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Mekkah

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  1. Ch12 is the kind of map playthroughs strand on because you fall asleep playing it.
  2. Ch4 is up: Part 1: Part 2: Ch5 and Ch6 are up too!
  3. I like how literally half of the Wil review is about his joining chapter performance.
  4. i am posting so that you need not to cram two video's in the OP i mean that's a lovely strategy is it from PK
  5. Ch12x Reclass: none Forge: none I put the Arms Scroll on Sedgar, so now he has C axes. With his two extra move over the axe brothers, I think it's time to say goodbye to them on this map. Marth got the Boots. I'm leaving the Robe alone for now. I let the Master Seals rot for another chapter to give Abel and Hardin a bit more time to grow. I deployed everyone but Julian, Midia, Boah and Lena. After redoing this chapter and rewriting this paragraph thousand times I think I finally got it down. Sedgar Hammered the armor, and Jake Arrowspat the cavalier, allowing it to be finished off by Boots Marth. My fliers and cavaliers got into position to storm the side path of this map. Next turn, Jake took care of that moving mage in the south, and then I just had Abel and Hardin take care of a cavalier, and my dracos flew upwards, destroying one cav in the process. On turn 3, Marth crossed the river to end up near the village (which I never visited), while my three headed dragon assault took care of the two rushing mages. Horace and friends do not move if you don't get on their island, so I left them alone. With some careful positioning, I put my fliers so that they'd be out of range of the mamkute and the two bow enemies in the north. Then next turn Jagen Ridersbaned the boss (what do you mean, 51 hit?), Caeda double Iron Lanced the sniper and Wendell used his Iron Axe forge to bash the archer's head in. Marth got into position to seize. On the final turn, I chain traded my Dragonpike to Jagen for the hell of it and let him kill the mamkute, which got him a spd level-up, and brought him to A lances. Awesome. Turns: 5 Marth 3.14 20 6 8 7 D swords Caeda 10/2.45 23 9 21 16 B lances, E axes Abel 11.10 26 11 11 8 E swords, C lances Jagen 5.06 20 9 10 12 A lances, E axes Barst 7.72 27 13 10 7 D axes (almost C) Bord 6.08 23 9 7 5 C axes Merric 6.76 22 5 6 5 D tomes Sedgar 4.20 27 8 13 9 C axes Hardin 10.82 25 11 10 9 D swords, B lances Wendell 3.50 20 9 15 12 D lances, E axes Julian 3.00 base Lena 4.00 bleh Boah 1.00 base Midia 1.00 base Jake 1.68 base Horace 3.00 base Yeah, I failed to sac Bord/Barst. Could've done them in on that first armor. I'll just use them as ballista bait now. Ch13 Reclass: none Forge: none It seems impossible to complete this chapter in any normal way. Marth is prioritized and OHKO'd by pretty much all ballistae, which not only makes it hard to walk him to the throne, but also impossible to recruit Beck without a lot of lucky misses. The rest of my characters can't really survive either. So I had Lena and Boah Warp Marth and Abel to the throne. Abel is the only unpromoted unit with enough AS to double the boss, and he had to use the Harpoon (the +6 Javelin) to score the ORKO. It sucks that I won't have Beck or the Thunderbolt. At first I thought I'd have a hard time without Astram's Wyrmslayer, but then I realized I have Dragonpikes to OHKO mamkutes, so I'll be fine. Turns: 1 Marth 3.14 20 6 8 7 D swords Caeda 10/2.45 23 9 21 16 B lances, E axes Abel 11.10 26 11 11 8 E swords, C lances Jagen 5.06 20 9 10 12 A lances, E axes Barst 7.72 27 13 10 7 D axes (almost C) Bord 6.08 23 9 7 5 C axes Merric 6.76 22 5 6 5 D tomes Sedgar 4.20 27 8 13 9 C axes Hardin 10.82 25 11 10 9 D swords, B lances Wendell 3.50 20 9 15 12 D lances, E axes Julian 3.00 base Lena 4.50 bleh Boah 1.25 base Midia 1.00 base Jake 1.68 base Horace 3.00 base Ch14 Reclass: Barst and Bord to Pirate Forge: +10 hit, +4 mt Arrowspate for Jake Kind of poor planning on my part meant too few unit slots here to deploy everyone, but it didn't end up mattering much. I chose to leave out Merric and Lena, intending to sacrifice as