After 4 months of trying, I finally beat my Lunatic LTC run! I managed to do it in 165 turns, and I don't think I could do it any faster under the given rules; I shaved at least 1 turn per rescue or again use until the last 2 uses, which combined to shave 1 turn in C23. I could have spent a rescue use to 5 turn C13 (I think), but then the C23 strat would take 3 turns, so there wasn't a turn to save there. If there's somewhere else I could save another turn with a rescue use, then I could've done the run in 164 turns, but I never saw one.
I finished the game with basically no money and a nearly empty convoy -- it was seriously close.
Rules:
- In prologue, no crits allowed on character enemies (Luke, Jaigan, Athena, etc.). With their luck, you hit 1% crit range, and it's just too much RNG, especially since you usually level up RIGHT after and have to force growths dramatically in order for things to work. I will post the turn count I WOULD have gotten had this rule not existed later on.
- Crits on 0 LUK enemies are allowed always.
- NO Rainbow Potion.
- Originally there was going to be no Lunatic statboosters, but it's nearly impossible to make things work past C20 without them. So, basically, no use of Lunatic statboosters until C20.
- As stated in the sub-title, ALL allies must be recruited. P.S. Michealis was a BITCH to recruit since I didn't train Minerva and had to get her to the village by turn 4. It literally took me 2 weeks to beat C21 because of this guy.
- Oh yeah, random clock was allowed, but it never gave me anything of huge value. Wasn't a game-breaker as far as I recall. Arran got a ton of +MAG boosts, at least, I guess. Best things I got were a couple of glass bows, a defense staff, and a quick lance.
- Rampant RNG abuse allowed, simply because it's literally necessary with H3 enemies. I advertise this as a LTC run, not an efficiency run, for a reason. This doesn't mean that I used RNG abuse to trivialize the challenge or breezed through this at all. Oftentimes, it was a huge challenge getting strats to realistic chances of success and took many attempts at rearranging unit movements, the order that they moved in, etc.; it wasn't uncommon to have to re-do a chapter at turn 4 or 5 because I realized I moved one unit one space too little or too far on turn 1.
Edited by Kngt_Of_Titania, 16 March 2012 - 06:24 PM.





























