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FE6 HM - No HM bonus chars


Irysa
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Those are all some good points. Even when it's not just down to game mechanics you're always contstructive haha, thanks. Usually only the first 3 to 4 turns of my attempts get "refined" because of restarts and replicating effective strategies, the later stuff always ends up becoming messy or effectively a play by play. The opening moves are often the most important too since they set everything in motion.

To a certain point I kind of want to indiscriminately burn RNs randomly at the start of every new attempt to make it fresh, since otherwise I end up doing things like exactly replicating things for a growth that was good.

Take Thany/Shanna's first level up for example, Marcus uses up the last of his hand axe to chip the first soldier, Thany, Sue, and Alan rescuedrop Lugh and Alan is just in range to give his support bonus so the extra attack means Lance can finish off the Soldier in one hit from an Iron lance. Next turn, Thany chips an archer and always gets a nice level up. It happened coincedentally the first time and I just repeated it over and over because of that growth despite the fact that Lugh can't reach the Horseslayer Knight in time-even if ferried-if he's dropped like that. (and I already know Marcus can dodge the horseslayer knight with his steel axe if it's the first action on turn 4, etc...)

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Henning was kind of annoying because nobody can double him (even with the steel blade equipped), and the hitrates are garbage due to his high speed + the throne, but overall it's a simple chapter. I hope that this isn't too long winded for people reading, but I'm trying to make it a bit more interesting instead of flat summaries now.

Still don't know if Lugh should get promoted at 10. He has been fed a LOT of exp and at he doubles a lot of things, and can definitely start ORKOing many enemies, and assist in bosskilling thanks to the massive mag boost he gets on promotion. Saul also is not desperately needing a promo until 14x, by which time there is another ring.

[spoiler=Chapter 8x]8pVd1Wb.pnglrRtRjd.png

As everyone knows, this gap over here allows for you to skip a large amount of the map. Unfortunately with only one flier, you have to do some rescue-give shenanigans to have Thany ferry Roy and your bosskiller over quickly. I'm not in a particular rush, but since Dieck gets chump EXP here anyway, and the majority of it is going to try to get Lance another two levels, there's no real reason for me to take my entire team round the long way. There are some pretty easy kills for Roy along the way but to be honest he'll still struggle to keep up with Alan and Lance blazing through it so it's irrelevant.

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Secondary problem is that this mage has Aircalibur, which will hurt quite a bit. Dieck ORKO's him but a barrier boost means I don't have to have Saul carried over to to sustain him whilst he tries to kill the boss. A Vulnerary alone should suffice as long as he's topped up beforehand.

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Fuck this guy's speed. He's weighed down by his Steel Blade by 4, so his AS is 14 but even my fastest unit in Dieck is at 16 AS (yet again another case of no Rutger pains). The hitrates are garbage too but he has a handaxe, and I got a light brand in the previous chapter...since I'm not doubling anyway I have a plan to weigh the odds a bit more in my favor.

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Lugh has pretty nice avoid so I can afford to throw him into range of the Fighters with Handaxes and the Steelbow Archer on turn 1. He faces 30~ish disp hitrates, aside from the Archer, who is like 50. Fire is more expendable than Javelins (and more accurate for that matter anyway). Alan, Lance and Clarine along with him will be taking the long way around.

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To the left, Sue Roy Thany Dieck and Astol head off. Thanks to her extra str procs, Thany is capable of doing some serious damage to otherwise annoying sword users, who are nigh impervious to being doubled by most units (unless you're Rutger...)

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She's also really good at killing Mages that put dents in everybody else, although here Marcus and Zealot are usually fine due to high starting res.

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Dieck...

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...you rock (I can't believe how balanced his stats are staying). This also means he can double the chapter 9 boss now, hooray! 17 AS also means he can double most Mercs for the next few chapters.

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Could be worse...fed the kill to Roy by having Astol chip in as well.

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Lance is still trucking along. He's significantly above his str average now, but most other things look normal. BTW, since both Cavs hit D Swords I'm trying to get their Lance ranks up now. Lance is already in C but Alan needs a lot of work to get catch up.

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Fire is pretty uncool.

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Don't mind me, just staffbotting. Dieck needs to be in top shape for fighting the boss, and will get a barrier boost next turn for the Aircalibur mage. Since buffs in FE don't go down whilst you're being rescued, he gets to have an acceptable +5 by the time he makes it to the mage. Thany and Sue got fed kills on the fighters with help from Roy and Astol. Thany needs just about 2 more kills to hit level 10, and there are conveniently 2 non aggressive enemies for her to whack after she gets Roy and Dieck across the chasm.

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Alan can't ORKO this fighter with Iron, and fails to double with Steel. Lance could ORKO with Steel, and so could Lugh, but to save weapon uses all round I instead have Lugh kill the Merc, Alan bonk the fighter once with his Steel sword, and Lance finish it off with an Iron.

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Another 20% disp hit connect...hopefully he can get the same kind of low RN string Dieck had before.

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Alan stays average. <_< I guess his skill is better than usual but everything else is pretty much bang on for his level. He won't have doubling problems vs the axemen in Western Isles at least and he hits pretty hard.

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Regardless of stats, and levelups like these (he hasn't procced mag in ages), Lugh is still pretty useful with exp dumped into him just for hitting res. I still don't know if I want to quick promote him.

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Completely standard Clarine levelup. Horsing people around is all well and good but she'll never make it to Physic since I favor Saul so much, as I want him at A Staves and high mag for warping. I'm probably dropping her for Cecilia anyway.

