Smiley Jim Posted September 18, 2011 Author Share Posted September 18, 2011 (edited) Chapter 7: The Siege of Renvall Units Deployed: Eirika, Gilliam, Franz, Ross, Joshua, Lute, Artur, Natasha, Vanessa, Colm Chapter Summary: As usual, there are a few ways of getting a low turn count on this map, all of which involve rescuing Eirika. Also, ballistae. The 3-10 range of one of these puppies is a dead zone to Vanessa(due to tripled might in this game instead of the doubled might that allowed me to stick Florina into a ballista's kill zone without her getting OHKO'd.) Just a heads up. Gil takes out the first soldier he sees, then the rest of my group follow. After Gil takes out the second soldier on the EP, Colm and Eirika go across the river while Vanessa picks up Gil and basically does the same for him. While this is happening, Franz, Hat, and the magi go east to get some EXP. Anyway, after I nab the energy ring, I have Eirika kill the mage, then plant Gil down to deal with the two loldiers on turn 3 EP, while Franz kills two fighters. Lute kills the archer after Hat weakens it, then he(Hat) gets ferried over to the other side of the mountains to help Eirika and Gil. Turn 6 came around, and Gil attacked the boss after weakening two archers. I killed him on turn 7, but I had to wait until turn 8 to seize as Eirika killed the archer for some LM experience. 8 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Eirika 10 00 23 10 14 15 10 05 03 05 Franz 06 00 24 10 07 10 04 09 03 09 Gilliam 15 00 36 17 11 08 07 20 05 14 Vanessa 02 00 17 06 07 11 05 06 05 05 Ross 04 00 29 15 08 12 15 10 01 08 Artur 06 00 21 09 09 12 04 02 09 06 Lute 05 00 20 10 07 10 10 03 07 03 Natasha 02 00 18 03 04 08 07 03 07 04 Josh 09 00 28 11 16 17 08 07 03 08 No longer putting in Colm's stats because I'm not using him for combat purposes. Swag: Pure water, Energy ring, Knight crest Edited September 19, 2011 by darkandroid125 Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 19, 2011 Author Share Posted September 19, 2011 Chapter 8: IT'S A TRAP! Units Deployed: Eirika, Gilliam, Franz, Ross, Joshua, Natasha, Lute, Artur, Colm, Ephraim, Kyle, Forde Chapter Summary: The final map in the first arc of the game. Beat Tirado and seize the square he's sitting on to decide your fate. Also, the first promotion of this playthrough. Lute and Ross squared off by killing some soldiers, while Gilliam goes up to engage the AK. On turn 2, after some mooks were crushed, I had Kyle draw in some soldiers, which left the archer to Eph(Forde can't one-round it without the killer lance, and I didn't want to draw in the fighter). Turn 3 was where things get hectic; Kyle attacked a soldier, but whiffed his first shot. Colm opened the door allowing Gil to go in and sodomize the entire group of knights inside the seraph robe room on the EP. At the same time, Hat had some... things to deal with. Mostly a knight that can 2HKO him. Colm grabs the seraph robe after all the knights are dead. As for the sothern group, I sent Kyle and Forde to block the reinforcements, while using Lute and Artur to kill them. I then pull all my units into the western corridor to deal with the enemies guarding the chest room. While this was happening, I drew out the mooks guarding Tirado, and chipped down the wall, allowing Colm to get through and nab the chests on turns 11 and 12. By turn 7 EP, Gil had torn through all the mages, and used his knight crest on turn 8. He engaged Tirado on turn 9, but withdrew so that he could trade his doorkey to Eirika so Forde could open the chest room on turn 11(he almost died, and would have had I not RNG abused my way into making him survive.) He finished the job on turn 12. 12 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Eirika 11 00 24 10 14 16 10 05 03 05 Ephraim 10 00 29 13 13 15 13 13 03 08 Franz 06 00 24 10 07 10 04 09 03 09 Gilliam 18 02 44 21 17 13 09 23 09 16 Ross 07 00 32 18 09 13 17 11 01 08 Artur 07 00 21 10 10 12 04 02 10 06 Lute 07 00 22 12 09 11 11 03 08 03 Natasha 03 00 19 04 04 09 08 03 08 04 Josh 10 00 29 12 17 18 08 07 03 08 Kyle 08 00 28 12 07 09 07 11 02 10 Forde 07 00 24 08 08 09 07 08 02 09 Gil: I accident the game. U mad? Me: No. You only have 5 move. Your still not getting anywhere without people to fer- Oh wait. You CAN'T be carried by anyone except Franz and Forde. Oh, by the way, Ephraim route wins by a 2:1 margain. Sorry Eirika fans. Her journey to Rausten will have to wait. Swag: Silver sword, Elysian whip, Seraph robe Quote Link to comment Share on other sites More sharing options...
