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[FE12] What do we do with all those staves Draft [Part1]


Vicious Sal
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You HAVE to recruit all drafted units (just noticed this, although I haven't broken this rule)? That's a dumb rule.

Just sayin'

Absolutely not. IF We are trying to get a complete as can be list of minimum TC's including people recruited who take turns to recruit, we need that rule, otherwise people say, oh, I dont want to recruit the wolfguard, and w'll still not know the turncount for completeing chapter 19 with the wolfguard recruited.

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I will have the unpicked characters remain undrafted. I will do the chapter myself and recruit them anyway, then just play it over seriously.

Free characters are considered drafted, so yes, Maria etc must be recruited. Although iirc they dont cost turns without rescue anyway. We'll find out.

And MR, That rule was there from the beginning, besides, you need Julian to get the boots. Or rickard, but rickard is recruited by Julian. Or marth, but that isnt lowest TC's. The whole point of this draft is that it isnt a competition, its a collaboration. It's all in the first post, in the preface, bolded. =/

EDIT: Ok, drafted chars must be recruited wasnt bold. But the whole part about this not being a competition is.

Edited by Vicious Sal
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you can probably get a lower turncount by forgoing Julian and Rickard and using the thief staff to get the boots and starshard.

You need the boots to chase down the thief who hold the thief staff with marth. :P

EDIT: Although... Maybe a Draco, danced by feena can get that, send it to the convoy, have it be picked up by arran, send the boots to convoy... And then have marth go amazingly fast. Sooner!

That means less turns... It also means losing out on two Bullions... 20000 gold, which I use to arena people... I'm going to try it... Fuck it, restarting a draft again... Just because this may get me under the 110 turns. Although it means... either losing an again staff, or the silence staff... Crap. I'll do that and see later on which turncount is lower.

Edited by Vicious Sal
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or a full inventory dracoknight

True, although not having a thief means losing out on a speedwing, three bullions and either the silence staff, or on of the again staves.

The most important things now: Silence, Again, Rescue, Again and A Bullion from ch 10.

It means ditching the bullion, and most likely silence staff. Which makes me adjust my chapter 23 strategy... harshly.

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Yeah, I'm not going to restart for Julian/Ricardo, I think it's stupid to count free units as drafted units. I know it's not about being a competition, but I am hitting very minimal turncounts without Ricardo because I simply do not think he is necessary. If it's purely experimental, then I guess I will be the experiment that forgoes Ricardo's recruitment and sees what turncounts I get.

By the way, Draco that kills thief, sends thief staff to convoy, then getting someone to break the Boots chest (once again, full inventory) and then having Marth use the boots = a very good strategy.

Not recruiting Julian, by the way, shaves 8 turns. All you do is gain 3 from Chapter 6 in exchange.

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and Sal, remember we don't need the rescue staff for the purpose of this draft, so you can ditch that and nab the boots instead anyway.

True, Damn, my mindset is kinda rusted into rescue. xD

Also, It means I will now be restarting (14th time) my draft where I planed on rescuenuking the shit out of everything, It means I'll need to ditch the silence staff, which will make gharnefs chapter a pita. But i'll manage. it means I get an extra warp use as well, damn, this will be really difficult to manage.

I think i'll just go through sfdtt for a while. Way less complicated.

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This will show us what the minimal TC's will be without these staves, for later comparison to the other draft i will host. (I will not open them at the same time, next one probly next week?)

Does the next draft has the same rules as the standard FE 12 draft? Or will it include identical rules like "Drafted characters must be recruited" or allowing Warp/Rescue entirely?

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Does the next draft has the same rules as the standard FE 12 draft? Or will it include identical rules like "Drafted characters must be recruited" or allowing Warp/Rescue entirely?

It will actually be different for each and every player. One will be allowed to do thing with staves (me 8D), the next will be allowed to use all staves, but not repair rescue, one will have warp banned. one rescue banned, etc. That way we get to see the differences between turncounts depending on staff usage. Also, Malliesia is going to be free for all.