much as possible on this map. I had Julian lower the bridge, then put Horace in front of him to OHKO the ballista with a Silver Lance, followed by my other intended sacrifices Barst, Bord and Midia. This worked out perfectly, and the latter two bit the dust. Jake used his shiny new forged Arrowspate to KO one of the aggressive archers. Sedgar and Abel took care of the Armors, and then Horace and Barst shielded them from the two cavaliers, who couldn't be quite reached this turn. They didn't suffer. Hardin and Abel took care of these two cavaliers, both getting spd and Hardin even getting str and def. Jake killed the other aggressive archer. Fliers moved forward, with Jagen taking a Door Key out of Marth's convoy. I had Jake kill one of the thieves for fun and get the vulnerary, and was rewarded by a nice level up that included str. Jagen opened the door, and Marth and Caeda moved through. Wendell threw a Javelin through the wall to kill the priest. Interestingly, the thief I had left alive opened the door to the chest room. I hoped he would grab a chest and come out into Jake's range again so I could get all the treasure. Testing showed he went for the Bullion chest, so I just Warped in Julian out of the sniper's range and grabbed it. I had to map save in order to get one of the armors in the throne room to miss Caeda. Unfortunately the thief didn't like the Silver Card as much as the Bullion and walked away. Jake punished him for his greed and got another str level-up. Caeda used the Wing Hax for the first time and smited Jiol, gaining str. Abel and Hardin killed Catria and Palla. I bought some completely unnecessary items with Sedgar and Wendell, and seized with Marth. Turns: 6 With the next chapter's preparations added in: Marth 3.14 20 6 8 7 D swords Caeda 3.36 24 10 21 16 B lances, E axes Abel 1.00 30 14 16 11 B lances, E axes Jagen 5.06 20 9 10 12 A lances, E axes Merric 6.76 22 5 6 5 D tomes Sedgar 4.34 27 8 13 9 C axes Hardin 1.00 28 15 12 13 A lances, E axes Wendell 3.50 20 9 15 12 D lances, E axes Julian 3.00 base Lena 4.50 bleh Boah 1.50 base Jake 4.34 20 7 4 15 Ch15 Reclass: Hardin and Abel to Dracoknights. Also various generics. Not interesting. Forge: none That's right, the air force is at full power now, with promotions and reclassing for Abel and Hardin. Thanks to Catria and Palla, I now have five flier slots, just in time for the desert. I found out I didn't buy any Pure Water (I thought I did), so I have to make do with Boah using Barrier on people. The main goal here is for people to survive the Swarm Bishop's hit once so I can nuke him. The other threats are the Javelin Dracoknights, but thankfully two of them move and I never have to come close to a third, leaving the one on the throne, who is a problem. Luring him with a generic takes too long, so I will use Warp to get rid of him. I obviously undeploy Julian since I don't need his services. Turn 1. Sedgar kills one of the two mages near my starting point, and Marth:gasp: kills the other with an Iron Sword. Four generics loyally follow his cause. Lena and Boah begin preparing the air force for take-off with Barriers (a leftover from a former strategy where they have to hang in Swarm range for a turn). Jake and Merric follow Marth as my overkill flier slayers. Next, I put three generics in range of the two mobile enemy draco knights. Every draco but Caeda is Barrier'd now, and Caeda takes a Pure Water. Marth follows the generics, making sure to stay out of enemy range. On enemy phase, two of the generics get ransacked by the draco's, which activated my trap card. Turn 3, Merric Excaliburs one draco, and Jake Arrowspates the other, both for over 120 damage. I make sure Jake is as far away as possible so he can ride away from Gharnef if needed, who is on the bridge now. My last advanced generic stands into the range of the draco near the throne. Marth follows him, again staying out of danger. My fliers are put right outside the edge of the Bolganone Bishop's attacking range, except Caeda, who stays with my healers. On enemy phase, the draco murders that generic, and my last generic