Loki Laufeyson Posted September 19, 2011 Share Posted September 19, 2011 (edited) Gilliam is at a pretty good level though. I take you promoted him to General? Edited September 19, 2011 by Florina Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 19, 2011 Author Share Posted September 19, 2011 ITP: Chapter 1-8 Character Review Yes, you heard correctly. I always have one of these ready after I beat a significant portion of the game: Eirika: To tell the truth, my Eirika did alright for herself despite my anti-myrm and fencer rant. She doubled basically everything for good damage because her strength is blessed by like 2 points or something. Unfortunately, her durability was extremely suspect, being 2-3HKO'd by basically everything, and is actually slightly defense screwed(she is also luck screwed). Too bad she's gone until C15, so she'll have to play catch up in C16. Ephraim: Either I rigged the RNG or I just got incredibly lucky, but my Ephraim is ridiculous. To give out an idea, he's blessed in every stat that matters, with defense being a full 4 points above average. Either way, he's a complete beast and will likely see extended use. Franz: I may have been sandbagging him, but Franz is currently doing alright as well. While I can't say I'm impressed with his stats right now, he does have overall good offense and decent enough durability where I'm not worried about him dying, but he can't overexpose himself as much as, say, Ross. Also, 7 move allows him to take part in rescue chains and is one of only two units(Forde being the other) that can pick up that 16 con turd. Gilliam: Well, he hits like a Kenworth and is for all intents and purposes immortal, but those two qualities do not a good unit make. His movement is so sorely lacking, and even if I had made him into a great knight, he'd still have issues keeping up(though not as many). Also, while his speed is good right now, it's going to go downhill from here. And here is around Chapter 12. Ross: It kind of sucks I couldn't get him promoted by Chapter 5, but being a pirate has its advantages(hint: he can cross the rivers in Chapter 13). Also, he hits insanely hard and actually doubles(depending on the weapon, he loses the ability to double many enemies if he pulls out a steel axe. lol10con) He also know what durability means, which is cool as I don't have to worry about him, you know, dying. Hat: He's basically Eirika with a stronger offense, more con, and more resilience to attack. Not getting a pony upon promotion kind of sucks, but +15 crit sure helps. Artur: He's rather vanilla right now, but he's been growing rather well. He's faster than Lute and can buffer magic better, but does less damage than Ms. Prodigy and fails in the durability department. Hopefully, slayer and C staves will give him a necessary edge over Lute. Lute: Again, rather vanilla, but she hits rather hard for a magic user, but doesn't double as many things as Artur(she has 2 less spd than him thanks to her 3 con bogging her AS). Also, she has a slight durability lead over him, but they are both 2HKO'd by everything and their sugar daddy anyway. See you in Grado. Peace out, chumps. Quote Link to comment Share on other sites More sharing options...
Loki Laufeyson Posted September 19, 2011 Share Posted September 19, 2011 Ephraim is nearly always ridiculous. ;) Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 19, 2011 Author Share Posted September 19, 2011 (edited) Chapter 9: The Schmexy Units Deployed: Ephraim, Gilliam, Franz, Ross, Joshua, Kyle, Forde, Natasha, Lute, Artur, Colm Units Acquired: Tana, Amelia New Units Tana: She joins WAY later than Vanessa does, but is more combat worthy. Flying utility isn't as important as it was back in C2-7, so she can make better use of her combat parameters. Amelia: Take Ross, make him join 8 maps later at the same level, and deny him a good 1-2 range weapon to leech exp off enemies, and you get this piece of shit. An absolutely useless waste of game data IYAM. Before I started the map, I bought three javelins, two iron lances, and a restore staff. Also, Kyle and Forde are joining us because this is a large map and I need all the mounted people I can get(can't use Seth because the rules of this LP won't allow his use.) Chapter Summary: Long chapter. This map loves to make you