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Okay just a quick clarification about what we have to do before I get to far ahead:

1. Warp and Rescue are banned.

2. Recruit all of your drafted units.

3. Abuse the ever loving shit out of the rng to get the lowest turn counts.

4. Also I'll do ch.19 twice once while recruiting the wolfgaurd and once without to see the difference.

One more thing how thorough should we be in note taking and all that? So far I've just been taking screenshots of stats after each chapter.

Edited by oval
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FE12 Draft Log

Farmer's Child/Diverse/Honorable

Female Mage, named Raven

Coming out of Prologue:

Name         Class    Level HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord     07.84 27   8   0  11  11  10   8   0 D SWORD
Raven        Mage     10.04 27   5  12  11  12   8   3   4 C TOME
Rody         Cavalier 10.51 29  12   0  11  13  12   9   1 D SWORD D LANCE
Ogma         Forgot

Chapter 1: 5/5

Name         Class    Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord     08.01  28   9   0  11  11  11   8   1 D SWORD
Raven        Mage     10.76  27   5  12  11  12   8   3   4 C TOME
Rody         Cavalier 12.04  31  13   0  13  15  13  10   1 D SWORD C LANCE
Arran        Paladin  03.12+ 26  10   1  12  11   4  10   6 D SWORD B LANCE

Just charged everyone ahead as far as possible, Marth went maximum movement every turn. Rody and Raven got the boss kill. Standard strategy.

Chapter 2: 6/11

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         08.44  28   9   0  11  11  11   8   1 D SWORD
Raven        Mage         12.50  27   5  13  13  14   9   3   4 B TOME
Rody         Cavalier     13.25  32  13   0  14  16  14  10   1 D SWORD C LANCE
Arran        Dracoknight  03.24+ 26  10   1  12  11   4  10   6 E AXE B LANCE

I had Marth go north via the right route, and Raven/Arran/Rody went north and killed as many things as possible. Straightforward strategy once again, although is Marth supposed to be 1 space shy of a Seize?

Chapter 3: 6/17

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         08.44  28   9   0  11  11  11   8   1 D SWORD
Raven        Mage         14.18  29   5  13  15  15  10   3   4 B TOME
Rody         Cavalier     14.27  32  14   0  15  17  14  10   1 D SWORD C LANCE
Arran        Dracoknight  03.39+ 26  10   1  12  11   4  10   6 E AXE B LANCE
Palla        Peg. Knight  12.39  26  12   2  12  17   9   9   6 B LANCE

Easy shit, I just had to get the Bridge Key and then open the bridge, rush everyone to the boss and etc. Rody and Raven killed the boss, and Raven is a nice Nosferatu tank. Marth seized on Turn 6, and Palla managed to snag the Master Seal. Didn't get Julian because I don't think I need him.

Chapter 3x: 6/23

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         08.64  28   9   0  11  11  11   8   1 D SWORD
Raven        Mage         14.60  29   5  13  15  15  10   3   4 B TOME
Rody         Cavalier     14.90  32  14   0  15  17  14  10   1 D SWORD C LANCE
Arran        Dracoknight  03.84+ 26  10   1  12  11   4  10   6 E AXE B LANCE

I'm not sure what I should be saying in these things, because this is just making sure Wrys is out of range of enemies and making sure Arran can kill/lure the Archer and Knight by a certain turn. Marth went through the north and got a kill on an Armor.

Chapter 4: 7/30

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         08.84  28   9   0  11  11  11   8   1 D SWORD
Raven        Mage         15.61  30   6  14  16  16  10   3   4 B TOME
Rody         Cavalier     15.19  33  14   0  16  18  15  10   1 D SWORD C LANCE
Arran        Dracoknight  03.90+ 26  10   1  12  11   4  10   6 E AXE B LANCE
Ogma         Mercenary    10.19  30  10   0  16  15   7   9   0 C SWORD
Sirius       Paladin      01.63+ 28  12   1  14  13   4  11   6 B SWORD A LANCE

I didn't need Yumina or Yubello, they did almost nothing in this chapter. It was just Marth charging through the northeast and then charging back South. Everyone killed everything they laid eyes on. Easy chapter.