is killed by Gharnef. A mage also came to attack that first generic but missed...I should have positioned him differently, but it turned out fine now. Turn 4: The turn where it all happens. Caeda is Warped to the throne, and kills the bishop boss. This was necessary because Marth can't survive Swarm even with a robe and Pure Water at full strength. My draco army takes out the bishop, the two mages and the priest. Sedgar kills the mage that missed my generic, and Merric kills the dracoknight. The left side of the map is now completely devoid of enemies (other than a lone priest or two), so Marth simply walks up. Gharnef is still there and scaring though, so Jake moves back to the left. On enemy phase, Gharnef closes in, and so does the last dracoknight that apparently felt like moving out of nowhere since last turn. Merric then overkills the draco from range while staying right out of Gharnef's. My other units do boredom things like flying to the shops to buy unnecessary things and killing harmless priests. Nothing happens on enemy phase at all except Gharnef strolling, and a mage appearing in the far east. Marth seizes on turn 6. Turns: 6 Marth 3.57 20 6 8 7 D swords Caeda 3.73 24 10 21 16 B lances, E axes Abel 1.30 30 14 16 11 B lances, E axes Jagen 5.19 20 9 10 12 A lances, E axes Merric 6.76 22 5 6 5 D tomes Sedgar 4.75 27 8 13 9 C axes Hardin 1.15 28 15 12 13 A lances, E axes Wendell 3.94 20 9 15 12 D lances, E axes Julian 3.00 base Lena 4.88 bleh Boah 1.93 base Jake 5.22 21 7 4 16
  6. QFT. Everyone responding to him ever is just feeding the troll.
  7. How do you plan to bosskill during warpskip if Asvel is considered negative utility? Hicks doesn't cost you any turns to recruit, how is he negative utility? Am I missing something about Homer? He has no significant staff rank and his combat contributions are nothing special until he's been given ample training, whereas Salem/Linoan/Karin have no real opportunity cost for their contributions through healing/flying.
  8. This can't be the only thing. Their favourite Sleep target in the desert was always Sophia for me.
  9. I don't think you can play efficiently while promoting more than like 8 people. The question is who gets the earliest ones. Saphy needs one if you want her to have Warp for Ch12/Ch12x. Asvel gains significant stat bonuses, Continue and low level staves. Sara and Salem gain a staff level. Lifis gains Ambush and +1 Bld. Shiva, Othin, Halvan, Fergus, Brighton, Carrion, Machua, Nanna, Karin and probably more gain some combat parameters and +1 mov, but for the most part remain the same person. Anyone giving a Knight Proof to Lara needs to be drowned.
  10. Yeah, Azel spent quite some time practicing sorcery on Gandolf. With infinite training potential, he's the most powerful and mobile 1-2 range dude I have access to. His HP and Def are obscenely above their averages, too.
  11. There's too little outdoors left after Amalda joins for this to be a very significant point. That's great, but she's adding 3%, not 48%. This is like saying Ronan is great because combined with Tanya, Alva, Kein, Robert, Eda and Marty, they would be able to kill a 50 hp enemy because they're all doing like 9 damage. Why did you not mention how Tanya gives Othin and Dagda 10% support? Or at least her potential as a growth unit? Not that she'll ever reach the potential, but you're cutting her awfully short.
  12. Sleuf has the disadvantage of being insta-captured though, even by ~* teleporting Dark Mages *~. And Sara's combat is significantly better than Miranda's once she's promoted, which definitely doesn't take her longer than it takes Sleuf to join. I think Sara's advantages over Sleuf > the opportunity cost of 3 levels and a Knight Proof.
  13. It's even possible to do it . Not even that demanding for combat power. Even if you don't have a promoted Lachesis, you can replicate a large part of her utility with Ethlin. She can't Warp, but Returning to the base already helps a lot.
  14. FE10 Oscar might cap speed earlier than Titania, Nephenee, Mia, Ike, etc. Does this symbolize his performance in any way?
