After Malicia healed Marth ORKOs this ice dragon just like he did the last one. (This is 4 dragon kills for Marth on this map.) Sirius moved 1U of Marth took a steel sword from the convoy and killed a mage. Caeda kills the last mage blocking the path to Tiki. Feena dances Marth, and Marth recruits Tiki. Julian moved north towards the Swordslayer chest. Catria I think equipped a Javelin to counter KO the mage near her. All the ice dragons move before the mage. MU!Xane is at full HP and can tank any combination of 3 enemies; he will actually tank 2 dragons and a mage (the mage will die on the EP). The dragon not highlighted will go after Luke who is equipped with a bow to counter it. I thought about what I wanted to do here for a while. Sirius is the only one with the STR to OHKO the ice dragons weakened by MU!Xane. Luke can OHKO the dragon that attacked him with a wyrmslayer. If the dragons were not low enough for anyone to ORKO, the solution is to heal with Malicia and dance her so she can thief the Again staff. This would allow Caeda, Sirius and Luke to get one kill each. My Caeda has capped SPD so I didn't want to give her levels and thus Sirius gets danced for 2 kills while Luke just gets one. The last unit was killed, Julian gets the Swordslayer, Malicia thiefs the Again staff, Palla helps Linde with Rescue positioning and Marth seizes. Level ups: In the next post. [spoiler=Dragon Valley Kill Count Total] Only wyrms, fire dragons, ice dragons and promoted units included. C11-C14 inclusive. Marth – 2 wyrms, 4 fire dragons, 4 ice dragons Caeda – 1 wyrm, 1 fire dragon, 1 ice dragon Luke – 3 wyrms, 3 fire dragons, 3 ice dragons MU – 1 wyrm (1 boss), 1 ice dragon Sirius – 3 wyrms, 1 SM, 9 ice dragons (lol) Palla – 4 wyrms, 2 fire dragons, 4 ice dragons Catria – 2 wyrms, 2 fire dragons (1 boss), 1 SM, 6 ice dragons (1 boss) Linde – 2 wyrms, 1 fire dragon, 1 Sniper (1 boss), 1 ice dragon Etzel – 1 wyrm Team total – 19 wyrms (1 boss), 13 fire dragons (1 boss), 29 ice dragons (1 boss), 2 SMs, 1 Sniper (1 boss)
  5. He shouldn't need it for C9 unless he cares about exp soaking. Caeda (doubling), Jeorge (Parthia), Ryan (Silver) and Linde + Sirius can handle the 4 DK swarm.
  6. I really do not like this map and it's BS FOW. These myrmidons are like ninjas vs. arrow drawing. [spoiler=C13x 2/124 turns] Spirit dust -- Linde Master seal -- Malicia Deployed: Hero!MU, Horseman!Luke, Paladin!Catria, Linde, Sirius, Feena Marth has Cancer, Aquarius and Capricorn MU has Aries and Sagittarius Catria has Taurus and Gemini Sirius has Libra, Scorpio and Leo 4 dusted Linde with Fire. Yeah... Marth fed a kill, MU needs to avoid getting crit'd on the EP in this position though. Drawing arrows. FOW really dumb. Sirius, Luke and Catria all kill things. On the EP, Luke was only in range of a bandit who would attack him. With the DEF shards Marth is 3HKO'd. All of the mobile enemies on the map were revealed to me on PP 2. Catria, Sirius and Luke handled the bandit and 2 myrms. MU fails to ORKO bandits without crits so Athena steps in for the bandit kill. Linde is worth every penny. Dance Linde, reveal last enemy and kill. Short map. Level ups:
  7. Nerf Catria's base DEF and her support list. If you nerf her offense she sucks but Cav!Catria with DEF shards is way too durable. That is a boss. On a gate. Gates are like forts but better. SM!Catria is actually a dodge tank in a game where dodge tanks are not supposed to exist. Seriously, nerf that support list.
  8. The reason MU + Merric can't kill thieves is because you didn't have C lances yet.
  9. When life gives you Rescue, give it back and ask for Feena. Just a disclaimer, this strategy is more serene if you field a second healer instead of Julian but I wanted that Spirit dust. Marth gets danced on turn 1, 5 and 6. Sirius gets danced on turn 2, 3 and 4 for vulnerary healing action + killing ice dragons. [spoiler=C13 6/122 turns] Sold 140 Steel sword, 140 Steel lance, 70 Steel axe, 25 Fire, 6 Vulnerary, 2 Master seals Bought 2 Spirit dusts, 1 Physic 1801 G Remaining 2 Spirit dusts -- Linde Angelic robe -- Sirius Energy drop -- Caeda Armscroll – Luke (B->A Bows as Horseman) Deployed: DK!MU, Hero!Sirius, Horseman!Luke, SM!Linde, Sniper!Caeda, Palla, Catria, Malicia, Feena, Julian RPs (39 Remaining): MU, Palla, Marth -- Sirius used a LUK bond Marth has Cancer MU has Taurus and Leo Palla has Virgo Sirius has Pisces, Aries and Libra Linde has Aquarius Malicia has Capricorn Caeda has Gemini and Scorpio Take a picture (or I guess that's what I did) because by the end of turn 3 PP, many of the red dots are going to be gone. Start by killing the dragon and bandit on the LHS with Sirius and Linde. Marth moves barely into enemy range and Feena dances him from 1R. The ranges selected in the second screenshot are that of the highlighted mage as well as the dragon across the river. I loaded Marth with a number of DEF shards and also used RP so Sirius has lower DEF than Marth. The bandit has like ~50 hit vs. Linde and he can't reach Luke (who is positioned to ORKO the mage on the EP). The bandit will attack Sirius. Sirius was physic'd this turn. Caeda used the Steel forge (and a +STR shard -- god she's so weak) to ORKO this bandit from range. Catria killed the ice dragon. Palla took out the mage with a Javelin from range. On the EP Palla will be left with single digit HP, but she doesn't need to land either of her javelins against the remaining bandit as Caeda will ORKO it on the subsequent PP. I have a slightly RES and HP blessed Palla. Even with the RP, average Palla's should not be able to survive