Chapter 5: 5/35

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         09.11  29   9   0  12  12  12   9   2 D SWORD
Raven        Mage         16.34  31   6  15  16  17  11   3   4 B TOME
Rody         Cavalier     15.58  33  14   0  16  18  15  10   1 D SWORD C LANCE
Arran        Dracoknight  03.96+ 26  10   1  12  11   4  10   6 E AXE B LANCE
Ogma         Cavalier     11.32  31  12   0  10  12   8  11   0 C SWORD E LANCE
Sirius       Paladin      02.30+ 29  12   1  14  14   5  12   6 B SWORD A LANCE

do i need a description here, because all i did was go through the bridge

Chapter 6: 9/44

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         10.08  30  10   0  12  13  13   9   2 D SWORD
Raven        Mage         17.79  31   6  16  17  18  12   3   4 A TOME
Rody         Cavalier     16.79  34  15   0  17  18  15  10   1 D SWORD C LANCE
Arran        Sage         04.44+ 26   6   5   9   8   4   5   5 E STAFF
Ogma         Cavalier     12.82  32  13   0  11  12   9  11   0 C SWORD E LANCE
Sirius       Paladin      02.87+ 29  12   1  14  14   5  12   6 B SWORD A LANCE

So basically, as is my understanding the minimum TC here is 6. I lost 3 because I skipped Julian and therefore Ricardo, because it was one to go into the room, 1 to nab the chest, and then another 2 to get out. The reason that doesn't add up to 10 is because the second turn he spent getting out would have almost equivalent move to if he didn't nab the chest and get out beforehand.

Chapter 6x: 2/46

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         10.17  30  10   0  12  13  13   9   2 D SWORD
Raven        Mage         19.28  32   7  17  19  19  13   3   4 A TOME
Rody         Cavalier     16.93  34  15   0  17  18  15  10   1 D SWORD C LANCE
Arran        Sage         04.44+ 26   6   5   9   8   4   5   5 E STAFF
Ogma         Cavalier     13.12  33  14   0  12  13  10  11   0 C SWORD E LANCE
Sirius       Dracoknight  03.01+ 28  12   1  15  15   6  15   3 A LANCE E AXE

I really don't want to say anything here, I managed to pull off a full route and Raven got the bosskill.

Chapter 7: 5/51

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         10.70  30  10   0  12  13  13   9   2 D SWORD
Raven        Mage         19.86  32   7  17  19  19  13   3   4 A TOME
Rody         Cavalier     17.32  35  15   0  18  18  16  11   1 D SWORD C LANCE
Arran        Dracoknight  04.82+ 24  11   1  12  11   4  12   3 B LANCE E AXE
Ogma         Cavalier     14.27  33  15   0  13  13  10  12   0 C SWORD E LANCE
Sirius       Dracoknight  03.01+ 28  12   1  15  15   6  15   3 A LANCE E AXE
Navarre      Myrmidon     10.87  25  11   0  16  18   9   8   0 C SWORD
Feena        Dancer       i forget i think she was at base level or she killed a thief somehow

I had Navarre rig a bunch of crit kills and got some decent level ups out of it. Had to Dance Marth on Turn 4 so he could be close enough to seize on Turn 5. My levels for this chapter are a little off I think, because Sirius definitely gained some EXP here (considering he got the boss kill).

From here on out I did a ton of base arena grinding. I'm strapped for cash a lot, but these new characters keep coming with some nice equipment.

Chapter 8: 3/54

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         11.14  31  11   0  13  14  13   9   2 D SWORD
Raven        Sage         01.32+ 39  10  19  21  21  14   4   6 A TOME E STAFF
Rody         Paladin      02.41+ 42  20   1  24  22  19  13   7 D SWORD B LANCE
Arran        Dracoknight  04.98+ 24  11   1  12  11   4  12   3 B LANCE E AXE
Ogma         Cavalier     18.49  37  17   0  15  15  12  15   0 C SWORD D LANCE
Sirius       Paladin      04.31+ 31  14   1  16  15   7  14   7 A LANCE B SWORD
Navarre      Mercenary    11.50  35  13   0  15  16  10   9   0 C SWORD
Roger        Knight       08.14  26  10   0   6   7   5  14   0 C LANCE
Feena        Dancer       i forget, she hit like level 2

Feena had to Dance Marth on Turn 1 so he could be in range of Roger on Turn 2. Caeda recruited Roger on Turn 2, then my units plowed through. I had Sirius and Rody near Jeorge on Turn 2, and Marth was 6 away from Seizing (because of the 1 movement penalty of the gate). Everyone managed to survive everything (Rody dodged the Ridersbane, but the ridersbane had like 40 hit on him) comfortably.