take multiple u-turns to get to Gheb. Also, keep Tana where she is. While she can take hits from that mage, she can't do it indefinitely. Lute starts by taking out an armor, while the rest of my group struggles to keep up. I march through the first corridor on turns 2-4, keeping an eye on the sleep staff guy, though no one actually got hit by it. Turn 5 was used to take out a particularly bad crowd of cavaliers and loldiers, after which I opened the gate and took out some angry soldiers and recruited Amelia. Upon getting out, which took about 4 turns to actually do, I send Eph, Gil, and Lute to charge forth to the throne room, while Colm and most of the others went up and rescued Tana(and grab the swag). I breached the throne room by turn 12, and killed Gheb by turn 14(Lute got the boss kill.) 15 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 12 00 31 15 14 17 14 13 03 08 Franz 07 00 25 11 08 10 04 09 03 09 Gilliam 18 03 45 21 18 13 10 24 10 16 Ross 10 00 35 20 12 15 17 13 02 10 Artur 09 00 23 12 11 14 04 02 12 06 Lute 12 00 24 17 12 14 13 03 10 03 Natasha 04 00 20 05 05 09 09 04 09 04 Hat C Josh 11 00 30 13 18 18 08 07 03 08 Nat C Kyle 08 00 28 12 07 09 07 11 02 10 Forde 08 00 25 09 08 09 07 08 02 09 Tana 04 00 20 07 09 13 08 06 07 04 Until further notice, Eirika is not on the unit scoreboard. Yeah, she's THAT busy. And I'm not adding Amelia as no one fucking cares about that useless piece of shit anyway. I think Lute ate the rest of Gilliam's steroids and gained 5 levels as a result. And of course, Tana didn't do shit(except for killing the KE myrm so Kyle wouldn't have to.) Also, Gilliam reached C axes this map(from E rank), so he can readily use Gheb's killer axe. Swag: Killer axe, Heavy spear, Speedwing, Ocean seal, 2.5K, Restore Edited September 20, 2011 by darkandroid125 Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 20, 2011 Author Share Posted September 20, 2011 (edited) Chapter 10: The Battle of Bethroen Units Deployed: Ephraim, Gilliam, Franz, Joshua, Ross, Kyle, Forde, Lute, Artur, Tana, Natasha Units Acquired: Duessel, Cormag New Units Duracell: Put simply; amazing. High HP/str/def, passable spd and Triple A's make Duessel an excellent crutch for most of Ephraim's route. Cornmug: He combines flying with Gil's durability, which is awesome. He's one of those units that can be early promoted and not really bellyache over it. This chapter is designed to be a defense map, but you can just as easily end the map by killing the turd named Beran. If Duracell dies(not that the enemies can reasonably kill him anyway), you get a game over. Note that you will get a NiteCrt if all of Duracell's goons survive. Also, Selena leaves the first turn, so don't worry about those scary 27 atk Boltings. I charged my units forward on turns 1 and 2, killing any turds that dared cross me. Tana went over and grabbed the torch staff, then raced back towards Cornmug. Everyone else either went for Duracell or Beran. After killing a clusterfuck of enemies on turn 3, I was able to recruit Duracell and Cornmug on turn 5. Cornmug then raced back to the main group, allowing him to grab the secret book by turn 9. While this was happening, Gil, Ross, and Josh took on the merc reinforcements while Franz and Forde tanked the pirates. As for the cavalier crowd, I sent Duracell, Kyle, and Artur after them, which took around 3 turns to clear entirely. I killed Beran on turn 10. 10 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 12 00 31 15 14 17 14 13 03 08 Franz 09 00 27 12 09 12 05 09 03 09 Gilliam 18 04 46 22 18 13 10 25 10 16 Ross 12 00 37 20 13 16 18 14 02 10 Artur 11 00 24 14 12 16 05 05 13 06 Lute 13 00 25 18 12 14 14 03 10 03 Natasha 04 00 20 05 05 09 09 04 09 04 Hat C Josh 14 00 32 15 20 20 08 07 03 08 Nat C Kyle 08 00 29 13 08 10 07 12 02 10 Forde 08 00 25 09 08 09 07 08 02 09 Tana 05 00 20 08 10 14 09 06 07 04 Duessel 00 08 41 17 12 12 08 17 09 15 Cormag 10 00 31 15 09 10 05 13 03 11 That was rather long...and hard. Chapter 11 is going to be a bitch. Oh, and Cormina is not in the game. Sorry Integ(and yes, I saw your Cormina rating in your FE8 character ratings.) Swag: Torch staff, Killing edge, Knight killer, Hero crest, Secret book Edited September 21, 2011 by darkandroid125 Quote Link to comment Share on other sites More sharing options...