  15. I agree Sarah is better, just not by a whole tier.
  16. bumpers Ch6 Reclass: Sedgar to Warrior Forge: +5 mt, +10 hit Iron Axe called Dynamite. Put it on Sedgar, but it will work for Barst and Bord as well. I had room for everyone, including the worthless Roshea. At first, I put low move people near the front, since I thought I was going to be too limited in my movement for a full rush. But in my second attempt I found out I could get Cain, Jagen and Abel to bypass the ranges of the two archers and kill the mage, armor and archer on the other side of it. Once there, however, they had to halt, as they couldn't get rid of the armor and the two archers on the far left on their own. So in the end, I just ended up turtling a bit too much for my taste at the start, as I could not figure out a way to kill every single enemy in that bottleneck. The thieves grabbed treasure in the meantime, but Hardin caught them all. Except the Killing Edge one, but in 100% crit a Steel Sword is superior to those, so whatever. Speaking of thieves, Julian recruited Ricardo, who used a save point at some point as to allow to be recorded (I could get it to happen without recording and without the save). After these events, Marth stepped near the boss to increase Caeda's hit, and Caeda OHKO'd him with a Wing Spear. Sedgar killed the Priest for fun. Julian bought things.Turns: 11 Gold: 6930 (16930 after selling the Bullion) Marth 1.90 18 5 7 7 D swords Caeda: 6.11 19 5 17 8 C lances Cain 2.60 21 7 7 7 D swords, E lances Abel 7.76 24 10 10 8 E swords, C lances Jagen 2.84 20 8 8 11 B lances, E axes Barst 6.25 26 12 10 7 D axes Bord 5.54 23 8 7 5 C axes Merric 3.03 20 3 6 5 D tomes Sedgar 1.13 base Hardin 7.57 24 9 9 8 D swords, B lances Wendell 1.13 base Julian 3.00 base Lena 3.00 base Rickard 1.00 base Ch6x Reclass: Jagen to Paladin, Wendell to Dracoknight Forge: +4 mt, +10 hit Iron Axe, called Iron Axe. Put it on Wendell for OHKOing Pirates. Having two fliers made it much easier to clear enemies at key points in order to allow Marth to advance pretty much at top speed. Caeda's doubling (plus the Harpoon) and Wendell's new forge made short work of anything they could reach. Non-mounts were practically useless other than the first couple of enemies, and even there I had superfluous attackers. On the final island, Marth finally had to hold back a few spaces, so I could position Jagen, Caeda, Hardin and Abel so that they could KO all enemies near the boss while not being in the boss range (he has 1-range, so not too hard). Then next turn Marth moved in on the boss, I threw some Javelins and Hardin finished him with Steel Sword. Athena wasn't really worth a visit. She lacks range, and while she has the option to get wings, I don't have enough slots for that until I get better alternatives. Rickard was killed in the initial rush (saved Marth's life there, in fact. top tier y/n). I contemplated throwing Cain on the boss because he's gained about 10 EXP since Ch2, but chickened out. Turns: 7 Gold: 14370G Marth 1.90 18 5 7 7 D swords Caeda: 7.23 19 5 17 9 C lances Cain 2.60 21 7 7 7 D swords, E lances Abel 7.87 24 10 10 8 E swords, C lances Jagen 2.97 20 8 8 11 B lances, E axes Barst 6.25 26 12 10 7 D axes Bord 5.54 23 8 7 5 C axes Merric 3.03 20 3 6 5 D tomes Sedgar 1.92 base Hardin 8.61 25 9 9 9 D swords, B lances Wendell 1.91 base Julian 3.00 base Lena 3.00 base Ch7 Reclass: nothing Forge: none The main issue with this chapter is the cavalier death trap. The left fort poses little problem: any flier can get there, assuming the middle fort is blocked. The middle fort cannot be blocked without being in range of the Javelin cavalier from the south. The guy from the fort on the right needs another turn to reach me, which means he can be disposed of with a ranged attack right out of range...but he also makes it nearly impossible to advance within his range. To block that fort, I need Wendell (or any Dracoknight) on the right, which means the Mercs and Archers have