Chapter 9: 9/63

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         11.14  31  11   0  13  14  13   9   2 D SWORD
Raven        Sage         02.43+ 40  10  19  22  22  15   4   7 A TOME E STAFF
Rody         Dracoknight  04.02+ 42  22   1  24  23  19  16   4 B LANCE E AXE
Arran        Bishop       05.46+ 26   4   4   9   9   5   5   9 E TOME D STAFF
Ogma         Mercenary    18.63  37  16   0  20  18  12  13   0 C SWORD
Sirius       Paladin      05.92+ 30  16   1  17  16   8  16   3 A LANCE E AXE
Navarre      Mercenary    12.04  36  13   0  15  17  11   9   0 C SWORD
Roger        Mercenary    08.24  26   8   0  12  16   5   8   0 E SWORD
Feena        Dancer       03.21  18   3   0   3  15   9   5   0 E SWORD
Etzel        Sorcerer     06.43+ 30   2  11  14  12   8  10  12 B TOME D STAFF

Sirius had to OHKO the Thief, send the staff to the convoy, and then I had Raven retrieve it so she could break open the Boots and send THAT to the convoy. Then, Marth used the Boots and rushed to Minerva's village, then rushed to the throne. He hit Minerva's village around Turn 6 and reached the throne by Turn9 (it may have been Turn 5 that he reached the village though, don't quote me on that). He managed to recruit Etzel along the way.

Chapter 10: 2/65

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         11.14  31  11   0  13  14  13   9   2 D SWORD
Raven        Sage         02.80+ 40  10  19  22  22  15   4   7 A TOME E STAFF
Rody         Dracoknight  04.30+ 42  22   1  24  23  19  16   4 B LANCE E AXE
Arran        Bishop       05.46+ 26   4   4   9   9   5   5   9 E TOME D STAFF
Ogma         Dracoknight  01.50+ 41  21   0  19  17  14  18   3 C LANCE E AXE
Sirius       Dracoknight  06.42+ 31  17   1  17  17   8  16   3 A LANCE E AXE
Navarre      Cavalier     12.27  36  14   0   9  14  11  11   0 C SWORD E LANCE
Roger        Cavalier     09.28  27  10   0   7  13   6  10   0 E SWORD C LANCE
Feena        Dancer       03.55  18   3   0   3  15   9   5   0 E SWORD
Etzel        Sage         06.43+ 30   3  12  14  12   8   9  11 B TOME D STAFF

I killed Merric off because fuck him, he's not drafted anyway. I just had draco knights rush the north and I used a thief staff charge to get a Bullion. Marth, thanks to Feena, could seize on Turn 2.

Chapter 10x: 1/66

forgot to log it

Rody killed Roro. I don't need to explain what I did, hopefully.

Chapter 11: 10/76

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         12.31  32  12   0  14  14  14   9   2 C SWORD
Raven        Sage         03.74+ 41  10  22  23  23  16   4   7 A TOME E STAFF
Rody         Dracoknight  07.34+ 44  24   1  26  23  21  18   4 A LANCE E AXE
Arran        Bishop       05.78+ 26   4   4   9   9   5   5   9 E TOME D STAFF
Ogma         Dracoknight  04.28+ 44  23   1  20  18  15  19   3 C LANCE E AXE
Sirius       Dracoknight  08.23+ 33  19   1  18  19  10  17   3 A LANCE E AXE
Navarre      Mercenary    19.63  40  18   0  17  20  15  11   1 C SWORD
Roger        Fighter      10.24  32  12   0   9  14   7   7   0 E AXE
Feena        Dancer       04.06  19   3   0   4  16  10   5   0 E SWORD
Etzel        Sage         07.18+ 31   3  12  15  12   8  10  11 B TOME D STAFF

I'm not sure if I could cut down here, because I hit 10 turns and got most of the items, as well as a ton of EXP.