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I feel that everytime good units get good level ups I'm punished by getting crap ones and counterattacks on everyone else...

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The Aircalibur mage doesn't move out of the boss room so I don't have to waste hand axes on him. Dieck's drop spot means he reaches him in exactly 2 turns at 12 tiles (which is just in range of the other fighters whom he can mop up before taking on the boss. Thany's off to grab Roy. Sue rescued Saul and she and Astol are running around the long way in a vain hope to maybe get some exp.

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Lance can actually ORKO fighters with his Iron Sword which is p.impressive for this point in the game due to the large hp pools of enemies.

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Barely able to kill this guy in two attacks thanks to support bonuses. Lance is really near to level 14 now, if he can proc speed then with promo gains he'll hit 17 AS, meaning he's capable of doubling most of these assholes along with Dieck and Thany, which will really help.

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Having mopped up the throne room, now I can groan at shitty hitrates. However as I said before, he has a Handaxe, so instead of flailing around with 50% hitrates trying to crit him, I stand at 2 range with the Light Brand to force him to swap. Then I get about 60~ disp hit with KE due to WTA, which is not a big improvement but better than nothing. Lance is still killing things left and right.

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I get hit with his handaxe but counter it at 40 with Light Brand.

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Meanwhile Lance kills the second last fighter on the map and gets another glorious levelup. Since he procced speed, I'm promoting him now for 17 AS to fuck Mercs with.

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Thany got hit by the other fighter and nearly died to fire. Yikes.

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Clarine was carrying around his Knight Crest (Thany is carrying her own Whip). Lance is now nearly Dieck on a horse, and he can use Killers with C swords. He isn't far too off hitting A Lances for Silver either.

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Speaking of Killers, this asshole has one so watch out. Luckily he's one of the nonaggressive enemies so I can bonk him with Lugh until he's safe to kill.

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Also speaking of Killers, time to gamble on a crit to kill this asshole.

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Sigh, FE6...

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I'm doing something a little stupid here to try to keep him on the Handaxe. Roy gets 2HKO'd so the AI will prioritise him. I don't actually attack but he'll use the handaxe on EP. Honestly in retrospect this was kind of stupid, 67 is rather high to gamble your Lord on.

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Roy got hit once but survived. He obviously missed though.

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Look at that delicious double from Lance.

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Javelin hitrates still blow though. Alan mopped him up.

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Thany killed the last mook enemy and got a standard PK levelup. I can't really ask for more on her str and def as it is since they're above average already, but she'll appreciate further boosts from promotion, particularly not being lancelocked in Western Isles and being able to move 8 spaces to get Dieck to more places.

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What's up bro?

To be honest, whilst Dieck has good bases and growths I'm really glad he's doing incredibly well. At 14/3 he has stats nearly equal to the average 20/1 Dieck. I guess that's not TOO far ahead of the curve but being ahead of the curve early on is really useful.

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Roy could seize on this turn but since I want to promote Thany to save myself having to do it next chapter (I hate the fact you can't base promote in this game...), I'm gonna wait another turn.

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Only unit who has double digits in every stat (except con I guess). Sadly, she'll be unable to carry Dieck around if I give her a body ring and she's my only flier on this run, so that's a no no. She might end up being a sword specialist with Killer Lance/Javelin backup considering how many axemen there are to hit in the next chapters.

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Roy seizes at 11 turns.

[spoiler=Unit Stats]

UNIT CLASS LEVEL HP ST SK SP LC DF RS WEP LEVEL

ROY LORD
09.52 24 09 11 11 12 07 03 C SWORD

MARCUS PALADIN
??/05.56 33 12 14 13 10 10 09 S LANCE C SWORD D AXE

ZEALOT PALADIN ??/01.60 35 10 12 13 05 11 07 A LANCE C SWORD D AXE

ALAN CAVALIER 10.60 29 11 10 10 07 08 02 D SWORD D LANCE

LANCE PALADIN
14/01.06 32 15 15 17 06 11 06
B LANCE C SWORD E AXE

DIECK HERO
14/3.07 41 17 18 17 11 13 06 S SWORD E AXE

THANY FALCO KNIGHT
10/01 35 10 14 21 10 10 11 B LANCE E SWORD

LUGH MAGE
10.24 21 07 11 11 07 05 07 C ANIMA

CLARINE TROUBADOUR
04.23 18 03 06 10 11 02 06 D STAVES

SAUL PRIEST
08.55 22 06 07 12 03 03 08 C STAVES

SUE NOMAD
05.34 20 06 09 10 08 06 01 D BOWS

Edited by Irysa
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i doubt that shanna will end up doing anything substantial with swords because it takes absolutely forever to go from E to D. if lance continues to turn out well, i would suggest to use the body ring on her anyway and let lance be your bosskiller after chapter 13 instead of deke.

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I did forget that FE6 doesn't double total WEXP on kill, it just makes it the fatal hit into 2. That means I can't even expect to get 4 for doubling and killing something...ugh. C is definitely unrealistic. Too bad there's no Arms Scrolls in 6. Quick promotion will still be important for her I think though.

Making Lance a bosskiller sounds like a good idea, especially since he's reasonably close to getting to B support with Roy, who is undoubtedly going to be nearby whenever the boss is being attacked (extra hit and crit is always good). It would also potentially mean in maps without severe terrain cutting needed, Lance will need no help to rush the boss himself whilst Thany carries Roy behind him.

