Jump to content

Low turn count videos


Vykan12
 Share

Recommended Posts

  • 2 weeks later...

The low turn count IL run is pretty much finished now. The remaining videos I have left (3-12 1 turn, 3-13 Leo kill, 3-E 3 turn) require another playthrough, so it'll be a while before I get to that.

Now for some analysis:

Playlist 1 (low turn count IL run)

Playlist 2 (speedrun)

Without regard to continuity, this is (to my knowledge) the lowest possible turn count in the game:

1-P (4 turns)

1-1 (3 turns)

1-2 (4 turns)

1-3 (4 turns)

1-4 (4 turns)

1-5 (7 turns)

1-6-1 (3 turns)

1-6-2 (2 turns)

1-7 (4 turns)

1-8 (2 turns)

1-9 (4 turns)

1-E (4 turns)

2-P (9 turns)

2-1 (2 turns)

2-2 (3 turns)

2-3 (5 turns)

2-E (1 turn)

3-P (6 turns)

3-1 (3 turns)

3-2 (2 turns)

3-3 (4 turns)

3-4 (5 turns)

3-5 (1 turn)

3-6 (7 turns)

3-7 (13 turns)

3-8 (3 turns)

3-9 (2 turns)

3-10 (3 turns)

3-11 (4 turns)

3-12 (1 turn)

3-13 (1 turn)

3-E (3 turns)

4-P (1 turn)

4-1 (1 turn)

4-2 (2 turns)

4-3 (3 turns)

4-4 (3 turns)

4-5 (1 turn)

4-E-1 (1 turn)

4-E-2 (1 turn)

4-E-3 (1 turn)

4-E-4 (1 turn)

4-E-5 (1 turn)

Total: 139 turns

Places where I’d expect turns to be lost:

1-9: The 4 turn strategy requires that Micaiah can fight reasonably well. This is difficult even when given resolve (she needs at least 14 AS IIRC) and a lot of battle save abuse, though it’s probably possible anyway.

1-E: The 4 turn requires that Nailah takes celerity and pass, which are way too valuable in part 3 to give up until 4-1 when Nailah returns. 5 turning is therefore the minimum.

3-12: I haven’t even done the 1 turn yet, though I highly doubt it can be done without the DB having celerity.

3-13: There’s no way Laura or Leo will be 3rd tier yet.

4-P to 4-4: All of these are very tight low turns that require archsages, a lot of rescue staff usage, and a lot of important units lumped into 1 army. Realistically, each chapter will have +1 turn.

4-E-1: The 1 turn is insanely demanding. Just training Sanaki to double a general with a siege tome is asking for too much.

Assuming 1-9 doesn’t cause any problems, the actual minimum turn count is 148. This is just 8 turns lower than Rsteube’s run, so props to him for making such a well optimized run.

Also, in light of all this low turning knowledge I now have, I decided to look back on my speedrun for possible strategic improvements (turn count only).

1-1: To my knowledge the 3 turn requires that Micaiah doubles, which isn’t happening given that my 4 turn of 1-P is practically an Edward solo.

1-2: If Nolan doesn’t double, the 4 turn is only possible if Laura dodges 2 consecutive soldier attacks. That would cost an extra battle save right there, so probably not worth it in realtime.

1-3: Micaiah needs to be exposed for 1 turn, which is suicide.

1-4: The 4 turn strat is only ideal if Nolan doubles, otherwise you have to rely on him critting from a crit forge bonus. The manipulation is not really worth it. I could probably go from 6 turning to 5 though.

1-7: Again, Micaiah needs to be exposed for 1 turn to pull this off. The enemy in question is an archer who doubles her, so the manipulation might not even be possible.

1-8: I had rejected a 3 turn strategy because switching celerity from Tormod to Sothe and giving Tormod a forged fire tome cost too much realtime. The 2 turn also requires that Zihark lands a wind edge crit on at least 1 brigand. I’d probably still go with the 4 turn.

1-9: I made a major goof here as apparently this chapter can be 8 turned without Micaiah ever being attacked. The mistake I made was thinking all enemies had to be killed when it was just reinforcements that had to be taken out.

1-E: Micaiah gets one rounded by the meteor tome guy, so I doubt I could shave a turn here.

2-1: While 3 turning is possible, it is complete hell without transfers. I am perfectly happy with the approach I took in the speedrun.

2-2: The Lethe crit is far less reliable than the Nealuchi crit. Otherwise the 3 turn does seem better.

3-P: 6 turning requires some ballista crits, and I already had to adept/crit on almost every enemy I faced. Probably not worth it.

3-1: The 3 turn saves a good deal of time in facing less reinforcements, but I also have to have someone other than Titania handle the armors in the south part of the map. They would probably get 2 rounded by Oscar/Boyd, which costs about as much realtime.

3-3: I definitely could’ve shaved a turn or two by having Titania go for some convoys earlier than the last turn, but that also means fighting more enemies. I’d have to test the lower turn prospect against the pacifist one I used.

3-8: I simply don’t have enough attackers for the 3 turn strat.

3-9: I recall rejecting Marcia 3 turning the boss with a killer lance because it took too much manipulation for her to just get there.

3-10: Same as 3-8. Haar has to carry someone with awesome 1-2 range, and the only person I have is Ike. If he had adept and the storm sword, then maybe, but I highly doubt there’d be any realtime saved.

3-11: I purposely lost 1 turn by giving Haar pass instead of celerity. The pacifist strategy is easily faster than practically routing the map.

3-E: The 3 turn demands a higher amount of powerful mounted units than I have available.

4-P to 4-4: My units are spread very thin throughout each army, so I doubt I could match Rsteube’s turn count on any of these. The only place where I lost more than 1 turn relative to him was 4-2, but I don’t see any way to beat 6 turns without BEXP raising Tanith or something.

4-5: Had I acquired the rescue staff, Elincia could rescue Tibarn while Bastian meteors a tiger, so the 1 turn is probably possible. That probably beats the amount of time lost to acquire the staff, watch its animation, put it into Bastian’s inventory, etc.

So there you have it. The only major regret was 1-9, but there’s no way I would’ve figured out the 8 turn without knowing that thing about the reinforcements.

Edited by Vykan12
Link to comment
Share on other sites

Nice job on 4-E-1, though I think you owe Mekkah an apology for shooting him down when he wondered if that was possible. When I read that, I checked the map and it looked like a 1-turn was possible because the map wasn't that big, your high movement fliers with Rafiel could reach Lekain and Hetzel, and you have plenty of large-range archsages. I guess I was right.gee_wiz_emoticon.gif

Edit: Also, why does it take you 13 turns to do 3-7? I thought that was a 12 turn survive battle. Plus, what happens if you rout the enemies? I noticed that you don't try to rout them. If you do, does that end the battle?

Edited by Kinata
Link to comment
Share on other sites

All the pre-set turn limit chapters (eg/ 2-P) have an extra turn added in the record menu. I've routed 2-P before without it ending, and just about routed 3-7 including all DBs and the BK. Nothing ends the chapter.

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

Bump. Now that I'm on march break I do actually intend to finish this. I'm stuck on 3-6 since I want to modify Krad's strategy to be less luck reliant, but it's extremely difficult to plan without knowing enemy reinforcement positions. I think Red Fox gave them to me a long time ago but I can't seem to retrieve them. Come to think of it, enemy reinforcement positions would make for a great section to add to the site.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...