Integrity Posted September 20, 2011 Share Posted September 20, 2011 Oh, and Cormina is not in the game. Sorry Integ(and yes, I saw your Cormina rating in your FE8 character ratings.) Just because you don't have the skills and overall good looks to recruit her doesn't mean she's not in the game. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 21, 2011 Author Share Posted September 21, 2011 (edited) Chapter 11: The Ghost Ship Units Deployed: Ephraim, Gilliam, Franz, Joshua, Ross, Duessel, Cormag, Lute, Artur, Tana, Natasha Units Acquired: L'Arachel, Dozla New Units L'Arachel: She has some fairly nice bases, but is low leveled with only D staves. She's fairly niche in that she's mounted, but is otherwise an inferior Moulder/Natasha. Dozla: A sluggish berserker with overall unimpressive bases and decent growths. Ross should have better stats than him even as a pirate. Chapter Summary: To begin with, this map is a FoW map and worse, there's mogalls and gargoyles flying everywhere. Weak units are at your own risk. Trust me, I did this map in my last playthrough and I ran into a situation where either Lute or Natasha would've died had I not RNG abused to hell and back. Before the chapter began, I promoted Hat to swordmaster and gave him the dracoshield. I also bought upgraded magic for Lute and Artur, some ranged weapons, and a mend staff for my healer. I started by having Natasha cast a torch to the south of the boat, at which point Cornmug darted south to engage the gargoyles. Tana went north to engage the mogalls using a pure water to negate their damage. Next turn, Cornmug takes out a lone gargoyle while everybody else just sits there. I board the ship by turn 3, allowing me to decimate most of the monsters on board during turns 3 and 4. On turn 5, Eph darts over to L'Arachel's boat, where she was recruited along with the Bearded lady, and kills some mogalls while he's there. I completed the map by turn 7, when Cornmug and Tana kill the rest of the mogalls. And in case you were wondering, Gil got the boss kill by critting the bastard with the killer axe. 7 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 13 00 32 16 15 18 14 13 03 08 Franz 09 00 27 12 09 12 06 10 03 09 Gilliam 18 05 47 23 19 14 10 26 10 16 Ross 12 00 38 20 13 17 19 14 02 10 Artur 12 00 25 15 12 17 05 05 14 06 Lute 14 00 25 19 12 15 14 04 11 03 Natasha 05 00 21 06 05 10 10 04 10 04 Hat C Josh 14 01 37 17 20 20 08 11 04 09 Nat C Kyle 08 00 29 13 08 10 07 12 02 10 Forde 08 00 25 09 08 09 07 08 02 09 Tana 08 00 23 10 11 17 11 06 09 05 Duessel 00 08 41 17 12 12 08 17 09 15 Cormag 13 00 34 17 11 11 06 15 03 11 Larachel 03 00 18 06 06 10 12 05 08 05 Dozla 00 01 43 16 11 09 04 11 06 16 Eh. I need to fix a few typos, but nothing too special. Kind of like how Ross's defense is almost as high as Duessel's. Swag: Short spear, White gem, Battle axe Edited September 21, 2011 by darkandroid125 Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 21, 2011 Author Share Posted September 21, 2011 Chapter 12: Invasion of Taizel Units Deployed: Ephraim, Gilliam, Franz, Kyle, Forde, Cormag, Joshua, Ross, Tana, Lute, Artur, Natasha Units Acquired: Ewan, Marisa New Units Ewan: Like Amelia, he's one of the worst units in this game. He's literally one-shot by everything, has atrocious bases, and his growths are worse than Lute's. Marisa: A late joining myrm with mediocre bases and growths that fail to impress. Her durability is just horrid, as is her damage unless she uses a Shamshir. Chapter Summary: This chapter is piss ass easy. Kill the big, scary cyclops to end the map. Note that Marisa can be recruited if you recruit Ewan and she lives the chapter. I shoved all my units up on turns 1 and 2, minding the pirate swarm near my starting point. I had all my units charge forward towards the twon area, except for Ross who stayed behind to deal with the gargoyle reinforcements. I also dealt with the usual clusterfuck of enemies on turn 4, managing to kill everything except for a mauthe doog. Some monster and shaman reinforcements arrive, but by this stage, I had removed most of the enemies in the area where I was working and I had Gil and Hat head for the boss. I recruited Ewan on turn 7, and ended the map on turn 8. Ross and Lute promote over the course of the chapter. 8 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 14 00 33 17 15 19 15 13 03 08 Franz 11 00 27 13 09 12 06 11 04 09 Gilliam 18 06 48 24 20 14 10 26 10 16 Ross 15 01 44 21 15 19 21 16 04 13 Artur 13 00 25 16 13 17 05 05 15 06 Lute 15 01 28 21 13 15 14 08 15 04 Natasha 06 00 21 06 06 11 11 04 11 04 Hat C Josh 14 03 39 18 21 22 09 12 05 09 Nat C Kyle 10 00 30 14 08 11 07 13 02 10 Forde 09 00 26 10 08 10 08 08 03 09 Tana 10 00 25 12 12 18 11 07 09 05 Duessel 00 08 41 17 12 12 08 17 09 15 Cormag 14 00 35 18 12 12 06 16 03 11 Marisa 05 00 23 07 12 13 09 04 03 05 Again, not adding Ewan because he just fails oh so badly. Also thought about not adding Marisa, but I wanted to show you how much she fails compared to the rest of my party(for starters, base Cormag has double her str and triple her def. He loses skl/spd by 3 each but has 24 atk with a killer lance to Marisa's 15 with a shamshir.) Expect more promotions in Chapters 13 and 14. Swag: Swordslayer, Dracoshield, Short bow, Shamshir. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 22, 2011 Author Share Posted September 22, 2011 Chapter 13: Selena's Last Stand Units Deployed: Ephraim, Gilliam, Franz, Joshua, Ross, Lute, Artur, Tana, Cormag, Natasha, Colm Units Acquired: Gerik, Tethys New Units Gerik: A mercenary with awesome bases. He comes with his own hero crest, so you can promote him basically whenever. He hits hard, is durable for a merc, and is generally fast enough to double shit. Tethys: Dancer. Nuff said. Dancers are obviously useful to have around. Chapter Summary: Another romp. Oh, and do mind Selena's Bolting. 26 atk hitting resistance hurts. Also, there's some interesting swag in the map, as well. I moved my group west, except for Hat and Franz, who moved east. Ross and Cornmug moved south to take out the crowd of cavaliers that were next to Selena. Gerik simply turtled near his start point until Hat and Franz showed up, then went on the offensive, gaining several levels in the process. The main danger here is Selena's Bolting, but once you get rid of it, the map is fairly smooth. I sent Gilliam to get the west village while Hat went to the east one. I managed to clear the map of enemies on turn 8, with Ephraim getting the kill on Selena. Artur promotes at the end of the map. 8 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 16 00 35 19 16 19 16 14 03 08 Franz 11 00 27 13 09 12 06 11 04 09 Gilliam 18 06 48 24 20 14 10 26 10 16 Ross 15 01 45 22 15 19 22 16 04 13 Artur 14 01 29 18 15 18 05 08 18 07 Lute 15 01 28 21 13 15 14 08 15 04 Natasha 06 00 21 06 06 11 11 04 11 04 Hat C Josh 14 03 39 18 21 22 09 12 05 09 Nat C Tana 11 00 26 13 13 19 13 07 09 05 Cormag 16 00 37 19 12 13 07 18 03 11 Gerik 13 00 35 17 15 14 10 12 05 13 Not adding Tethys because I don't feel like adding dancer stats. My Gerik is so strength blessed right now. He's well balanced everywhere else, though. Say, liking my playthrough so far? Told you I could pull some low T's with a generally inferior team. Not that it matters. All that's left now is Gerik, Franz, Tana, and Cormag and we're set for promotions. And Natasha, but nobody cares about her. Swag: Talisman, Hero crest, Goddess icon, Barrier, Dragonpike Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 23, 2011 Author Share Posted September 23, 2011 Chapter 14: Manifestation of my Hatred A.K.A It's a Promotion Party and Everybody's Invited! Units Deployed: Ephraim, Franz, Ross, Joshua, Gerik, Cormag, Tana, Natasha, Artur, Lute, Tethys, L'Arachel Units Acquired: Rennac New Units Rennac: He's good for thief utility but that's about it. His combat is just awful against anything that isn't a mage. Chapter Summary: I fucking hate this chapter. To begin with, your party is split up, and you have to collect chests and get to the boss, while having to dodge status staves and catch Rennac before he leaves the map with valuable swag. If you are either patient or masochistic enough to get this far, good luck soldier. Oh, and don't forget to bring L'Arachel unless you want to flush 9980G down the shitter. Just saiyan. Moved my two groups forward, killing the two magic dudes on turn 1, and working on each squad on turn 2. I made it to the armor squads by turn 3 each, though Eph's side needed the enemy phase because Gerik didn't ORKO his knight. As usual, I killed the two bishops before they could cause my units harm, though Hat forwent killing the bishop in favor of killing a knight. After I got past the doorways leading to the upper half of the castle, I recruited Rennac and brought my party back together, except for Franz, Cornmug, and Tana, who had recently promoted. Rennac and Ross went for the northwestern chest(Ross went because Rennac needed a babysitter), while I stormed the throne room and defeated Vigarde on turn 10. I seized on turn 11 because I wanted to get all the swag(the body ring was a lost cause as I would've had to waste turns getting Rennac back to retrieve the Seraph robe.), though I could have had Tethys dance Eph so he could seize on T10. I also wasted basically all my money on the secret shoppe. I mostly wanted some Battle axes and Blades. Also bought two Barriers and a Physic. Oh yeah, Gerik, Tana, and Cornmug promoted this chapter. 11 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 18 00 37 20 17 19 17 16 04 08 Franz 14 00 31 15 11 14 07 11 04 09 Gilliam 18 06 48 24 20 14 10 26 10 16 Ross 15 02 45 22 15 19 22 16 04 13 Artur 14 03 30 19 15 20 05 08 20 07 Lute 15 02 29 22 13 15 15 08 16 04 Natasha 07 00 23 07 06 11 12 04 12 04 Hat C Josh 14 04 40 19 22 22 09 12 05 09 Nat C Tana 12 01 31 15 13 22 13 07 09 06 Cormag 18 01 43 22 14 15 07 22 03 12 Gerik 16 01 42 21 19 17 10 16 08 15 What you see is who I care about. Not putting in Rennac because he's useless as a combatant. Swag: Spear, Seraph robe, Hammerne, Guiding ring, 10000G, Knight crest, VIP card Quote Link to comment Share on other sites More sharing options...