the mage and the bandit without healing. Catria on the other hand should be able to comfortably survive without healing assuming RP or DEF/RES shards so the clear is still possible. If I had chosen to field Etzel or even Yumina instead of Julian then I could've gotten the exp distribution I wanted but would've had to pass up on the Spirit dust. So I just took advantage of my Palla's greater than average durability. So yea, continuing the trend of just having MU eliminate annoying bandits and other small fries I place MU there (which is the tip of one of the dragons ranges) and use a purewater. MU needs to survive 36 and 33 physical Atk as well as two 27 magical Atk. Really shouldn't be much of a problem. MU shouldn't even have to heal on this map. Julian moves as far up as he can while remaining out of ranges. Linde kills the bandit that attacked Sirius. Marth moves up, again staying out of the ice dragon's range. Luke is positioned to counter KO the left wyrm with Silver equipped. [spoiler=A lot of rambling]I should mention though, sometimes the LHS wyrms like to move 11D1R instead of 12D; in that case Marth should to a square where he can recruit Beck, is out of the dragon's range and is not obstructing one of the wyrm's suicide path to Luke (who will also be on another but appropriate tile in this case). Sometimes if Sirius is within 2HKO range of a wyrm + bandit after turn 1 PP the wyrms might go haywire. One instance of this was the first wyrm to move would move 10D2R and the second will just move 12D. This issue can be resolved by having Marth acquire 3HKO status by way of an Angelic robe, then placing Luke and Caeda into range where they can snipe the wyrms down with Silver and the forge, respectively. I chose to handle this issue very differently. I first bought 2 dusts for Linde and gave Malicia the MAG shard. Ever since I've made the adjustments to shard allocation the dragon's have been behaving perfectly. The general strategy itself is rather reliable and flexible; I however was stubborn and handled various issues obtusely. Catria from her position barely has the movement range to ORKO the full HP dragon that moved south. Malicia mended Catria prior to the kill. Everyone moves to just out of range of the wyrms. Julian's presence should draw the wyrms into a location where Caeda can snipe at least one of them. Sirius moves 1U of Feena, uses a vulnerary, gets danced by Feena who steps into the river, and OHKOs the wyrm MU weakened on the EP. Palla (and Sirius) are still both strong enough to OHKO wyrms with the forge. I was going to OHKO with the forged bow but then Caeda dodged her attack against the bandit so why not just double with regular steel. MU still hits like a truck. Catria gets physic'd to ORKO her 3rd ice dragon of the game. This ice dragon doesn't need to die this turn but does need to die by next turn at the latest in order for Julian to get the Spirit dust. Marth recruits Beck and gives him the VIP card. Beck buys 1 Physic. I figure, I get one more Physic from a bishop in C15 and another after Frost joins + I'll have 2 Fortifys to spam all day so all my healing needs will be covered. TBH, I might just spam Fortify to level Malicia up faster. After Marth vacated his position Luke can then move in and kill the remaining wyrm. Dance all day with Feena. Sirius (like Catria) also has 3 dragon kills on this map. Linde will eventually kill the thief (who she double's) after it picks up the wyrmslayer. I did say most of the red dots would disappear from the map. Just a whole lot of movement now; movement and healing. Luke will gallop his way to the northern most dragon, counter with bows and finish with wyrmslayer. He'll need to use vulneraries and receive a physic for this. Julian makes his way to the dust. I abused the fort below the boss area for 2 turns. Palla also had to hand Catria the forged dragonpike. Caeda and Beck both made their way to save points. Feena dances Marth for him to get into position for the next turn. By now Luke has already killed the dragon to the north and Linde has killed the last enemy thief. Julian got the Spirit dust. I didn't know what the hell to use two save points for so I think I went for a Devil axe hit with MU. Saved two vulneraries I guess. Sirius got a kill and so did Palla. Marth moves into the river and no further so Feena can still dance him. My, my Catria. Facing a 1% crit chance. Goddess icon for sure. Feena dances, Marth seizes. Every time I do this map, whether it is Lunatic Reverse or Lunatic, with RP or without I've never managed to kill both mages in the castle area. One always lives. They haunt my dreams. Level ups: [spoiler=Dragon Valley Kill Count] Only wyrms, fire dragons, ice dragons and promoted units included. Cumulative, continuing from C12. Marth – 2 wyrms, 4 fire dragons Caeda – 1 wyrm, 1 fire dragon Luke – 3 wyrms, 3 fire dragons, 1 ice dragon MU – 1 wyrm (1 boss) Sirius – 3 wyrms, 1 SM, 4 ice dragons Palla – 4 wyrms, 2 fire dragons, 1 ice dragon Catria – 2 wyrms, 2 fire dragons (1 boss), 1 SM, 4 ice dragons (1 boss) Linde – 2 wyrms, 1 fire dragon Etzel – 1 wyrm Team total – 19 wyrms (1 boss), 13 fire dragons (1 boss), 10 ice dragons (1 boss), 2 SMs Considering all the dead time on this map, it might be possible to activate the reinforcements and farm them for exp while maintaining the 6 turn. Not sure if it is possible to still acquire the Spirit dust though.
  10. Nerf Catria's support list. That thing is a joke. And maybe base DEF by 1-2. For a supposed late/end-game unit, she often acquires 3HKO-status in early and mid game.