The branching promo thread really makes me wish Lugh could be a Mage Knight. MageKnight!Lugh promoted right now would let me bench Clarine lol.

Edited by Irysa
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Pretty sure the double wexp thing is the same in the two other GBA titles (only doubles on the killing hit), except you have weapons that increase it and the benchmarks are easier to match.

Lugh's problem is that he never quite reaches a good staff rank in this game.

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I actually managed to find a pretty good way to dump a LOT of sword wexp into Thany on ch 9, and still clear in 10 turns. Fir technically gets "used" to make Shin run up so I can recruit him but I hardly count that since I'm going to recruit Zeiss. Miledy simply will have to be fielded and run around with no weapons on in ch 16 so it's basically equivilant.

[spoiler=Chapter 9]

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First FoW map but nearly all the enemies are chumps. It looks initially tempting to have Thany just fly Dieck to the boss but since there are archers everywhere it's not wise. Saul pretty much has a free excuse to spam Torch for exp here too.

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There are actually 2 archers in range to hit Thany here but the AI is really stupid, as you'll see in a minute, and this saves a lot of effort later on as well. She 2RKO's most of the enemies on the map with her Iron Sword. As an added funny, she's actually capable of doubling some enemies even if she's rescuing somebody as long as an Iron Sword or Slim Lance is equipped, lol.

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Lance ORKO's these chumps with an Iron Sword, but there are unfortunately a few stronger enemies he'll have to bust out the steels on later.

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Anyway, back to Thany. She faces single digit disp hit (lol) from all the fighters, and because the AI moves in a stupid order, only one archer will attack her on turn 1 EP (who only has 36 disp hit AND cannot OHKO her despite using a steel). This makes this strat actually pretty reliable, and it's got some added benefits you'll see in a minute.

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See how the AI prevented itself from attacking again? You might think that they'll just kill her next turn, but the AI has still yet to go full retard yet. I have to bust out a Lance to ORKO this Archer though but since WTA doesn't really significantly affect hit % in FE6 compared to other games, it's still fine.

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I also burn this stupid 1 use weapon and feed Roy a kill (I really fucking miss Shadow Dragon weapon merging...)

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Durr hurr. This archer will decide to run over to Lance (who he can't attack anyway) instead of chasing after Thany. Quality. He is the only one out of the group of central enemies who will do this, since the rest of them just waste their time trying to kill the untouchable PK, which lets everyone else just run straight through the middle without any hassle.

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Some rescue drops and Torch spam later, Saul procs mag again whoo.

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Up here, Lance needs to bust out steel to ORKO the tankier fighters.

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Noah is also rescuedropped by Marcus and Zealot so he can recruit Fir next turn.

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This range triggers the bottom group of enemies. There's also an unseen group from further southwest, and there's another archer there but I plan to give her some help with him this time.

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Sadly I won't have any units (except Karel lol) who will ever be able to use her Wo Dao.

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Somebody needs to get on this tile to bait Shin up so Sue can recruit him next turn, so I make Fir do it. Yeah yeah go and call me out, she doesn't really DO anything and Marcus can easily do it instead anyway. Sue gets rescuedropped up so she can do that next turn.

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Lance isn't going to the boss because I want to visit the village and the shops (I'm really low on heal staves and could do with some more swords). There is actually a hidden Halberd Fighter above Lance but his hitrates are pathetic so I don't really care.

Alan and Astol head down to help Thany out a bit and leech some exp.

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Not today.

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Even if both Shin and the Elfire mage hit Fir she's fine, and I'm frankly lazy and pretty much always have her do this in usual FE6 runs.

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Shin gets recruited, Dieck kills a mage, Lance is still killing things to the east. Zealot helps him out a little.

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Considering these are the only stats I actually give a shit about him having (so he isn't gibbed by everything instantly) I'm pretty happy. I guess luck would be cool too?

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Alan won't be replacing even NM stats Percival anytime soon that's for sure <_<

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Once again, I can just barely kill this Archer with her lances.

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Miss Ilia 2013. (11 str still won't help her ORKO anything until she gets to steel...maybe)

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Astol actually having a con stat is probably my favourite thing about him. Getting hp can't be argued with.

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:|

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Zealot visits. His presence over here also means I don't need to waste more turns going shopping with 1 unit.

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Lugh is actually barely safe (well aside from crits) even in this position but he's going to be hitting the Merc, not the boss right now. Sue would be safe too but she can't actually do any damage to him lol. Standing here will also make the boss start using his handaxe so Dieck is safer when he tries to start killing him. (DERP OR RATHER IT WOULD IF I HADN'T HAD DIECK BAIT IT ALREADY :facepalm: )

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ROY'S OUR BOY (he doesn't KO off this, but Sue gets the kill at least!)

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Proc str again, come on...

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Berserker 30% crit is fucking annoying but Lugh dodges and connects back a Thunder for quite decent damage.

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After another chip from Lugh, Dieck doubles and misses but crits on the second.

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Don't let that speed lag behind :(

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Roy could seize here (turn 9) buuut...

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After clearing out the mooks at the bottom I still need to visit for the silver sword, and I also need to do some shopping next turn anyway.

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Between Zealot and Lance I bought another Fire, 2 Heal staves, a few Door Keys and some Iron Swords. I'm running a bit low on cash but I can get quite a surplus in the next few maps. I probaby should have sold my secretbook/goddess icons or something, but really I bought too many chest keys back in chapter 7.