Chapter 12: 7/88

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         21.25  47  23   0  20  22  22  11   2 C SWORD
Raven        Sage         05.26+ 42  10  23  23  24  17   4   7 A TOME D STAFF
Rody         Dracoknight  10.53+ 47  26   1  26  23  24  21   4 A LANCE E AXE
Ogma         Paladin      05.99+ 47  22   1  21  19  16  18   7 B SWORD C LANCE
Sirius       Dracoknight  09.40+ 34  20   1  18  19  10  18   3 A LANCE E AXE
Navarre      Dracoknight  02.75+ 44  23   1  14  22  17  17   4 D LANCE E AXE
Roger        Cavalier     13.51  28  12   0   9  16  10  14   0 C LANCE E SWORD
Feena        Dancer       05.25  19   3   0   5  17  11   5   0 E SWORD
Etzel        Sage         08.05+ 32   3  13  16  13   9  10  11 B TOME D STAFF
Darros       Berserker    03.33+ 41  18   0  10  15   9  13   0 B AXE

Darros cost me 2 turns, because he blocks a chokepoint and, by blocking the chokepoint, he actually allows reinforcements to spawn for an extra turn and said reinforcements end up blocking me. So I couldn't get it done in 5 turns (although that poses the question as to how KoT managed to 5 turn this on Lunatic). I should've grinded more Dracoknights and thought ahead, I'm "sight reading" this draft more or less. Marth still was't strong or durable enough to take on the onslaught of dragons, since they're so damn powerful.

Chapter 13: 7/95

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         23.00  49  25   0  22  24  24  11   2 C SWORD
Raven        Sage         05.66+ 42  10  23  23  24  17   4   7 A TOME D STAFF
Rody         Paladin      11.13+ 50  25   1  26  25  24  19   7 A LANCE D SWORD
Ogma         Paladin      07.76+ 49  23   1  22  20  17  18   7 B SWORD C LANCE
Sirius       Dracoknight  11.14+ 35  20   1  20  21  11  20   3 A LANCE E AXE
Navarre      Dracoknight  03.11+ 44  23   1  15  23  17  17   4 D LANCE E AXE
Roger        Dracoknight  01.56+ 30  15   1  12  17  10  17   0 C LANCE D AXE
Feena        Dancer       06.10  20   4   0   5  17  12   5   0 E SWORD
Etzel        Sage         08.96+ 32   3  13  16  13   9  10  11 B TOME D STAFF
Darros       Dracoknight  04.28+ 37  18   1  13  13   9  18   3 C AXE D LANCE
Beck         Horseman     05.63+ 32  12   3  11  14   8  10   3 B BOW C SWORD
Raiden       Dracoknight  01.63+ 36  15   1  17  16  10  14   4 C LANCE E AXE

This seems like normally a 4 turn, but getting Beck cost me 3 turns. And it's one of those dumb situations where I'm 1 tile away from 1 less turn, because upon recruiting Beck I cut across the river, then I had to cut across the other river and, in order to prevent a reinforcement trap, had to stand on the River for a turn. Turn 7 I had Sirius kill the dude on the throne and I had my newly promoted dracos (I promoted Raiden as soon as I got him, and Roger was at whatever level he was at the chapter prior) to help off a bunch of units. They're doing fine as chippers.

Chapter 13x: 2/97

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         23.60  49  25   0  22  24  24  11   2 C SWORD]
Rody         Paladin      11.59+ 50  25   1  26  25  24  19   7 A LANCE D SWORD
Ogma         Paladin      08.22+ 50  24   1  23  21  18  18   7 B SWORD C LANCE
Sirius       Paladin      11.41+ 37  19   1  20  21  11  18   6 A LANCE B SWORD
Navarre      Paladin      03.71+ 46  22   1  15  23  17  15   7 C SWORD D LANCE
Feena        Dancer       06.10  20   4   0   5  17  12   5   0 E SWORD
Raiden       Paladin      01.83+ 38  14   1  17  16  10  12   7 C LANCE D SWORD

I'm not sure how a 1 turn is possible here, because of that damn ballistician in the corner. A 2 turn is extremely comfortable however, though I didn't get Iote's Shield (I might restart this). Very straightforward chapter.