Colonel M Posted September 23, 2011 Share Posted September 23, 2011 I really do have to ask why the hell you would ever promote Gilliam into a General. Not only is it -1 Mov from Great Knight, there's lack of Canto and (recalling off the top of my head since I lack resources atm) better weapon rank bonuses. You probably wouldn't have to lug him around as much as it sounds if you just did the right thing and made him a Great Knight. Quote Link to comment Share on other sites More sharing options...
Integrity Posted September 23, 2011 Share Posted September 23, 2011 Because Horseslayers. DUH M DON'T YOU EVER THINK ABOUT ANYTHING Quote Link to comment Share on other sites More sharing options...
Colonel M Posted September 24, 2011 Share Posted September 24, 2011 Because Horseslayers. DUH M DON'T YOU EVER THINK ABOUT ANYTHING FUCK I forgot about the four Horseslayers in this game. I wish I was as smart as you man. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted September 24, 2011 Author Share Posted September 24, 2011 (edited) Chapter 15: That One Desert Map Units Deployed: Ephraim, Gilliam, Ross, Joshua, Gerik, Cormag, Tana, Lute, Artur, Tethys, Colm, Rennac, Eirika Units Acquired: Innes, Saleh New Units Innes: Probably the only good bow user in this game(not counting Warrior Ross as Berserker>Hero>Warrior). He has good bases and A Bows, so I'd suggest you check him out. Saleh: He's Pent if you dropped his base stats, stripped him of his A staves and Louise support, but gave him B Light. Before I started the chapter, I made Franz into a paladin and fed him the C14 Seraph robe. This allows him to achieve being 4HKO'd by WK's regardless of weapon, even though I'm not bringing him to C15. It also lets him survive Shadowshot without a Pure Water/Barrier boost. Tana also takes a robe to at least get 3HKO'd by everything except the two 'Zerkers and the bosses. Chapter Summary: Desert map. Bringing mounted and/or armored units is not recommended. Also, bring thieves because there's swag in this map. Note that Tiger Eye and AIDS face have items that prevent crits and effective bonuses, respectively. Hat and the mages went forward, while Gil and the others went east to take on AIDS face. Tana was charged with dragging Colm around to grab swag. I took out most of the eastern enemies on turns 1 EP and 2 PP, while killing the mercs and fighters near Eirika's start point on turns 1 and 2. I eventually made it down to AIDS face, and killed him with Cornmug on turn 4. Hat had also made it to Caellach and killed him on turn 5. While this was happening, my units were combating reinforcements(with Artur dodging a ~45 hit peg that would've killed him at the HP level he was at.)and Colm was getting swag in the far east of the map. I ended the map on turn 9 because I wanted the Metis' tome, the silver card, and the silence staff(Could've ended on turn 7 because I did get the swiftsoles and Warp.) 9 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 19 00 38 20 17 20 17 16 04 08 Eirika 16 00 27 14 16 19 15 09 05 05 Franz 14 01 40 16 12 15 07 13 05 11 Gilliam 18 08 50 26 20 14 11 28 10 16 Ross 15 03 46 23 16 20 22 16 04 13 Artur 14 04 31 19 15 21 06 08 20 07 Lute 15 02 29 22 13 15 15 08 16 04 Natasha 07 00 23 07 06 11 12 04 12 04 Hat C Josh 14 06 41 20 24 24 11 12 06 09 Nat C Tana 12 01 31 15 13 22 13 11 12 06 Cormag 18 02 44 23 17 15 08 22 03 12 Gerik 16 01 42 21 19 17 10 16 08 15 Innes 00 03 32 15 14 16 15 10 10 09 Saleh 00 04 32 17 19 16 07 10 14 11 Sorry Innes and Saleh. I have WAY too may teammates, and I'm not including the guys who are there for utility purposes(Rennac, Natasha, Tethys) Swag: Master seal, Swiftsoles, Warp, Wyrmslayer, Metis' Tome, Silence, Mend, Devil axe, Dragon axe, Silver card, Fili shield, Hoplon guard Edited September 24, 2011 by darkandroid125 Quote Link to comment Share on other sites More sharing options...