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I visit for the sword and Roy seizes on turn 10.

Edited by Irysa
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Chapter 10

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There isn't an awful lot to say about this chapter, you run down the middle and kill stuff, kill the boss. Roy has to hang back to recruit Geese whilst Lilina needs to be placed a little carefully to get Gonzales. There's a ballista but as we've already seen archers can't ORKO my Thany.

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The fighters have gotten tougher again and Lance and Dieck can't ORKO with Iron Swords. However since there's big chunks of units on the way down and Roy's going to be waiting a bit for Geese, so I don't need to blitz really fast or anything.

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Also means people like Sue and Lugh can get some kills.

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I had Dieck use his axe to save Steel sword use since the only other person who wants to be fed kills in Roy is too far away to help here anyway. Even if he misses the Mercs on EP it's not a big deal since I have so many units to hit them with (although only Dieck Lance and Thany double them)

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I get Roy to rescue Lugh, Zealot rescues Sue, Alan drops Sue to safety and Saul drops Lugh back. Lilina is going to be in Clarine's saddlebags for pretty much the whole map.

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If you have a promoted mount you can actually hit this Merc on turn 1 via placing them at the most southwestern point but it'll just get clogged up and there's a Halberd fighter to the right of him anyway.

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Archer hitrates are better with Iron but she's still not going to get blicked.

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Dieck actually managed to double and kill a Merc with his axe. Positioning here is also ripe for dumping more exp into my non promotes. All 3 of them also level up.

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Roy is actually starting to look better than Alan...too bad he's not on a horse, but at any rate with stats like this + promo gains alone he'll actually manage to contribute a bit on the final chapters I think.

Sue is getting an abnormally high amount of luck stat. I think I can get her promoted in the next chapter if she can get fed enough kills.

Lugh with the almost perfect level up. Since he is mostly being carried around and chipping anyway I don't think I need to promote him yet...Sue needs to hit the brakes on her EXP gain and can ferry people around herself, and would really like to use Killers ASAP so she needs a fast promo.

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Fucking killing edge enemies...

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Lance is tanky enough to survive it at least.

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Once again Dieck is using his Axe, but you'll see in a second why. I failed to get a cap but that archer next to Roy gets walled in by Zealot and Marcus. I could just kill him now but he'll hit Lugh on EP, who will chip it for Roy next turn. Roy is waiting for Geese to spawn north of the village so I may as well.

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Anyway this is why I used the Axe. Even though he wouldn't ORKO the Zerker with Iron Sword, Sue would be unable to KO him without the extra damage, so save up on those steels! The Zerker himself only gives about 20~ exp to my promoted units sadly so I throw it to Sue who needs to get promoted quickly for another levelup.

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Two str in one map! Not bad at all.

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Thany went to hit the fighter for Alan, and she's in range of the Ballista. But it can only do 23 dmg to her if it hits anyway, and the hitrate is 39 so she's fine.

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Speaking of Alan, typically here I'd have to bust out the Gant lance (since Lance can't double with steel and fails to ORKO with Iron) but...

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With the extra atk from his support Iron suffices.

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I am kind of shocked by how much res he's managed to get by this level.

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Sometimes I swear that FE6 enemy hitrates are lying to me.

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whoosh

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I can't get in range to kill this guy right now unfortunately but it's no big deal since he prioritises shooting a flier that he can't kill over anyone else that he might anyway.

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Alan's speed is really beginning to get the better of him. I mopped up the last group of enemies down there and fed a few kills around. Everyone is headed to the boss.

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Geese is recruited and then I have Marcus ferry Roy south quickly, and Zealot grabs Geese (who won't be doing anything anyway). Zealot is going to go visit the village too.

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Can't ORKO this guy with her sword but I'm desperate for more wexp so I don't mind taking longer. The ballista can't really hurt anyone else anyway. Note that pirate reinforcements started appearing, which is also nice since Thany can whack them a bit for even more sword use.

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He can't even kill Clarine :V

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Saul's mag is looking good.

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A bunch of rescueferrying later and Lilina is in range to recruit Gonzales who will spawn on the next turn. She's actually in range of the Shaman but since AI is stoopid again the Shaman attacks Dieck beacuse he has no 1-2.

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Gonzales himself won't get ORKO'd by an Iron Sword Dieck (unless he crits at 2% <_<) and can't touch him to accidentally kill himself with a Devil Axe anyway.

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I didn't number crunch but I think this Shaman could actually gib Lilina if the AI wasn't dumb

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Gonzales is recruited. Thany is hitting pirates with her sword.

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Who needs killers when you have short bow crits? Only one more level to go for Sue.

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Since the boss uses Nosferatu I have Dieck just wait on EP next to him instead of attacking so he can't heal himself back up if I fail to KO. Marcus passed Roy to Lance, who dropped him in range of the gate. Zealot grabbed the swordreaver from the village.

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Boss misses and so does Dieck, but he crits on the second attack anyway. Who needs Rutger? Somehow I forgot to cap his level up but he got Hp Skl Spd and Def.

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So close to Steel...

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At least 1 use heals are easy to get use up compared to other weapons!

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Roy seizes on turn 8.