to be disposed of... On turn 1, Barst kills one of the Archers with his Hand Axe, while Wendell kills the other with a Steel Lance. [15:51:16] <~Mekkah> cool [15:51:23] <~Mekkah> i found a spot where wendell can sit without getting attacked by both mercs [15:51:37] <~Mekkah> what do you mean you can't fly above a stone fence [15:51:56] <~Mekkah> w/e found another This puts him in range of one of the mercs, but not the other, who will die next enemy phase, so I can kill the other one the next turn, clearing the area. However, this plan has a flaw: the aggressive generic flying enemies. My main group goes to the left, luring them away from Wendell as much as possible (though he still needs to hold back). With things like Excalibur, ranged attacks, etc it's pretty easy to dispose of these. After that, I prepared Operation Fortblock. Wendell kills the final mercenary but is still 1 square short of the fort next turn. Other people twiddle their thumbs, take shots at Minerva's group (my generic Mage ended up killing Minerva...), taking care not to cross the magic line at the save spot. Then it's time to strike. Caeda takes the left fort, Wendell the right one, and Sedgar the middle one, armed with a Hand Axe. The next few enemy phases were basically map save resetting until Sedgar dodged the two Javelin cavaliers, and then I had him do the same on the Javelin armors since I can only OHKO one of them with forgejav Abel (the other had 1 more hp/def). The one turn of fresh air between cavalier waves allowed me to advance and kill the armors. I had the useless Cain take over the left fort from Caeda, so she could take the southern fort. Jagen took the middle one. For the boss, initially I planned to use Merric, but he was 1 square short after killing one of the armors (Sedgar doesn't ORKO even with his str proc and double crits), but since Marth was in seize range I could afford to fly Caeda into him. She didn't quite OHKO, so I had Abel throw a Javelin before she made a clean kill with her unforged Wing Spear. Turns: 10 Gold: 14370G Marth 1.90 18 5 7 7 D swords Caeda: 8.53 19 5 18 10 C lances Cain 2.60 21 7 7 7 D swords, E lances Abel 8.60 24 11 10 8 E swords, C lances Jagen 2.97 20 8 8 11 B lances, E axes Barst 6.52 26 12 10 7 D axes Bord 5.94 23 8 7 5 C axes Merric 4.40 20 3 6 5 D tomes Sedgar 2.43 28 8 7 6 D axes, E bows Hardin 8.61 25 9 9 9 D swords, B lances Wendell 2.55 20 9 15 12 D lances, E axes Julian 3.00 base Lena 3.00 base That's right, 10 def on Caeda. And Wendell proc'd str. Ch8 Reclass: Quatro the generic Mage to Myrmidon to make him easier to sacrifice. Sedgar to Hero for more movement while still being able to use the Iron Axe forge. Forge: +4 mt, +10 hit Javelin. Put it on Jagen. I put my foot units in front, as like in Ch6, I simply can't advance my mounts quickly enough to dispose of the initial cavaliers without putting them in the range of Roger and his three friends. So I just camped right outside the cavalier range, then ganged up on them, prioritizing kills towards Abel and Hardin as always. The axe brothers and Merric are getting more and more useless due to the tempo I'm moving in. After the cavaliers, archers and armor, I let Barst have a one on one duke with Roger. He whiffed with his Steel Axe, was brought to 6 hp, then killed on his double attack. Sorry Colonel, I just have no space for this guy. Marth was 1 square short of seizing on turn 6, so I did it on turn 7. I had some reinforcements come out (as the boss was alive when I crossed the point) which I gladly got some extra EXP from. As usual, I had someone throw a Javelin at him before finishing off with Caeda's Wing Spear. I finally suicided Cain as he hasn't done any fighting since axeland. Obviously I got rid of the generic, Caesar and Radd as well. I let Julian shop for a Silver Lance, two Javelins and a new Wing Spear. Turns: 7 Gold: 4300G Marth 2.27 19 6 7 7 D swords Caeda 9.27 19 5 19 10 C lances Abel 9.17 25 11 11 8 E swords, C lances Jagen 3.11 22 