Epic Fail Posted October 5, 2011 Share Posted October 5, 2011 Is this going to be finished any time soon or has this thread breathed its last? Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted October 5, 2011 Author Share Posted October 5, 2011 Is this going to be finished any time soon or has this thread breathed its last? I promised this is going to be finished, and I will deliver, even though I'm currently playing something else. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted October 5, 2011 Author Share Posted October 5, 2011 Chapter 16: Usurper King Orson *Insert obvious Twilight Princess reference here* Units Deployed: Ephraim, Eirika, Ross, Gerik, Cormag, Tana, Franz, Lute, Artur, Tethys, Natasha, Rennac New Units Myrrh: An underleveled dragon loli whose attacks smite monsters. Powerful, but unfortunately, quite slow. Also, she only has 50 attacks before she's basically cannon fodder. Chapter Summary: Just move your scrawny asses towards the throne. Just remember that goons show up next to your starting position and thieves show up. Orson really isn't that difficult to defeat, but he does have a runesword. Note that this map takes longer to complete on Ephraim's route as your posse starts at the southwest corner of the map in his version. Before I started the map, I fed Gil the swiftsoles to patch his movement. He's still not going to see play this map as he's excessively overleveled. Same with Hat. Anyway, I decided to send most of my group east, as there was fewer shrubbery in the way. Cornmug took the west path because he could, and Tana went with him. I managed to breach the inner castle by the time the cavalier reinforcements arrived on turn 4, so I was making good speed. I then formed a rescue chain on turns 4 through 6 because it was apparent my 5 move units were having issues with keeping up while Cornmug grabbed the tomahawk. While this was happening, Gerik stayed behind to deal with the reinforcements. Note that on around turn 8, I could've easily saved a turn by charging all my units towards the throne, but that would've resulted in casualties(Lute is doubled by the swordmaster unless she is carrying Fire and while she's 2RKO'd at full HP, any prior damage means she is ORKO'd, and Tethys dies in one shot to Purge, forcing me to use an emergency barrier, which would've prevented me from using Artur to heal Franz or having him attack. Not to mention that Franz can't take multiple magic hits even with Barrier and Rennac can't take a hit to save himself, much less my other units.), so I let the swordmasters and druids come to me instead by blockading the doorway with Ross and Eph. After I killed the three druids blocking the throne, I killed Orson with Eirika, grabbed the rest of the loot, and seized on turn 13. 13 turns. NAME LV1 LV2 MHP POW SKL SPD LCK DEF RES CON SUPPORT Ephraim 20 01 43 22 20 22 18 18 09 10 Eirika 19 01 34 17 21 21 17 13 11 07 Franz 14 02 41 17 12 15 08 14 05 11 Gilliam 18 08 50 26 20 14 11 28 10 16 Ross 15 05 48 25 17 21 22 16 04 13 Artur 14 05 31 20 16 21 07 09 20 07 Lute 15 03 30 23 13 16 15 08 16 04 Natasha 08 00 23 08 06 11 13 04 13 04 Hat C Josh 14 06 41 20 24 24 11 12 06 09 Nat C Tana 12 02 38 16 13 23 13 11 12 06 Cormag 18 04 46 24 18 16 09 22 03 12 Gerik 16 04 45 23 20 18 11 18 09 15 That Ephraim's a pretty cool guy. Eh solos maps and doesn't afraid of anything. On a side note, Artur reached B staves, and Natasha reached A rank. Artur only needs 13-15 barrier uses to reach A staves. If anyone wants me to do Chapters 9-16 of Eirika's path, all you have to do is ask. Swag: Physic, Tomahawk, 5000G, Knight crest, Talisman, Divine, Hero crest Quote Link to comment Share on other sites More sharing options...
NinjaMonkey Posted October 5, 2011 Share Posted October 5, 2011 If anyone wants me to do Chapters 9-16 of Eirika's path, all you have to do is ask. Can you please do Chapter's 9-16 of Eirika's path, please? Quote Link to comment Share on other sites More sharing options...
chococoke Posted October 5, 2011 Share Posted October 5, 2011 I'm currently playing something else. What is it with you and never finishing a playthrough in one sitting? Take some ADD medication. Quote Link to comment Share on other sites More sharing options...