  11. I imagine this map has gained some notoriety for handing players some horrid hit rates; especially the boss that most units struggle to have even 65 hit against. [spoiler=Enter Catria] [spoiler=C12 5/116 turns -- 1 Hammerne, 1 Rescue] Arena (single fight w/o shards) -- Archer!Catria (780 G) Forged +1 Mt, +5 Hit on Handaxe (810 G) 883 G Remaining Elysian whip -- Catria Energy drop -- Caeda Spirit dust -- Linde Armscroll -- Luke (C->B Bows as Horseman) Deployed: DK!MU, Horseman!Luke, Bishop!Linde, DK!Sirius, Palla, Caeda, Catria, Malicia, Feena, Etzel RPs (42 Remaining): MU, Palla, Catria, Luke Marth has Capricorn and Aquarius MU has Taurus and Cancer Sirius has Leo Caeda has Sagittarius, Libra and Aries Catria has Scorpio and Gemini I had Catria fight in the arena as an archer to get SPD. Pretty much the same thing I did with Caeda. Since I want to get as much exp from these maps as possible MU needs enough HP/DEF/RES to tank 173 physical (over 5 attacks) on turn 1. After receiving a physic and using a vulnerary he needs to be able to survive another 105 physical (over 3 attacks) and 17 (18 if for some reason MU doesn't have A lances) magical (over 1 attack) on turn 2. This will guarantee MU's survival. It seems daunting to ask of that of any unit but between 2 Dracoshields, Cancer, Taurus and RP my MU survives comfortably even without a purewater. Even then you can use the save point to rig a dodge as MU actually has non-negligible dodge chance against these enemies. For the strategy to work MU should just be ORKOing bandits; I forged another handaxe so MU could do it. The bandits are worth crap for exp compared to the wyrms and dragons and they are more of a nuisance than anything else. Credit to MJemirzian for trivializing this map by suggesting MU ORKO the bandits. RP!Silver Palla just barely misses out of the kill which is terrific since Marth can steal it. Catria with stacked supports... MU ORKOs the bandit while off of the bridge. If you step on the bridge the northern enemies move south and the enemies from the forts seen in the second screenshot spawn. Having Luke at C swords enables him to get all 3 dragons with the healing he will receive from Malicia. MU needs to ORKO the bandits in order for Luke's presence near the north to be unnecessary. Etzel moves up, Malicia Hammernes the Rescue that he will give to Linde on turn 3. Sirius uses the save point. I used this save point to rig a 0 crit, miss at most 1 wyrm performance by MU on the EP. Both dragons needed to take both hits -- sort of, I had Caeda free but I'm not looking to feed her kills when she is in a SPD capped class as they are pointless levels. The positioning of the enemies is irrelevant. Marth tosses the Levin sword into the convoy, picks out a wyrmslayer and gets another dragon kill. Linde moves up, mends Catria, gets danced by Feena, moves to Marth, takes the MAG shards and kills the other dragon. Sirius with the forged dragonpike and Leo is strong enough to OHKO max HP/DEF wyrms. Catria just ORKOs. Despite the 46 hit the wyrm had it didn't miss. MU moves up to obstruct the path of the SM and heals after receiving a physic from Malicia. I placed Caeda in range of Darros' handaxe range and he'll target her over MU. Luke moved full west and healed up as he can't tank a dragon quite yet. Etzel moved up. MU had a javelin as his second weapon. When he ORKOs the Devil!Bandit he will have the option to send an item to the convoy. I sent the handaxe to the convoy which equips the Javelin for WTA against the SM. I think Catria could just ORKO the SM with a Silver lance but I do not have that much Silver to spare. Palla was physic'd before she killed the full HP dragon. Catria due to having RES doesn't need to be healed again to kill the SM. Marth recruits Darros, was danced by Feena (positioned 1L of Marth) and then moved up to get yet another dragon kill. What is that like 3 so far? Etzel moved up, traded the Rescue to Linde and took Barrier to use for some staff rank. Normally, I'd have him heal Caeda but Caeda dodged Darros' handaxe. Sirius moves NW, Caeda moves NE. MU moved down to offer Linde a healing target. Luke positions himself specifically there. If you place him on the other two squares where he could counter a dragon with a bow you risk him being in overlapping ranges on turn 4. Turn 4 is just a prep turn. Palla moved onto the west central fort. Linde moved onto the save point, healed Catria, was danced and then moved onto the middle central fort to heal Palla. Darros occupies the east central fort. These forts spawn enemies once Marth moves 1L of Palla so they need to be occupied. MU and Catria join Sirius who also moves a bit more west. Caeda moves further east. Luke moves into position to kill the dragon he weakened on the last EP. Malicia mends him. Darros used the save point. Caeda faces the worst hit rates even with her high LUK since she doesn't get support bonuses. Marth gets his 4th and final kill of this map with the help of MU's javelins. Palla had just enough movement from the west central fort to kill the dragon. Sirius OHKO's another dragon with the forged dragonpike. Catria has a stellar 81 hit against this boss thanks to MU + Palla B support. Catria has basically outclassed both Caeda and Palla with her recent promotion. At the starting location, Luke dodged the dragon on the EP but with Etzel and Malicia he would easily have the HP to kill the final dragon with a wyrmslayer. Marth seizes. Level ups: Palla still no LUK and it's kind of annoying. She didn't get it in any of my dry runs either. Sirius I think is DEF blessed. Caeda up on HP but down on DEF. Etzel first level-up MAG which was nice. Catria first RES level, also nice. Marth also hits a possibly very crucial 17 SPD for the next chapter. I kind of want to field Hero!Sirius instead of DK!Sirius. If I am able to field him as a Hero then the 17 SPD for Marth isn't important for Sirius' growth. [spoiler=Dragon Valley Kill Count] Only wyrms, fire dragons, ice dragons and promoted units included. Cumulative, continuing from C11. Marth – 2 wyrms, 4 fire dragons Caeda – 1 fire dragon Luke – 1 wyrm, 3 fire dragons MU – 1 wyrm (1 boss) Sirius – 3 wyrms, 1 SM Palla – 3 wyrms, 2 fire dragons Catria – 2 wyrms, 2 fire dragons (1 boss), 1 SM Linde – 2 wyrms, 1 fire dragon Etzel – 1 wyrm Team total – 15 wyrms (1 boss), 13 fire dragons (1 boss), 2 SMs Edit: Before computing Catria's chance to cap SPD as a PK with 6 levels as a PK and 3 levels as a cavalier I was considering redoing the chapter and 2HKOing the boss instead of ORKOing. I consider the whole cheating SPD cap abuse for Catria to be able to double the boss to be acceptable since Catria will, with 83.75% chance, at least cap SPD as a PK. With an arena level as an archer she's likely to gain SPD. And she levels up during the map before engaging the boss so it's not as bad as it seems. But for the sake of my conscience can someone run a joint binomial calculation to check against the percentage I got?