[spoiler=Unit Stats]

UNIT CLASS LEVEL HP ST SK SP LC DF RS WEP LEVEL

ROY LORD
10.59 25 10 12 12 13 07 03 C SWORD

MARCUS PALADIN
??/05.56 33 12 14 13 10 10 09 S LANCE C SWORD D AXE

ZEALOT PALADIN ??/01.60 35 10 12 13 05 11 07 A LANCE C SWORD D AXE

ALAN CAVALIER 12.26 31 12 11 10 07 08 02 D SWORD D LANCE

LANCE PALADIN
14/02.18 33 16 15 18 07 11 07
B LANCE C SWORD E AXE

DIECK HERO
14/5.36 43 18 19 18 11 14 06 S SWORD E AXE

THANY FALCO KNIGHT
10/02.72 36 11 15 21 11 11 11 B LANCE E SWORD

LUGH MAGE
11.24 22 08 12 12 09 05 08 C ANIMA

CLARINE TROUBADOUR
04.23 18 03 06 10 11 02 06 D STAVES

SAUL PRIEST
10.40 24 08 09 13 03 03 09 C STAVES

SUE NOMAD
09.04 24 08 11 13 10 06 02 D BOWS

Edited by Irysa
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Chapter 11. Actually did this in 9 turns, could have done it in 8, but I wanted to recruit Echidna anyway. It's a bit sloppy but whatever.

[spoiler=Chapter 11]HGfFh0y.png

Whilst this map looks huge and there are tons of places to visit, it's not really that bad. As opposed to actual enemy layout or strength, what's far more annoying is planning ahead to recruit both Klein and Tate, who spawn on opposite ends of the map from one another. This means you need to ferry Klein over into position within a turn after you recruit him, or things get messy. Reinforcements start popping up on turn 9 and 10 (including a special silver lance paladin, gotta avoid him)

Bandits spawn on turn 6 to try to wreck the villages, but they're easy to deal with.

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There is a shortcut here to get to the boss but there's an easier way to make this map simple.

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Drop Rutger (or Dieck in my case) over the wall using your new dancer to let Thany do it in one turn. Every enemy starts zerging and they'll be able to easily handle them all. Dieck has a small adv over Rutger here because he can use a hand axe relatively accurately to kill the archers and hand axe fighters in one round, Rutger has to rely on the Light Brand which only does 10 damage per hit in FE6.

btw, that tile Thany is on is exactly out of range of both the archers.

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In my case, Roy is fast enough to double this dude, so I rescuedropped him down here for free exp.

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Lance took the east alley. The rest of my rescuedrops could use some work though...

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Roy actually crit because I left the Rapier on him. Not really important, but still neat. Lance chipped the other fighter with his Iron Sword and hit B Swords (which IIRC basically means nothing.)

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Dieck cleanly KO's this archer but unfortunately can't do anything about the longbow user.

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Next turn I feed Sue the low hp bandit. BTW, Lugh is benched on this map because it's way too big and I already have to carry Roy, Astol and Saul around anyway, so Noah is here to help out instead.

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Lance KO'd the second fighter with a steel sword and gets danced. Unfortunately this archer is pretty much untouchable because he's sitting on a forest, so there's no real point trying to hit him. I go kill the Shaman with a Javelin instead.

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Thany helps Dieck secure the KO on the longbow archer. Everyone else runs down. I rescue dropped everyone around and Marcus is in range of the archer too, but my Marcus is fast enough to double the archer anyway with a Javelin.

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Dieck ORKO'd about 3 enemies on EP with his hand axe. The Archer went for Marcus who chipped him back.

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Guess who's getting fed that archer?

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Roy officially better than Alan. What has the world come to...if only he had a horse. Or a promotion that wasn't so late. :\

Thany crits a fighter up north and makes it to D swords! I had her carry a Steel Sword as well so she can put it to use now. She's out of range from the archer as it stands anyway. Dieck kills another fighter with his axe to conserve steels.

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Lance continues leading the charge. I had a couple more rescuedrops happen and Alan visisted.

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Dieck kills more enemies on EP and hits D Axes which doesnt really mean anything. Halberd and Hammer I guess? Might be useful later.

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Now that she hit D Swords I can get back to raising her Lance rank. Dieck kills again, Marcus visits, then runs up to get Danced and visits again. Lance also visits.

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Even with steel she's can't ORKO :(

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Although now she can kill with Marcus' help.

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Both Dieck and Thany level. Thany's is meh, Dieck's still looking good.

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Everybody do the conga-rescue-dance! I had Lalum Dance Sue after rescuing Astol so she could drop him to the southeast villages. Sue will be in range of an archer and so will Noah but there's no real risk, since Clarine recruits Klein and neutrals his archers anyway next turn.

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Although they didn't go after Sue anyway because Noah has no 1-2. I recruit Klein, and Astol chips a fighter with Light Brand. Sue swaps him back to his Iron Sword, then chips with longbow. When she gets fed this kill next turn she'll hit 10, and she's also right next to the Orion Bolt village, for an instant promotion.

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Alan starts the rescue chain to get Klein to the northeast of the map. Thany drops him off. He actually needs to move a tile east after this or he would kill one of Tate's PKs.

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Bought a Lightning with Marcus since Saul will get promoted sometime I guess and wants to be able to hit back. Lance will defend against the south brigand who spawns out the Cave(why the hell is it considered a fort anyway?) Zealot Noah and Roy are guarding the north one.

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Sue gets her final level in her first tier. Good stuff Sue! Astol visited

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I gave Noah Alan's Steel Sword (probably should have just let him have one for this map) so that he combined with Zealot can feed Roy this brigand. Saul is healing people and stuff. Dieck visisted. Thany went to the arena.

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Probably closer than I would have liked. A Lances now though, so she can use Silvers.

