Roivann Posted January 29, 2014 Share Posted January 29, 2014 Here's a bit of a challenge I came up with: since the Endgame has infinite reinforcements, I thought it might be interesting to see how long you could survive. I'm not sure how well it would work, but here are my (tentative) rules: -No Limit Breaker -No pair ups -If two units end their turn adjacent to one another, that's fine, just don't abuse it (sorry if that's vague). Share your thoughts, maybe post your turn counts? Quote Link to comment Share on other sites More sharing options...
tuvarkz Posted January 29, 2014 Share Posted January 29, 2014 Could be easily done into infinite in a 4x4 unit block. Just enough Armsthrift units at the borders, with Bonds/Ralliers/DG+ers in the inner part, possibly renewal/Sol on the outside units as well. At least up to luna that is. Luna+ wouldn't last more than 3-4 turns at tops. Quote Link to comment Share on other sites More sharing options...
Airship Canon Posted January 29, 2014 Share Posted January 29, 2014 Given enough prep time, I can send this thing to near infinite on all difficulties, even L+. Unless Rallies and Aggressor are also restricted. The catch is surviving the opening waves. Once it gets to the infinite rotation, reinforcements do not come fast enough for the overwhelm factor. Quote Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted January 29, 2014 Share Posted January 29, 2014 Station four Nosfertanks with 100% AT (use tonics if no LB) within range of all the Sigils, and put Chrom in the middle where it's safe. Even on Lunatic, there won't be enough enemies per turn to take down one of your units and you can hold out indefinitely. For Lunatic+, either turtle unequipped (once it stabilizes, you can hold out indefinitely) or just hole up in the middle and kill anything that dares approach you with Galeforce. Quote Link to comment Share on other sites More sharing options...
Roivann Posted January 29, 2014 Author Share Posted January 29, 2014 Yeah, this actually is turning out way easier than I expected. I don't really know how many restrictions I can put on this before it's challenging, and by then it'd probably be too watered down to still be fun. Sorry, guys, but I tried. Quote Link to comment Share on other sites More sharing options...
Tribute Posted January 30, 2014 Share Posted January 30, 2014 The problem is the only hard part is the initial map. Once you get to reinforcements it would be easy to control Quote Link to comment Share on other sites More sharing options...
MelonGx Posted January 31, 2014 Share Posted January 31, 2014 (edited) Nostanks never need rallies, never care about maps. The only problem is Range 1 Counters. Edited January 31, 2014 by MelonGx Quote Link to comment Share on other sites More sharing options...
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