  12. Simple strategy. Fliers fly. MU uses a save point in front of a hunter. Linde builds a sandcastle. Somehow got all the buried treasure. Unless there are 11 or more buried items. [spoiler=C11 5/111 turns -- 2 Rescue]Bought 3 Dragonpikes, 2 Wyrmslayers 2473 G Remaining Deployed: DK!MU, Sniper!Luke, DK!Sirius, Sage!Etzel, Palla, Catria, Caeda, Linde, Malicia, Feena RPs (46 Remaining): MU, Linde Marth has Leo MU has Scorpio Luke has Taurus Caeda has Cancer Sirius has Libra, Sagittarius and Aries Malicia has Aquarius Linde has Capricorn and Gemini MU is the NW DK. Sirius is the NE DK. Caeda is under Sirius. Etzel gets the Spirit dust with a dance from Feena. Linde moves to pull a wyrm. MU also moves to engage some bandits for some free exp. This isn't necessary but might as well. Catria moves southwest and stays just barely out of range of enemies. Palla and Sirius move NW, Luke is in position to feed a kill to Marth. Caeda moves there in preperation for next turn. Etzel kills his wyrm on the EP. Aura + Fire is a 2HKO against wyrms when Linde has RP and MAG shards. Feena dances Linde and she moves north. Palla kills the wyrm MU weakened for her. Etzel moves into this nice pocket with Palla. MU picks up the Angelic robe. Sirius is in position to pull the wyrm near Jake while being outside of any other ranges. He also has 17 SPD (which is below average slightly but still enough to avoid being doubled) and considering I've given him an Energy drop and training him he's actually just as good as Palla on this map. Marth gets the wyrm kill. Malicia mends Luke who the moves NE. Caeda in the position indicated in the screenshot is in range of 2 wyrms that will attack and basically almost kill her. Wyrms have 32-33 Atk on this map. I actually reset so that one of the wyrms spawned with 32 Atk so my 36 HP/13 DEF Caeda with Cancer would survive with 1 HP. Catria doesn't have the same issue as she's only in range of 1 wyrm. Neither of Caeda's Javelin tosses matter. Catria on the other hand should have the forged Javelin for better accuracy as she can actually kill the wyrm that harasses her. Palla kills the westernmost wyrm from the west so she can be in position to grab the items she needs to get. Sirius takes out the other one. MU receives a mend from Etzel because MU needs to be in somewhat of a precarious position. Catria gets the Speedwing and heals. Caeda gets the Dracoshield and heals. Both will be physic'd by Malicia + Feena so they will survive another turn. Linde takes out Sirius' wyrm from a couple of screens ago. The positioning works out really wonderfully. Linde is just outside the range of the wyrm that Caeda activated. Luke is placed in range of both wyrms that attacked Caeda but he is in range to counter at least 1. Luke needs less DEF than Caeda for this redirection to work. He also needs to be 3HKO'd. Between DEF shards and RP this is pretty easy to get. Sometimes the wyrms will attack Caeda from 2U and 1U1R and in that case Luke would be able to counter both wyrms on this EP. I was trying to control the bandits' positioning for turn 5, that's why Malicia is super close to the save point but I failed as you'll see soon. Finally we have MU use the save point right in front of a hunter... smart guy. This is why Etzel needed to mend him. This btw doesn't activate the castle trap. Just the bandit and hunter near the save point. I should mention that MUs with 23 STR can ORKO most bandits with handaxes. 23 STR is also the requisite for the OHKO on the boss with the +3 Mt Dragonpike forge. Technically, there are some extremely rare bandits that spawn with 43 HP/ 6 DEF which require 24 STR or a +Mt handaxe forge. I forgot the screenshot but Caeda had the Ironaxe forge and ORKO'd the hunter. She and Catria will both receive physics by way of Malicia + Feena again on this turn. If Caeda can survive 2 wyrms, she'll have no issue surviving the 2 bandits. Marth kills the wyrm Luke weakened for him. Luke uses the bow forge to OHKO the remaining wyrm who didn't get hit on the EP due to positioning limitations. MU ORKO'd everything blocking Etzels path on the EP. Catria, Palla and Sirius pick up the items they need to get. Finish off the turn with the dullest move ever. 1L so he's in range to OHKO the boss. I couldn't activate the castle trap since everyone in the vicinity can't tank the enemies. Palla got the Elysian whip. I chipped the wyrm for some exp. In all honesty I would've reset from turn 3 if I'd gotten a crit; though I think Palla was 1 STR shy of a OHKO with a crit. Caeda after tanking the two wyrms needed a vulnerary use as well as 2 physics to endure further punishment. She recruits Jake and trades the VIP card. After Etzel rescued Feena, dance, rescue Marth and having MU use the support bonus for better reliability against the boss I had Linde use the save point. Killer lance crit for the Mastersword. I figured since Sirius is pretty much the only one ever going to use it I might as well make him get it. Conveniently also picks up the Energy drop. In the first screenshot you see where I failed. I tried to pull the bandit a bit closer to Luke but it didn't work out. Oh well. Bought 2 wyrmslayers and 3 dragonpikes. No need to waste money on a Wing spear as I have the armourslayer forge. Catria also kills the wyrm the was harassing her while she was collecting the items. Catria btw is the only unit to have engaged a wyrm while unpromoted. This should foreshadow what her future should look like... her very near future... like next chapter future. Marth seizes. Yay got all the treasure. Level ups: Linde still getting those useless RES procs. Marth hasn't missed a SPD proc since level 11 I think. I don't think I could've gotten all the items without Linde. As ridiculous as it may sound, she and MU are pretty much the reason I was able to field Catria to just get the Speedwings and Ladysword. I do not think this strategy is adaptable for Lunatic Reverse. RP!Minerva would save you 2 physic turns for Malicia and perhaps RP!Caeda would only need one physic but Linde still requires assistance and Luke does too. Though there is probably a better way to get all the items. [spoiler=Dragon Valley Kill Count]Since I like keeping track of numbers, useless as they may be, I might as well keep track of kills during these chapters. Only wyrms, fire dragons, ice dragons and promoted units included. Currently only for C11 obviously but the subsequent kill counts will be cumulative. Marth – 2 wyrms Caeda – Luke – 1 wyrm MU – 1 wyrm (boss) Sirius – 1 wyrm, 1 SM Palla – 2 wyrms Catria – 1 wyrm Linde – 2 wyrms Etzel – 1 wyrm Team total – 11 wyrms (1 boss), 1 SM So for both people that voted, thanks for voting but you are both wrong. If you've read everything up to this line you'd know Linde didn't pick up any of the items. She and MU just unburdened some support fliers which allowed them to be elsewhere on the map. And of course the correct answer was not in the poll. Sorry.