7 8 10 D swords, B lances Barst 6.82 26 12 10 7 D axes Bord 5.94 23 8 7 5 C axes Merric 4.70 20 3 6 5 D tomes Sedgar 3.03 25 7 12 8 D swords, E axes (almost at D) Hardin 9.18 25 10 10 9 D swords, B lances Wendell 2.68 20 9 15 12 D lances, E axes Julian 3.00 base Lena 3.00 base I'm very happy with various level-ups I got, such as Hardin's str/spd, and Jagen's def. Marth also finally leveled up from OHKOing a cavalier and got str, for all it's worth. Ch9 Reclass: My three generics became pirate, cavalier and pirate. And nothing else matters. Forge: none. Not enough cash atm. I put Julian in that spot everyone puts him: as far back as possible while still being able to open the door on turn 1. Merric got a very good spot as he'll be attacking the boss. Otherwise, the normal mounts in front deal. The throne island is completely clogged with enemies, so I needed to put as many people on the edge of the inhabitants' range as I could. After Barst killed the Devil Axe Pirate with a Hand Axe, Abel, Hardin, Jagen, Caeda, Wendell, Sedgar and even Merric all collaborated, killing two hunters, two pirates and the mage in one turn, taking care not to step into the range of other aggressive enemies. After that, there was just a priest, the boss, and a pirate walking north towards my starting point, eating my generics. Some more pirates were coming from the south, but they didn't threaten me yet, so I got everyone over there. This is on turn 4, where Julian also finished chest business. On the final turn, Merric used Excalibur on the boss, leaving him with 2hp, and Sedgar finished off with a plain old Iron Axe. I let Jeorge's village burn and didn't bother getting the Wyrmslayer. Even if I thought they were beneficial, I needed my two fliers for the main island. Turns: 5 Gold: 4300G (+15000G from the BullionM) Ch10 Reclass: My two generics to archer and hunter. Forge: none. I decided I didn't care to bother to go inside. Minerva seems like a great asset (flying prepromote with Hauteclere giving her 27 atk) but I don't think she would save more turns than she costs, especially considering that even if I don't recruit her, I can reclass another guy to Dracoknight. Jagen might only have about 23 atk with Silver Lance, but the 10 mov is the same. This also means I'm not getting Physic, which doesn't matter because I never need to heal (it's kill or be killed) and when I do I have my full Ch6 Physic. So I did what you'd expect me to. I let the generics go north a bit to lure the group of fliers the wrong way, while everyone else goes past the castle's southern wall. The four cavaliers were a joke. Hardin and Abel are borderline OHKOing them with unforged Irons and Javelins now, to give you an idea. Merric, Bord, Barst and the two generics were walking behind the group being 100% useless, except Merric killed the thief when he came outside with the Levin Sword. Then there's only one pegasus knight between me and the throne hill. I had Jagen and Abel team up on the Hero in the north to obtain that very desired Master Seal. Then I had one of them use the map save to manipulate Caeda against the boss. He OHKOs everyone with a forged Javelin, and I can't OHKO him with anything, so Caeda had to dodge his 67% disp (78.55% true) while also hitting him twice with 90% disp (98.1% true), factoring in Marth support, which comes to about a 20% chance. The two generics were killed, and Hardin bought two extra Javelins for God knows why. I was this close to having Barst and Bord die, and I really wouldn't have reset for them. Turns: 8 Gold: 18300G Marth 2.67 19 6 7 7 D swords Caeda 10/1.0 23 9 20 15 C lances (almost B), E axes Abel 10.19 26 11 11 8 E swords, C lances Jagen 3.37 22 7 8 10 D swords, B lances (almost A) Barst 7.72 27 13 10 7 D axes (almost C) Bord 6.08 23 9 7 5 C axes Merric 5.73 21 4 6 5 D tomes Sedgar 3.79 25 7 12 8 D swords, E axes (almost at D) Hardin 10.11 25 11 10 9 D swords, B lances Wendell 3.02 20 9 15 12 D lances, E axes Julian 3.00 base Lena 3.00 base Ch11 Reclass: Jagen to Dracoknight. Forge: none. This is where I'm going to break my Warp Vow. [21:26:18] <~Mekkah> yeah so [21:26:43] <~Mekkah> mamkute, horseman, sniper, stonehoist, jake arrowspate, 2 silver lance cavs and a javelin cavs [21:26:46] <~Mekkah> any volunteers As you can see, I promoted Caeda and followed a simple plan. Take notes, Arion, this is how you do a three-headed dragon assault. 