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Tate spawns next turn and Klein recruits.

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Pretty sad that aside from speed she's on par with a blessed early promoted Thany (fuck HM bonuses)

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I had Sue get her Orion bolt. This is actually quite messy, Echidna spawns next EP with some fighters, and I want to keep the archers alive so that I can sell the Orion Bolt you get for having them all survive (because no other bow users besides Igrene are getting used this run anyway). I tried to have Lance and Zealot protect them but in retrospect I should have really just rescuedropped them instead. Lalum has to stay fairly near to recruit Echidna.

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Thats the last enemy on the map until reinforcements. Boss will go down next turn and Roy can seize.

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Marcus takes a trip to the arena as well for some more money.

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Okay this isn't that unsafe...

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But this was! He spawned on the right instead of on the left, shit. Echida also missed AND got hit back....

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Recruiting with Lalum. Saul hits B Staves (once he's promoted, he'll hit A for warp)

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Odds aren't fantastic here but Dieck can take 2hits whilst boss can only take 3 (and theres crit factored)

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I crit the first attack anyway :V Before I seize I have to go promote Sue and get some free exp though.

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Annnd hey look her stats are about equal to HM base Shin! (fuck HM bonuses)

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Roy seizes on turn 9 after I kill the last fighters with Zealot Marcus Lance and Echidna.

Edited by Irysa
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I am continuing to be impressed by Dieck's niche with a handaxe. He easily ORKO's all the annoying archers and mages lining the inner hallways, being that he has tons of str and lots of skill so his hitrate with handaxes is actually good! Once again, Rutger usually only has access to the Light Brand, which doesn't cut it.

Anyway

[spoiler=Chapter 12] 0HuIRBU.png

This is a fairly simple map. There's a physic priest along with 2 sleep users but their mag is really low and AI prioritises casters for some bizzare reason, so it's easy to ignore them. The walls are lined with Shamans and Archers (and a few longbow users too). Typically Klein or Shin can uniquely have really good EP's on this map because of the amount of forced 2 range combat going on, but since I'm not using either of them, and Sue's str is not good enough, I found Dieck to be a worthy replacement.

There's a silver bow sniper blocking a wall that you can use to get into the hallways, but I really don't care about wasting time on that wall.

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B Bows! Unfortuantely the Brave Bow is on the other side of the map so I can't get it to her this chapter.

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This is more like the typical Roy level up...

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This is another case of the Alance support bonus giving him just enough Mt to finish this guy off.

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And over here we have another benefit with Thany using steel swords. Zealot chipped so now she can finish him off.

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Sue unfortunately can't one round this guy... but luckily the AI makes him attack and kill himself before the Physic priest can heal him up.

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Gotta love how the Staffers AI always seems to prioritise magic users with a res stat...

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In retrospect I should have just had dieck bring an axe or hammer for this but at the least, Marcus' handaxe + steel blade deals with the knight fine. Marcus also got 3 stats!

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Alan unlocks a door, Lalum dances (levels), then Alan kills that siege tome Shaman. Alan might be redeemable yet. He'll be getting those chests too.

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Sue crits the longbow archer with her snazzy new killer bow which saves me some hassle.

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Zealot and Lugh kill the Knight, whilst Thany can block the fighter here and KO him on EP with her sword. Luckily, that sniper doesn't move. Astol unlocks a door and clarine grabs a chest.

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Next turn Clarine and Astol head for the rest of the chests.

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I wish I could get this to Sue...

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Hassle free, Thany and Zealot get Lugh through the hallway. Gotta avoid the second longbow archer though, but this is the easiest way to get Lugh to Ray.

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DIeck is the only member of my team who can ORKO these guys at 1-2 without a crit. I have him kill 2 with Lalum's refresh and let him move up to deal with the rest.

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Dieck actually took a lot of damage from one of the Shaman's but Saul's here to heal him up and get a stellar level. Dieck kills another archer easily and is still looking strong.

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Lance can at least ORKO this guy, the hitrates are shaky though. I do have sue to throw in hits too if neccessary to get the kill, but Lance come through.

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I'm conserving handaxe uses so I just wait with an iron sword here instead.

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I had Thany kill the priest since the archers are all gone. Dieck is the one man wrecking crew. The Warrior AI is smart enough to go after Thany instead of Dieck, but it won't save him for long.

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I actually forgot there was still a Shaman here but Lalum dodges, luckily.

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Lance KO's a fighter so Dieck can chip the Warrior. Kill goes to Thany, she needs more levels!

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Fuck year Thany. People get ferried up through the passageways. Zealot carries lugh over so Lugh can get to Ray.

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Zealot levels from the 1 exp gained from a fighter missing him (whilst carrying Lugh). He can't hold a candle to Marcus.

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Luckily staff hit isn't actually based on your normal avd or being weighed down here might have sucked.

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I have Zealot drop Lugh and then Thany dance him so he can get into range of Ray.

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Ray is one of the few enemy characters who gets no HM bonuses for some reason. I have no clue why.

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I do another conga rescue chain to get Roy to the top of the map so he can talk to Cath. I left one of the doors that leads to the chests closed (all the chests were looted by Astol and Clarine though) so that Cath doesn't run away too far when she spawns, and will go for the door beacuse her AI is dumb.

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Alan kills the last fighter and Dieck unlocks the door.

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This always cracks me up, regardless of if it's Rutger doing it or not. Durandal hurts.