  13. Pretty dull maps. Nothing to really optimize. [spoiler=C10 2/105 turns -- 2 Thief charges] Sold 40 Thunder, 20 Blizzard, 12 Vulnerary Forged +3 Mt, + 5 Hit Dragonpike (5400 G) 3 G Remaining Deployed: DK!MU, Berserker!Wendell, Sniper!Sirius, Merc!Luke, Palla, Caeda, Catria, Malicia, Linde, Feena, Minerva RPs (51 Remaining): Palla Marth has Capricorn MU has Leo and Taurus Catria has Virgo and Aquarius Sirius has Scorpio and Libra Minerva has Gemini Caeda has Cancer Malicia Barriers Catria. Catria takes out the LHS bishop and Sirius takes out the RHS bishop. MU and Minerva take out the shaver mages. Palla kills the sniper. Caeda sets the merc kill for Levin!Marth. Feena dances Marth and he moves forward. Linde thiefs the bullion. Luke moves towards the mage that drops the Elfire tome. Wendell crosses the river. Merric moves 1D and disarms. On the EP, Elrean doesn’t crit Merric, some merc suicides onto Palla another merc tries to suicide on MU but MU can't double... Wendell recruits Elrean (Merric needs to pull Elrean off the throne so Wendell can reach). Catria kills a mage to the left (since with the Barrier boost and RES shards she can tank the counter). MU and Palla kill some mages on the LHS (one of them has a Fire tome). Minerva weakens a merc for Caeda to kill. Linde thiefs the Unlock staff. Malicia mends Sirius. Sirius moves towards the RHS, is danced by Feena and kills a mage. Luke kills a mage that drops an Elfire tome. Marth seizes. Level ups: [spoiler=C10x 1/106 turns] Sold Bullion (L) Forged 10 Hit to Handaxe (1080 G) 8923 Remaining Master seal, Speedwing -- Luke Deployed: DK!MU, Paladin!Palla, Horseman!Luke, Cav!Catria, Hero!Sirius, Feena RPs (48 Remaining): MU, Palla, Luke MU has Scorpio and Taurus Sirius has Libra This map would be a pain if it wasn't for MJemirzian's L-trick. Catria + Sirius kill one of the bottom Roros. Palla kills the Roro blocking the way to the real Roro. MU sets a kill for Marth. Marth takes the kill. Luke takes out another Roro. Feena dances MU and MU kills the real Roro. Level up: I reset this map for Catria to proc SPD. She missed it on my first attempt. The SPD is relevant for C12; technically I can go for a SPD proc during C12 or just Arena but it's more convenient to do now. Luke has 40 Bow WEXP. I made a mistake in C9; he only had 38 Bow WEXP at the end of that chapter. Still, I think at this point I'll stop keeping track and just double Armscroll for Parthia. Edit: I really hope people vote in the poll. I mean 4 more people guess and you all guess differently, someone is bound to be right and you can claim you were right about this poll... right? Also, cool prizes for the winner.
  14. I have some questions about how to change topic titles and also about how to start polls. For the topic titles, how do you change them? For polls, why can't I create one now when I had the option to do so when I first start topics?
  15. I don't know if you guys are still on FE12!Marth but just give him C swords to start. That's all he needs to not be as much of a dead-weight.
  16. Depends on what you've unlocked and your play-style. Difficulty can range from very difficult to unchallenging depending on the conditions of your playthrough. The game is easier to pick up than the other FEs but LTCing is still pretty fun even with all the advantages of Rainbow Potion, mixed classes, and lunatic boosters. Adding to what the post above me says, I would say try to learn enemy aggro ranges (usually different from their attack ranges) as well as aggro groups and just general movement and reinforcement trigger positions.
  17. What I learned from this chapter is you shouldn’t try to use Master seals during the actual chapter. I should’ve just used Bishop!Caeda instead and had Palla double one of the DKs with RP + Scorpio but I do like a challenge. IMO, this really is the best time to promote Caeda. She is dead-weight in unpromoted classes. [spoiler=C9 5/103 turns -- 1 Rescue] Sold 35 Steel Sword, 30 Firestone Arena (2 consecutive fights with Scorpio, Aquarius, and Gemni) -- Linde (710 G + 810 G; 1520 G total) -- Nosferatu equipped Arena (single fight with Scorpio) -- Linde (900 G) -- Aura equipped Master seal -- Caeda Master seal -- Linde (on turn 3) 4163 G Remaining Deployed: DK!MU, DK!Palla, Sniper!Caeda, Sniper!Sirius, Hunter!Luke, Catria, Malicia, Linde, Jeorge, Julian, Feena MU has Aquarius Linde has Cancer, Taurus and Scorpio Palla has Leo and Virgo Luke has Gemini I had a lot of difficulty trying to get Linde 3 consecutive arena wins so I decided to go for a 2-streak + 1 fight. (I got a lucky critical during the 2-streak and it may matter in the future.) After she kills a DK on turn 2 she'll level up and I will promote her on turn 3. I really should have used Bishop!Caeda instead. Throughout my ramblings I'll explain what would happen in place of Sniper!Caeda if I had chosen to use Bishop!Caeda. I got the idea of starting Feena on the easternmost square from dondon151's playthrough. Feena dances so Palla can OHKO the Thief thief. Malicia barriers MU. MU chips the Master seal thief with a Javelin. Catria kills it. Jeorge and Caeda cross the river. Julian and Marth move east. Linde moves just outside of DK range. Sirius and Luke are already in position. No one other than MU is in range of enemies. Caeda ORKOs a DK. (If I had used Bishop!Caeda, Palla with Scorpio + RP would double that DK for the kill. And the thief Palla chips for Catria to kill would be left alive.) Jeorge uses a Silver bow (got this from Nessie's playthrough and it saves me a Parthia shot so yay!) and Linde finishes it off and levels up. Sirius and Luke traded the forged Steel bow I made a couple of chapters ago to kill the DKs to the left. Palla chips the thief for Catria to kill. On the RHS, Feena should be there when she dances Julian who will get the boots and send them to the convoy. Marth moves east again and uses the boots. MU kills the mage from that square with a Javelin. Malicia heals him with Physic after. MU will kill a mage on the EP. MU (equipped with a Javelin) was super close to killing Etzel on the EP. I would've forged a Handaxe if it was needed. Etzel attacking from 2L is most preferable and it is also the most likely. He will rarely attack from 2U; it's the worst position for him to attack from and I am not entirely sure if the map can be cleared in 5 turns in that case without using the save point to correct his positioning. If he attacks from 1U1L his pathing can be controlled placing Palla on the same horizontal level and using a Purewater with Catria being at the edge of his attack range towards the east. This will be clear in a few screenshots if it isn't already. Also, the sniper (and one hunter) squad led by Jeorge of course will have to deal with the 3 mages in the screenshot. There are more preferable enemy configurations than this but between 6 units this isn't difficult. Caeda ORKOs the right mage. Linde uses the Master seal. Malicia moves up and trades Linde the Nosferatu and Rescue she'll need. Malicia doesn't have the turns to heal up Linde as she's busy this turn healing Caeda who is low on HP since she just ORKO'd a mage. The mage on the screenshot attacks before the mage above him (look at the minimap). He'll attack Luke who has the lowest RES. Then the mage above him will suicide onto Caeda. Sirius would be in Caeda's position if I had chosen to use Bishop!Caeda. I selected Etzel's range just to make sure no one was in it. Linde with her recent promotion, a SPD proc upon level up, and the Scorpio is at 18 SPD which is more than enough to avoid being doubled by DKs. MU is horizontal to the Swarm!Bishops. He healed on this turn. Palla moved 2U2R of Etzel and uses a purewater. This screenshot illustrates what I was talking about before. If Etzel had attacked MU from 1U1R of his current position I would've placed Palla 1D of her current position and used a purewater. Then with Palla obstructing his path he would attack Catria from 2L which will be important later on. Technically, you could use the save point to reset for him to attack Catria from the correct square if he chose to attack MU from 2U but it might take you a while. Catria obviously has a melee weapon equipped. On the EP Palla kills a mage. She has the same RES as MU but MU has higher dodge. It doesn't really matter if the mage attacks MU as MU won't die to the mage + Etzel; although it's a pretty close call. The highlighted ranges are that of the right Swarm!Bishop and the DK closest to him as well as some random mage that will be dealt with by the sniper squad. Julian got the shard. Marth moves twice with Feena's help and uses the save point. Feena needs to be on the square she is on this turn. One of the mages died to Caeda after the other attacked Luke. Luke kills the DK Linde pulled. Sirius gives Linde his vulnerary that she'll need. Malicia gives Linde the Fire tome back because why waste Nosferatu? Malicia physic'd Palla on this turn. Caeda killed the mage that attacked Luke. Linde moves into range of the other DK and the right Swarm!Bishop and heals. The range selected is the left Swarm!Bishop. MU killed one of the Bishops so Linde would've survive the EP. Palla OHKO'd the last thief. If Palla wasn't healed by Malicia she wouldn't be able to tank the Swarm and the DK. Marth recruited Minerva who moved as far north as possible and then as far west as possible. Catria moved to the edge of Feena's range and was danced. She then moved 2U to position Etzel to the correct square. I realize this was completely unnecessary but read the exp whoring tag. FML... This shop doesn't sell SIlver lances. MU kills the boss. I think I had Palla grab an Iron lance to kill the remaining Bishop. Marth recruits Etzel who heals Catria for Staff rank. Feena dances Marth. Sirius killed the DK that attacked Linde. Linde rescues Marth. Marth seizes. Level ups: Linde is so uselessly RES blessed. Luke has 40 Bow WEXP. I really wasn't kidding about Bishop!Caeda on this map. I had Sage!Linde baby-step the DK pulls on this map but Nosferatu!Bishop!Caeda could pull both on turn 4 with the right shards and would also be able to trade Barrier from Malicia for double Barrier action. She would also free up Malicia on turn 3 so that Malicia could physic MU. Really Bishop!Caeda is pretty good. Edit: This map took a lot longer than expected because of the Master seal midway through the map.
  18. Killed everything in the north except Jeorge (who I recruited) and Hardin (who cannot be killed at present). Feena dances Caeda, Malicia and Gordin. I think I remember SevenDeadlySins doing the engage and pull the generals thing where he had a MU who was like 11HKO`d or something so MU won`t be facing any chance to die on this map. [spoiler=C8 3/98 turns -- 1 Hammerne, 1 Rescue] Sold Bullion (S), 80 Iron sword, 25 Fire, 30 Firestone, 12 Vulnerary Bought Speedwing Arena (single fight w/o shards) -- Archer!Caeda (680 G) 4646 G Remaining Master seal, Speedwing -- Palla Angelic Robe -- Caeda Deployed: DK!MU, Hero!Sirius, Merc!Luke, Cav!Gordin, Linde, Palla, Catria, Caeda, Malicia, Feena MU has Gemini, Taurus and Cancer Linde has Aquarius Palla has Virgo Linde + Luke killed the Firestone thief. Feena helped Caeda get into position. Malicia Hammernes rescue (it is on Feena). Both Caeda and Palla had Iron lances equipped. MU moves up to engage generals. His survival is guaranteed considering he has 23 DEF, Cancer and Taurus (he got 2 Dracoshields so far). Palla on the other hand needs to avoid getting critted on the EP. Catria moves south and Marth moves east. Palla moves to set up a kill for Linde. Luke kills the Paladin Palla weakened on the EP. Linde moves up and kills another Paladin. Malicia full moves and Physics Caeda so she can recruit Roger and kill the final Paladin. Feena then traded Rescue to Malicia and danced her. Malicia full moved north again. Cain moved north so he could assist Malicia with rescuing Marth on turn 3. Marth recruited Bantu. MU moved where the screenshot is pointing too. Gordin moved north as well. Forgot to take the screenshot but there is a square on the map where Catria can attack the Leo thief from where she would be outside of the Hero ranges but inside of the range of a mage about to spawn (which she would then ORKO). Roger gets off the save point and Sirius uses it so he can be in range to kill the Armscroll general. I think I had Bantu move toward the armoury but did not buy anything. I figured I have close to 20 Silver charges over 3 different lances and I could make do without additional ones now. Reset from the turn 2 save point a couple of times for MU not to crit anything so I could give the kills to Caeda, Luke and Linde. Cain helps Malicia with rescue positioning. Gordin recruits Jeorge with Feena`s help. Jeorge uses the save point. MU and Palla kill the snipers. Linde and Caeda kill off the weakened generals. Sirius and Luke trade-chain the armourslayer forge to kill the last two generals. Catria kills the Leo thief and Marth seizes. Level ups: The first level up was from the base arena. I snuck Caeda an archer level to cheat the SPD cap a bit. I did a stat check on MU. After this map he`s basically average after taking the Angelic Robe, Speedwing, 2 Dracoshields and the Avatar-creation bonuses into account. I think I`ll finish up C9 and post it later tonight and then let this go cold for a couple of weeks.