1. Wendell flies to Anna's village and learns Jake talks to beautiful women only 2. Caeda recruits Jake 3. Marth is warped in to give Jagen some extra hit 4. Abel hits the map save 5. Jagen kills the cavalier 6. Marth seizes Marth 2.67 19 6 7 7 D swords Caeda 10/1.0 23 9 20 15 C lances (almost B), E axes Abel 10.19 26 11 11 8 E swords, C lances Jagen 3.51 22 7 8 10 D swords, B lances (almost A) Barst 7.72 27 13 10 7 D axes (almost C) Bord 6.08 23 9 7 5 C axes Merric 5.73 21 4 6 5 D tomes Sedgar 3.79 25 7 12 8 D swords, E axes (almost at D) Hardin 10.11 25 11 10 9 D swords, B lances Wendell 3.02 20 9 15 12 D lances, E axes Julian 3.00 base Lena 3.50 base Ch12 Reclass: none Forge: +3 mt Wing Spear (the fresh one) called Wing Hax. Might as well stop these "can't quite kill this guy in one hit" situations. Very limited deployment room here, I had to bench Jake and the axe brothers. I gave Abel my Speedwing because leaving it in the convoy for no reason is silly. I gave him a Door Key as well, as tests turned out he's the one who should open that door to the chest room. Merric was given a Master Key for reasons shown later. Jagen and Wendell ganged up on one Armor with Javelins, and Caeda used her full movement to fly past the other and kill it with her unforged Wing Spear. Everyone follows. Tomas, Dolph and Maccellan were put into position for immediate sacrifice (they get OHKO'd now, heh), and my stupid useless generic was on the way to hug a wall so the prison guards would range him next. Experimenting with the AI shows that the General only attacks after you attack him. Stand next to him and he won't budge an inch. This made the feared clog with the Sniper and the door with a chest in front of it much easier to solve, as I could kill the Sniper first with Caeda's +6 mt Javelin while everyone else catches up. On turn 3 enemy phase, reinforcements appear and the southern horsebacks start moving as well. Wendell and Sedgar get into position for the two mages...if they don't, one of them goes back towards the throne, and we can't have that. Abel goes next to Caeda and trades forged Javelins in order to ORKO the General. Caeda moves aside...at first I was going to move her onto the chest on the right and kill the priest, but it turns out this gets her killed by the horseman outside. Damn arrows going through walls. So she has to idle while Julian opens the door. I wanted to kill the left priest with Jagen and the boss with Hardin, but I can't put either up close or they get killed by one of Heimler's squad, and the RNs were laid out so that ~68% hit would miss on the first try (so I can't kill both at range). So I give Jagen the bosskill, and he procs str and spd. On enemy phase, a cavalier takes back the throne. On turn 5, Lena Warps Merric to the Boots chest. One of the mages went back towards the throne which is bad, but Sedgar kills the other one. The horseman and the mage are just far enough to allow Jagen, Hardin, Abel and Caeda to get rid of the priest and the entire Heimler squad, with Caeda taking the guy himself with her unforged Wing Spear. Marth moves in close enough to seize next turn, and Julian gets one of the three remaining chests. On the final turn, Merric obtains the Boots, Abel kills the Mage for a spd proc, Julian gets the Dragonpike (leaving only the Silver Sword chest unopened), and then Marth seizes. Marth 3.14 20 6 8 7 D swords Caeda 10/2.45 23 9 21 16 B lances, E axes Abel 11.10 26 11 11 8 E swords, C lances Jagen 5.06 20 9 10 12 A lances, E axes Barst 7.72 27 13 10 7 D axes (almost C) Bord 6.08 23 9 7 5 C axes Merric 6.76 22 5 6 5 D tomes Sedgar 4.20 27 8 13 9 C axes Hardin 10.82 25 11 10 9 D swords, B lances Wendell 3.50 20 9 15 12 D lances, E axes Julian 3.00 base Lena 4.00 bleh Boah 1.00 base Midia 1.00 base Jake 1.68 base Horace 3.00 base