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Dieck's worst level :(

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Marcus and Zealot block the stairs since I can't remember if those reinforcements still spawn after the boss is dead.

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Roy talks to Cath, and then I train him to the throne, and have Lalum dance so he can seize. Alan kills the priest first though.

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9 turns.

Edited by Irysa
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"Ray is one of the few enemy characters who gets no HM bonuses for some reason. I have no clue why."

CONSPIRACY THEORY GO

In all seriousness, Ray does not actually attack you even in range IIRC

Maybe thats why

Also the less said about Miledy, the better

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At 14/8 he's actually equivilant to a his averages at 20/8, aside from HP. I am actually slightly dissapointed that my Dieck and Lance turned out so well, it's making this run far easier than I anticipated lol. Alan got the short stick though, somehow he's skill blessed but meh at everything else. Although I haven't hit the roughest parts of 14x/16/16x yet (more than likely going to warpskip them), and no matter how many statboosters I throw on Thany, she'll never be able to compare to Miledy.

I actually did chapter 12x in 8 turns but I cba to write up today.

Edited by Irysa
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Got bit in the ass on this chapter. Could have done it in 8 (even with how largely inefficient it was), but stupid things happened at the boss...at the least some decent exp went around to Alan and Roy and a little to Sue (not too much though!)

[spoiler=Chapter 12x]4QsDJDn.png

This is a fairly large map but there's not that much to worry about. There's a lot of chests but about 70% of them will just get nabbed by enemy thieves before you even get to them, and chasing them down is a waste since they're mostly pointless. There are only two chests to really care about, and thats the gem chests. Getting an Elixir or two is nice, maybe a torch but its overall kind of unecessary.

The main goal of this map is to just rush to the boss, grab what chests you can and let someone clean up the chasing enemies for some easy exp, and secure both the gems.

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On turn 1, I had Sue (equipped with an Iron Sword for once), rescue Roy, who gets dropped by Dieck. Alan grabs Saul. They are both just out of range of an archer that you can't see in the FoW. That Brigand has no 1-2 and he'll chase me but there's no real risk.

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I get Thany to drop Saul, then Lance KO's the Halberd Brigand (cool hitrate bro). Lalum dances Thany and she kills the Shaman (although he gets a hit back...)

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Saul heals, Dieck chipped the thief (Roy will be taking that momentarily), then Sue rescues him and runs up. Lalum dances Sue. Note the tile Lalum is standing on (along with the one 1 tile southwest) are what reveal this bandit.

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There is an enemy archer up here, his range is equal to the Brigand's. Considering the shaky accuracy most of my team at 1-2 (or rather, FE6 in general) and the fact the Brigand also has a Halberd, I let Sue Run up to hit the Brigand instead as she'll retaliate more easily on the archer. Sue crits and KO's the Brigand. Meanwhile Roy killed a Thief.

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Lance drops Dieck and Thany sits down here with an Iron Sword. In the fog, there are 2 brigands and a myrmidon, the latter of which can only be doubled by Thany. She'll chip back for decent damage, and then Roy can clean up on the next EP.

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Sue and Thany chip on EP, and Thany moves up, is healed again by Saul, and gets danced by Lalum. Dieck chips another thief but this time Alan takes the kill. He's slowly climbing out of his hole. Skill blessed Alan has to be the weirdest thing I've gotten in a run though.

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Lance killed the archer Sue chipped and an okay level. Refreshed Thany and Sue kill the other Brigand.

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Roy will stand here to get 3 kills on EP. The only thing that can really threaten to hit him is the Myrmidon and he's fast enough to avoid getting doubled thankfully.

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Yay for getting rid of low dur weapons! Roy kills all 3 and I failed to cap his level up. He got hp spd and luck. If his luck was 1 less he'd have a pretty amusing chain of stats (11 12 13, 14 :V )

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I also forgot there was another archer up here. Derp.

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There is a nasty Eclipse/Physic/Nosferatu Druid up there. Ideally you kill him on a turn after he's used his Eclipse (which just happened) but I can't quite reach him without Lalum who is too far back right now, but he doesn't kill any of my units in one round thankfully. Alan killed the archer, Thany and Lance killed the Myrmidon.

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Dieck rescues Roy, is danced again and takes him back up to the rest of the party. If I remember correctly all the remaining brigands use hand axes so I can leave Sue on the tip of their range and just keep chipping them whilst moving up safely.

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Alan took the Nosferatu and went down to 4 hp on EP. Sue chips a brigand on EP. Roy opens a chest for an Elixir

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This didn't really end the way I wanted to to :( If there's ever a reason for me to use Mend it's here. I can potentially feed this kill to Alan since he can just about KO with a steel. Shaky hitrate, and he needs full hp to survive. Greedy but...

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Pays off.

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Kind of...I guess that skill sort of came in handy there. <_<

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Lance takes Dieck on his way to the boss. Saul heals people.

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I did not account for this Myrmidon...luckily the positioning's in my favor so I can do something a bit silly to make it work out.

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Brigand can only hit 1-2 from here and it's conveniently in range to chip the Myrmidon. Sue chips, Alan runs down to take the kill, is refreshed by Lalum, he rescues Lalum and takes her back up. I also had to trade for Sue's chest key since in hindsight it was a pretty stupid thing to put the chest key on her when I planned to use her as rear guard.

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Thany trades for the other chest key, and takes Lalum. Saul drops Lalum. I could drop Dieck next to the boss but I'm trying to get Lance some more levels (he's kind of not gotten as much as I'd like) so I drop him next to the Brigand and sit Lance next to the Myrmidon. Neither of these enemies move.