  19. Rigged a critical. Got all the items. Killed some heroes. Cleric!Caeda because I need to start working on her Staff rank for eventual Bishop!Caeda. Also, positioning intensive map. Don't know how well people are going to be able to understand what's happening. [spoiler=C7 5/95 turns] Sold 78 Iron sword, 70 Steel sword, 66 Iron axe, 39 Iron bow, 23 Blizzard Bought Energy Drop, Dracoshield 56 G Remaining Energy Drop -- Sirius Dracoshield -- MU Deployed: DK!MU, DK!Sirius, DK!Arran, Cav!Catria, Merc!Luke, Cleric!Caeda, Malicia, Linde, Palla RP (52 remaining): MU, Sirius, Palla MU has Taurus Marth has Gemini Catria has Cancer Linde has Aquarius The strategy here is to rig a turn 1 critical on the hostile thief (the one carrying the Iron sword), dance Navarre so he can hit the Masterseal thief and then Physic him so he can tank the hunter on the EP. Fliers just move up. Palla will escort Marth for a bit and rejoin the other fliers soon. MU, Sirius and Arran will quickly join forces with Feena and Navarre on turn 2. Steel, Lady, Aura is a perfect 3HKO on the dragon so I didn't need the Javelin toss to hit. Sirius killed the Master seal thief. MU killed the hostile thief above Feena and was danced to kill the Angelic robe thief. He doesn't have a Javelin equipped so he won't kill the hunter on the EP. Navarre and Arran team up for the hunter. If Arran or Navarre miss their hits I forfeit one hero kill later on in the map. If both miss, I forfeit both hero kills. Luckily, they both hit. The thief that MU chipped a few screenshots above suicided (why isn't this a word?) to Palla on the EP. Palla now moves here just out of hunter range to draw a hostile thief. It doesn't really matter where the thief attacks Palla from; all it will change is if Marth kills the thief on the PP or EP. Malicia physic'd MU after he tanked the bow. Sirius kills a hunter (who he doubles) and was danced. Navarre chips the other hunter and Sirius moves next to the boss and tosses a Javelin for the KO. MU swaps his weapon to a Silver lance and OHKO's the other thief. Sirius will be the target of the boss on the EP. Arran chips a thief from 2L. I had Palla attack a thief while being outside of any hostile thieves' ranges. The positioning of Palla and Arran force the thieves to move north towards the gate so Marth can still kill them with Feena's help. The thief that attacked Palla last turn wasn't in Marth's attack range but Marth will be in the thief's attack range on the EP. Catria with Cancer and lance equipped is 3RKO'd by these cavaliers. Luke and Linde will kill them on the final turn while Catria will chip a hero. Before Palla killed the boss I had Navarre use the save point. Palla also handed MU the forged Javelin. Arran took the Javelin from MU and chipped the thief below MU. Sirius killed the thief below Navarre. And with Feena's help, Marth killed a thief. The positioning of all the DKs lined up encumbers the thief's path and now he moves across 3 forest tiles which places him on a square where Marth can kill him and then be danced by Feena for the 5 turn seize. That thief is the only thief left on the map. I pretty much killed everything in 4 turns and Marth wasn't at the gate yet so I decided to send MU into the Heroes' range with a Silver lance equipped. Arran chips for Palla to kill the Sword!Hero MU countered on the EP. MU and Sirius team up for the other Sword!Hero that moved east. I gave MU his second Dracoshield before this map. I also gave Sirius an Energy Drop to secure this kill. The units near the cave killed the cavaliers and chipped heroes, healed, etc. Marth kills the last thief and seizes with Feena's help. Level ups: Sirius is close to the same level.exp as MU. Between MU and Sirius OHKOing thieves as well as good positioning I was able to kill pretty much everything by turn 4. I thought about trying for a 4-turn rescue strategy but that would leave me with 2 rescues going into C11 and I'm not sure how Malicia would Hammerne rescue there so I didn't explore the option. I have another 5-turn strategy for this map that doesn't rely on the critical on turn 1 and saves some physic uses. With that strategy I would get the same exp distribution except MU and Sirius would get slightly more without cost to anyone else. And obviously I would forfeit one of the Master seals, but I would still get both Hero kills. The strategy is even more position intensive than this one is and relies on controlling the thieves in a similar way to the strategy presented here. I considered having MU use the killer lance on this map but opted against it for more reliable kills with Silver instead.
  20. [spoiler=C6x 1/90 turns -- 1 Rescue] Sold Bullion (L) Forged +5 Mt, +10 Hit Steel bow (7315 G) 2969 G Remaining Deployed: Sniper!MU, DK!Sirius, Cav!Catria, Myrm!Luke, Cav!Catria, Cleric!Linde RP (55 Remaining): MU Catria has Gemini and Taurus Conventional strategy here. Linde and Sirius were the only one of my units not gaining levels after using Rescue so I let Linde do the rescuing. Fed the boss to Sirius. Would've fed it to Linde if she was going to level up. Hit rates are not great and also Devil!Luke but short map so whatever. Level ups: Luke has 74 Sword WEXP. I’m going to stop keeping track of this. He’ll be able to use the armourslayer in C8, he’ll probably never hit B as a Horseman and I don’t think it will ever matter if he hits A as a SM.