  17. Why is Linoan a tier below SARAH CONNOR DEFENDER OF THE PAST, THE PRESENT AND THE FUTURE? Giving her like 6 levels in her 3-4 chapter availability lead (she does grow extremely fast but she also fatigues) 9/0 Linoan: 19.0 hp, 9.7 mag, 7.6 skl, 12.3 spd, 0.6 def, 11.3 luk 7/0 Sarah: 14.0 hp, 11.0 mag, 12.0 skl, 9.0 spd, 0.0 def, 10.0 luk Linoan gets OHKO'd less and doubles more. Thunder weighs both down by 5 regardless of bld, so Sarah cannot double anything that has more than 0 AS, while Linoan can double things up to 3 AS. They can't use Wind, btw. Fire would work I suppose but Thunder can be stolen more often. In exchange Sarah has 1.3 more mag. Same movement, though Sarah has a great 25% remove chance...and 1% more mov growth, heh. Well, she also has Prayer, but that only works if she has a death chance. And Wrath, which only works if she's fighting on enemy phase which she shouldn't be doing. And Elite, which helps her catch up in levels, but extra levels don't turn her into something that can fight on enemy phase, and offense they're fine in as long as they double. Linoan joins with C while Sara joins with B, but Physic/Restore should get Linoan to B before then. From there I suppose Sarah gets to promote while Linoan doesn't, so that means A staves vs B staves and Sarah gets a combat win, but these two are ORKOing pretty much anything they double regardless of what it is. Which also still mitigates the worth of all of Sarah's skillz. Then Linoan hits A staves and they are practically equal again. So, combat vs availability.
  18. Or just set your own turn count to be reached, and make a rule that all characters will be recruited as efficiently as possible. : o
  19. You can take it if you want, I'm not attached to it and I can still express tyranny on the FEG copies if I get the urge to.
  20. You named two presumed reasons that could explain why they're not in Neg Utility, then used one of them to get Dolph etc. upwards. But the latter reason alone is enough to keep Vyland and Roshe out...so this argument is void.
  21. The map with the most ballistae is also the map where she gets you the Dragon Lance and keeps your frontliners alive with Physic. Dunno how I feel about Saphy tier regardless.
  22. I figured a possible cause of the discrepancy in turn counts/character estimation. You're playing too slowly. I just finished doing it without any planning whatsoever in 10 turns. Would have been 9 if Alan landed the final blow on the boss with his 75% disp. Marcus has only killed two enemies. He got to 1.52, Alan to 3.03, Lance to 2.66 and even Roy got to 2.01. One of them was a critical on turn 1 enemy phase, and the other was a weakened enemy suiciding into him when he could have attacked Alan or Lance. There is some "good luck" involved as well, such as Alan and Lance only getting hit three times total spread over the two of them (their entire vulnerary is gone now, but all the other vulns are intact). The village was visited by Bors.
  23. Cecilia is my Sage of choice. She has 2 more movement, and she can rescue!
  24. Besides the fact that that level for Vanessa seems just plain wrong (hi Gorgon Eggs), you forget to take into account that a 20/5 Vanessa also has ~65 avo before supports whereas a --/5 Syrene has ~48 and can't really support anything. She dies to bow enemies as well, but Vanessa having that problem doesn't make it any less bad than Syrene having it. She can't switch to a KE on enemy phase, and this just makes her worse against all the Silver Lance enemies. That doesn't mean being able to use KE on Warriors isn't an advantage, just that you can't assume she's using the right (or the wrong) weapon all the time.
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