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I'll take Castor just for shits and giggles.

And that means drafting has finished, thanks everyone!

I'm off for a while, but i'll be on later today.

Edited by Vicious Sal
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Chapter 14: 8/105

Name         Class        Level  HP Str Mag Skl Spd Lck Def Res Weapon
Marth        Lord         25.62  51  25   0  23  25  26  12   2 B SWORD
Ogma         Hero         10.82+ 54  24   1  28  26  19  17   4 B SWORD E AXE
Navarre      Paladin      05.94+ 48  22   1  16  24  18  16   7 C SWORD D LANCE
Rody         General      13.28+ 58  27   1  25  21  26  27   4 A LANCE E BOW
Sirius       Paladin      12.25+ 38  20   1  21  21  11  19   6 A LANCE B SWORD
Raiden       Dracoknight  02.62+ 36  16   1  18  16  10  14   4 C LANCE E AXE
Feena        Dancer       07.38  21   4   0   5  18  12   5   0 E SWORD
Roger        Dracoknight  02.06+ 31  15   1  12  18  10  17   3 C LANCE D AXE
Darros       Hero         04.89+ 41  16   1  18  17   9  15   3 B AXE D SWORD
Xane         Freelancer   05.74  20   3   0   3  11  10   6  10
Tiki         Manakete     06.00  18   6   0   6   6  13   5  10

Basically, Feena hung around the middle, and she danced Marth as he was passing. Rody was very effective as a general in this chapter because the dragons did like 5 damage to him, and Xane was an effective Rody clone for this exact reason. I'm not surew here I could've cut turns, but I managed to snag an Again staff.

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I'm busy with college as well, but why would you sign up for a draft if you're busy with others? I really don't understand this mentality.

EDIT: Look at your fucking signature dude, why are you so hellbent on joining other drafts?

Edited by Mercenary Vergil
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I will finish all of them. And there have been a lot of creative drafts lately, which I like to join out of curiosity. It is a non-issue because I will finish them. Even If I have 20 drafts, at least I finish unlike other ppl.

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I've been doing this and I'm about halfway done. Just didn't have enough time to be posting during the week. In fact here's my progress so far. Not gonna post stats or indepth logs unless I'm asked. I have pics for the stats but I'm lazy.

Chapter 1: 4/4

As long as you have Luke/Rody/Cecile this is an easy 4 turn. They have to be able to kill Lawrence or else it'll be 5.

Chapter 2: 6/10

Standard stuff here.

Chapter 3: 17/27

Pirate Luke was ORKOing everything in sight. Bord and Julian cost a bunch of turns.

Chapter 3x: 6/33

Yup.

Chapter 4: 7/40

Promoted Luke kills all.

Chapter 5: 5/45

Ditto.

Chapter 6: 6/51

The thieves let me get all the treasure without moving Marth towards them.

Chapter 6x: 2/53

Yawn.

Chapter 7: 5/58

Lots of rigged crits and a couple of dodges too.

Chapter 8: 3/61

Killed Jorge just cause.

Chapter 9: 8/69

Copied Ravens thief staff strategy and used a trade chain to get the boots farther out and let Marth get danced to move further. Which should explain the one less turn.

Chapter 10: 2/71

Merric gets a couple of nice dodges and crits.

Chapter 10x: 1/72

No explanation necessary.

Chapter 11: 10/82

Everybody was promoted, but they still kinda suck except Luke, Minerva and Bord. And by suck I mean they don't ORKO everything and get 6RKO'd in return.

Chapter 12: 6/88

Marth was not good enough to straight up rush the place.

Chapter 13: 4/92

I didn't know Feena could cross rivers, so the 4 turner took a while.

Chapter 13x: 2/94

Got the Delphi shield.

Chapter 14: 6/100

Luke and Chainey were unkillable and advanced as far as they can every turn. Used the thief staff to grab the again staff.

Chapter 15: 6/106

Barst and Minverva crossed the river and everyone else went through Est's side.

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