  21. Catria's early game is so shaky. This is basically her last chance to become self-sufficient. I gave her an Energy drop, RP, both shards and the forged Javelin. Barely ORKOing max HP/DEF mages. Anyway, I used a variant of the standard strategy. Opened the door on turn 4 where MU + Linde blew up the sniper. Catria killed the Physic!Bishop and then the Swarm!Bishop to avoid annoying heals. Sirius ORKO'd Lang. Marth was rescued on turn 6 to seize. I considered opening the other door to fight the Hero but that would make the LHS considerably less reliable. Looking back at this map though I think maybe sending Malicia into Swarm range to just heal Catria would’ve saved physic charges. [spoiler=C6 6/89 turns -- 1 Rescue] Sold 140 Iron sword, 130 Steel sword, 80 Iron lance, 40 Iron axe, 35 Steel axe, 65 Steel bow Bought Energy Drop, Speedwing 284 G Remaining Speedwing -- Sirius Energy Drop -- Catria Deployed: Hero!MU, Pal!Sirius, Cav!Palla, Hunter!Luke, Bishop!Arran, Cav!Caeda, Catria, Malicia, Linde, Julian RPs (56 Remaining): Catria, Sirius Catria has Gemini and Taurus I'm really glad I didn't pass up the axe rank in C2; I got hand axe usage on this map. Sirius (armouslayer forge equipped), Caeda and Catria (who used a purewater take hits on the EP. I used the unforged Javelin for this and some of the hits were shaky but I figured it's better to use the save point later. Devil!Marth with both shards can OHKO mages so Catria only needs to kill one of the mages on the EP. Julian moved towards Rickard. Had Marth trade Catria the forge so she can more reliably hit the bishops as well as a vulnerary to heal. Catria then moves up towards the bishops and heals. Catria leveled up on the EP and she gained STR; with the forge she has 20 Atk. Neither of the bishops have max HP/DEF combinations so she ORKOs both. The plan was to have Catria use EP 3 and EP 4 to kill the Physic!Bishop. Once that was done she'd have PP 5, EP5 and PP 6 to kill the Swarm!Bishop. I was going to have Julian and Marth use vulneraries to tank the Swarms as they'd have more than enough time to get the chests but Catria had other ideas. Having handaxes was really nice. I could handle every enemy configuration and still conveniently have Arran heal wounded units. Linde's positioning here is important for turn 4. Malicia healed Caeda before taking out the left knight after MU + Linde took out the right. Sirius OHKO'd a mage. Palla set up a kill for Luke; I was so surprised she couldn't double. On turn 3, Catria moves up the to Physic!Bishop and heals. Marth gets Barrier. Julian recruits Rickard and heals. MU, Linde, Sirius, Arran and Caeda all move up while Malicia, Luke and Palla move back to the middle. Frey used the save point on this turn. Sirius opens the door. MU and Linde blow up the sniper. (Average Knight!MU turned Hero should be able to double with a RP but I didn't need it since mine had a Speedwing.) Caeda recruits Samto and then Arran heals her. The placement of Linde on turn 2 is important as she needs at least that close to the door to be able to hit the sniper. Linde is legit. Pretty reliable kill here. I wish I didn't have Marth take the other Javelin because Catria spent some time doing nothing later on. Would've been nice if she missed so she could at least chip for exp. Palla moved there. Again I failed to realize she couldn't double so I had to use a physic to get her up to full HP otherwise she won't be able to tank both of the soldiers in range. Luke counters the Javelin soldier on the EP. Had Marth move here and heal to pull the longbow archer so Catria would have something to kill. He already got the shard. I think I had forgotten to actually acquire the bullion on this map until now. On turn 5 everyone but Arran (who healed Sirius) full moved to get this positioning. Samto is still near the save point. Linde moved back towards Luke to eventually steal a kill from him. Caeda killed a knight while MU killed the bishop. Arran rescued Marth. Samto used the save point to rig the two armourslayer forge hits. The probability of this kill is roughly 50% (barring a first hit critical). I don't want do the math accounting for the critical chances but it's roughly on par with the Wing spear + Javelin combo and it's worse than the Wing spear + Bow combo. Level ups: Luke has 32 Bow WEXP.
  22. So I was having difficulty trying to control the snipers; a lot of my units were levelling up and I wasn't sure if the level ups were what was causing the snipers to be so inconsistent. It turns out it's not really the level ups, the snipers themselves are mostly just random. I had Arran use the save point on the same turn I pulled the snipers and I found they like to move into annoying configurations most of the time. Like most sane people, I didn’t recruit Rickard in this chapter. [spoiler=C5 9/83 turns -- 1 Rescue] Sold Bullion (S) Bought 2 Door Keys Forged +3 Mt, +5 Hit Armourslayer (4000 G) 1255 G Remaining Deployed: DK!MU, DK!Sirius, DK!Arran, Cav!Catria, Cav!Caeda, Myrm!Luke, Palla, Malicia, Linde, Ogma RPs (58 Remaining): MU, Palla, Catria, Luke MU has Taurus I traded Barst the Iron axe forge that he'll need later. Catria and Palla in position to eliminate two of the mages. On the following turn everything was cleared out except for a cavalier who would suicide to Caeda. I think I gave Linde or Catria the lower thief. Arran just moved near the save point. You guys can say what you want about Arran not being that useful past C3 but he’s a 10 MOV unit that can move to key positions and use save points in short time spans. The headache he saves really is understated. MU had killed the Master seal thief while being on the save point (credit to Nessie for this, never would’ve thought to put a flier anywhere near bows on H3). This was the configuration I used. Linde will only be attacked by one sniper and she had 11 or 12 SPD. I had Arran use the save point on this turn so I could reset from it in case I got a crappy enemy configuration. Some of these included Jeorge moving and then two of the snipers moving adjacent to him so that no flier could attack the other snipers. In some cases Jeorge even moved too far west so that I couldn't surround him without pulling the DKs. This was the most common configuration I saw, also the one I used. Barst + Linde take the sniper Linde pulled. Marth gets fed a kill. Catria moved next to Jeorge and chipped a sniper for Palla to finish off. Sirius and Luke team up for the last sniper we need to kill. Malicia, Caeda and Ogma finish boxing in Jeorge. Arran makes his way back up to eventually help keep Jeorge surrounded. I initially had MU run into all the DKs and it worked but the bishop kept wasting my physic charges. I had Sirius pull one closer to the land for Luke to kill. Luke took out the DK that Sirius drew, while Palla took Taurus and killed a DK. If Palla can’t ORKO the DK with RP and Taurus, you could have Arran toss a Javelin and she should be able to do it. Sirius then took Taurus and killed the DK that MU weakened for him. Sirius will need Taurus to perform his duties. During this time Catria is taking care of the bishop, Linde is chipping away at Jeorge, Marth is heading to the village and Malicia + Caeda are heading south to the forts. Sirius is placed where he is so that when the Javelin knight (the southern one) attacks, he won't move and risk obstructing Marth's path to the gate. The eastern most knight will suicide to Caeda. The northern knight suicides to Sirius and the southern (Javelin) knight will remain stationary and attack Sirius. Sirius' LUK stat drew the sniper towards MU so he could kill it. Caeda helps Malicia rescue Marth to the right square. Sirius buys the door keys and Marth seizes. Level ups: Luke has 72 Sword WEXP. This map is pretty flexible when it comes to positioning and you can do a few things to get Malicia additional exp and save on vulneraries. I probably didn’t need to use RPs on 4 people; could’ve got away with just MU but enemy positions were giving me a headache.
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