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Lance hits A Lances. Sue continues to be luck blessed (meh...) after chipping more brigands.

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Alan runs for the White Gem whilst Thany gets the Red. Lance kills the myrmidon.

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Showtime.

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No crits twice :( At least the boss missed.

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More misses...

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I do a swap with Roy who tries to chip with Light Brand. He also misses.

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Lance takes the Killer from Roy and also misses. :| Alan got the White Gem.

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Lalum dances Thany so she can get him out of the way of the boss.

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Oh yeah of course, SUE crits...

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Whilst up here we miss some more.

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LANCE MISSES NEXT TURN AGAIN.

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I SWAPPED AROUND THE KILLER TO DIECK AND DROPPED ROY AND DIECK MISSED AS WELL. FUCK I HATE THIS GAME.

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FUCK IT, ALL IN.

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Dieck finally connects a hit and gets a crit to KO the boss. Fuck. Unfortunately I can't seize now since I used Lalum's refresh to try to hit the boss again.

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I break Sue's first short bow, Alan kills a Brigand, Saul heal abuses for another level (at least this was good again), Lalum dances, Roy seizes on turn 10.

[spoiler=Unit Stats]

UNIT CLASS LEVEL HP ST SK SP LC DF RS WEP LEVEL

ROY LORD 13.70 28 11 12 13 15 08 03 C SWORD

DIECK HERO 14/8.85 45 20 21 19 12 14 07 S SWORD D AXE

THANY FALCO KNIGHT 10/04.54 36 12 17 22 12 11 11 A LANCE D SWORD

ALAN CAVALIER 15.68 34 13 13 12 07 09 02 D SWORD D LANCE

LANCE PALADIN 14/03.30 34 16 16 19 07 11 07 A LANCE B SWORD E AXE

MARCUS PALADIN ??/06.02 34 12 14 13 11 10 10 S LANCE C SWORD D AXE

ZEALOT PALADIN ??/02.00 36 10 13 13 05 11 07 A LANCE C SWORD D AXE

LUGH MAGE 11.57 22 08 12 12 09 05 08 C ANIMA

CLARINE TROUBADOUR 04.69 18 03 06 10 11 02 06 D STAVES

SAUL PRIEST 12.06 26 10 11 14 03 04 10 B STAVES

SUE NOMAD TROOPER 10/02.45 32 10 14 15 12 09 06 B BOWS E SWORDS

ASTOL THIEF 12.49 27 07 08 17 11 08 04 C SWORDS

Edited by Irysa
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Yeah look at me with blessed chars and growths failing in turn counts to 0% :( (I actually want Roy to get exp though)

dondon I love watching your videos but I sadly don't think I have the personal tenacity to be a true LTC player (even if you inspire me to to try suck less). I attempt to not be inefficient and plan ahead enough to not waste time when I know what to expect (although when I don't know whats next I'll probably turtle), but I can't sit looking at a map screen and theorising out movements until things line up for a perfect quick clear. At most I think about 2 or 3 turns ahead, and usually only my opening moves are properly thought out. I'm happy enough to clear without a fluke and have a good outline on what I think will work and just wing it from there, or achieve something I'm interested in (see stupid shit with getting Thany to D swords...she actually might make it to C yet).

I think chapter 7 of this (even if it's just a crappy 10 turn clear) was some of the most effort I've put into like, trying to move order plan out exactly what I wanted, rehearse it, then get something done, and the latter half of that is still mostly just winging it. I can't really imagine the amount of effort that goes into proper LTC recordings even with savestates to plan stuff out.

Edited by Irysa
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Before I try to do ch13 and recruit Perceval before his bonuses kick in, since I haven't ever recruited him on this chapter before, can anyone actually tell me what his cavs actually do once you talk to him? Do they just sit there or are they going to be retards and suicide on wyvern riders? Alan probably needs more levels before he gets promoted anyway so waiting until 16 wouldn't be the end of the world, but having more money would always be nice.

Edited by Irysa
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If you LTC GBA a lot, after a while rehearsing becomes completely unnecessary (as you can reproduce the same actions instantly once figured out; I guess knowledge of what could happen in a chapter helps after subsequent playthroughs because you're just so used to playing the same maps). And if it's not a GBA game you may entirely abandon basing your actions around the RNG (probably not in like FE4 idk).

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Before I try to do ch13 and recruit Perceval before his bonuses kick in, since I haven't ever recruited him on this chapter before, can anyone actually tell me what his cavs actually do once you talk to him? Do they just sit there or are they going to be retards and suicide on wyvern riders? Alan probably needs more levels before he gets promoted anyway so waiting until 16 wouldn't be the end of the world, but having more money would always be nice.

IIRC, Perceval's men will proceed to leave the field if he's recruited, just like in chapter 15.

Edited by Levant Fortner
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Well looks like I need to rethink my strategy because Lalum getting dropped on the forest simply doesn't cut it. Two 39's from Percival and another 41 from the sniper, the other cavs have like 20% with javelins so that isn't too bad but even with statboosters she's at a really high risk of dying. I guess I can try to bait him out instead.

This map is so much easier when you ignore the top of it <_<

At the least burnt RNs to make her survive just so I could check what the cavs do, and they just run off to the east of the map, so I don't have to worry about that if I pull it off. But I'm not going to do that for an actual attempt.

Edited by Irysa
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