Integrity Posted October 5, 2011 Share Posted October 5, 2011 What is it with you and never finishing a playthrough in one sitting? Take some ADD medication. You remember when I bothered him for like two months to finish FE6 the second time after not finishing the first time? Quote Link to comment Share on other sites More sharing options...
Colonel M Posted October 6, 2011 Share Posted October 6, 2011 Hey Integrity how many Horseslayers are there in Chapter 16? Quote Link to comment Share on other sites More sharing options...
Integrity Posted October 6, 2011 Share Posted October 6, 2011 I don't know like 14? I mean, there have to be a lot to not promote Gilliam to GK. Serious answer: 1? None? Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted October 6, 2011 Author Share Posted October 6, 2011 ITP: Chapter 9-16 Character Review Another one of these, because we've reached the 'twins united' milestone. Ephraim: He's still ridiculous, even more so now that he has a pony, which means that he can kind of keep up with Franz, Tana, and Cornmug. Also, having his own S rank weapon helps, and he can still use Reginleif to hurt(read: ORKO)ponies/tin cans with. Eirika: Well, she's gotten much better thanks to her free levels being generous towards her defense. Still, her HP sucks and her str is only average(granted she's still 2 above her average after counting the C7 energy ring.). Like Ephraim, the pony and Prf S-rank help out a lot. Franz: Well, he's much better now thanks to his promotion, but he still fails at taking magic damage, and has low enough luck that he can be critted if the enemy has a crit boosting weapon(I'm talking about things like Thunder and Light magic, not things like Killer weapons or swordmasters, which have crit on everybody). Still, his offense is pretty good and his physical durability is high enough to get 4HKO'd by most enemies. Gilliam: He's mostly the same old shit that he was 8 chapters ago, still 2HKOing everything and never dying, and despite his low movement, was able to help me get out of tough situations in some of the more hectic maps. These days, he's mostly relegated to auxiliary roles as I've got people with better offense than him while having around the same durability(Cormag, Gerik, Ross). If he had movement issues before, the swiftsoles have solved that issue for the most part. Ross: Likely the most surprising unit of this run. While I knew that he'd get high HP and strength, he completely surprised me by getting heavily speed and defense blessed. Basically, he ORKO's everything he touches, and is very hard to kill(he also has liek 64 avoid.) I guess his only real weakness is that he takes magic hits like a little girl, but that's to be expected. Hat: While I like the fact that he can double swordmasters, his biggest problem is a lack of 2 range. In a game where you can literally kill hordes of enemies with a javelin or hand axe, Josh unfortunately has to deal with getting mugged by archers and mages, and his durability isn't the best in the world either. Still, he can basically nuke everything he touches since he doubles everything and has significant crit. Tana: She's a lot better than what some people give her credit for, but I had issues getting her some proper EXP in her first two maps due to the two fleets in C10(she wasn't doing much in C9 anyway.), and she has issues with offense even with 7str/13spd(either she uses slim/iron and doubles, or she uses steel and loses the double.) She only started truly showing her worth in C11, where she could easily kill the mogalls with no damage after a Barrier use(Cormag still takes 3-5 damage), and her durability didn't really get anywhere until I gave her a robe and shield. Cormag: He's basically Tana with more HP/str/def, but less spd and res, and even his spd is decent. And like Ross and Franz, he takes magic like a pansy. Thankfully, he bests those two in raw def, and also has better offense than Franz. He's basically FE8's Millie, except that he isn't a red-headed woman. Gerik: He's Hat with less spd/skl, but more HP/str/def and has 1-2 range outside of runeswords and the C19 Prism sword(assuming the entire Rausten Redshirt army survives). He does have one weakness, that being his late join time in Eph's route, so he either has to get EXP fast or early promote. Lute: Pound for pound, she does more damage than Artur(28 atk w/ Fire vs 24 atk w/ Lightning), but she doesn't double as often as he does(even if she had the same spd as him, her con is 3 lower than his), and has worse durability(both physical and magical). Also, she's limited to lower ranked staves, driving overall usefulness in Artur's favor. Artur: I'm not going to lie; he's far more useful than Lute, given that he doubles more things on average, and has access to C staves and Slayer on promotion. Also, in this playthrough, his durability is slightly better than Lute's(significantly in the case of his res), but he has the same issues as Franz when it comes to getting CH'd(though he could care little about getting hit by magic as he has quadruple Franz's res.) Peace out, doyles. Quote Link to comment Share on other sites More sharing options...
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