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[FE12 H3] The one where the free silvers get good


Gradivus.
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Chapter 5 - 14/60 Turns

Could have 9 turned, but I opted to take the 5 extra turns to allow for units that aren't Palla (in particular, Barst) to soak some Dracoknight and Sniper EXP. Deployed Matthis as a Mage because he is more useful as that than anything else. He helped a little by chipping the Iron Sword Thief and one of the Snipers! Debated killing Jeorge for early Parthia but tbh I really doubt I'll need it.

I drilled Cecille for a HP STR SPD DEF level before doing the map so she consistently ORKOs Mages with Tauros, and doubles Snipers.

Cecille kills Rickard because the 30ish EXP he gives is worth more than what his Iron Sword sells for. Julian passed the VIP Card from the convoy to Arran on Turn 2. The Master Seal thief is killed by Palla on Turn 3, and she kills the top DracoKnight on EP, whilst I use a damaged Arran to reliably pull the other 3 ones over, then set up a formation of Barst, Marth and Cecille to engage them on EP safely. MU with Nosferatu pulls the top 3 Snipers, Ryan pulls the bottom one, Jeorge doesn't fight anybody and gets surrounded by Julian, Cord, Matthis and Warren. Marth protects the Village with the Devil Sword, then I had everyone else clear through the Bridge, Marth helping to kill one of the Armor Knights with a Rescue staff use. Arran bought a Master Seal (for Ryan) and Cecille bought 2 Door Keys.

Draco kill distribution - Palla 1, Ryan 1, Marth 1, Barst 1

Sniper kill distribution - Palla 1, Marth 1, Cecille 1, Barst 1, Ryan 1

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS

Marth       Lord            13.51  33  14  00  15  18  16  11  00  C Swd           Growth Drop, 1 Wing
MyUnit      Mage            14.97  32  06  15  16  16  13  02  06  B Tme
Palla       D.Knight     12/04.52  40  18  01  16  19  10  18  03  B Lnc D Axe     1 Robe, 1 Shield
Ryan        Hunter          13.73  30  17  00  17  15  09  08  00  B Bow
Cecille     Cavalier        14.45  29  12  03  17  19  13  10  00  C Swd D Lnc
Barst       Fighter         07.90  28  14  00  11  12  06  08  00  D Axe
Arran       General         04.90  33  12  01  10  08  04  18  03  B Lnc E Bow
Malicia     Cleric          08.91  29  00  06  04  09  15  04  07  B Stf
Cord        Curate          08.09  19  02  05  06  10  06  05  08  D Stf
Warren      Hunter          03.22  23  07  00  06  08  01  04  00  D Bow
Matthis     Mage            04.24  19  02  03  02  04  01  04  03  E Tme

I'm going to drill MU as a Cavalier with the Lady Sword and rig defence, then promote her and use her as the Rescue user in Chapter 6. Ryan will get drilled then promoted, as I really need another flier on Chapter 7, and his stats are currently great anyway. Barst will probably get drilled then reclassed to Pirate. I think the extra EXP I got him on this map will help him to catch up, as I'm hopeful he can reach solid enough stats to promote by Chapter 11.

Palla hitting D Axes means she can now use Hand Axes. I may forge her one that she and Barst can use against Wyverns and stuff later on. Cecille hits C Swords right on time for my planned Lang bosskill. I can continue to focus on her Lance Rank now, as ultimately it will likely be better to get her to Silver Lances instead of Silver Swords, as that allows for use of the Brave Lance forge later on (which has more broad use), and Arms Scrolled for Gradivus. Cain is more likely to be the one using Mercurius.

^Well to be fair, almost no draft types allow for meatshielding so outside of FE11 (can probably add a no meatshielding skip gaidens rule or something tbh) sacrafices are pretty rare.

True, but you're still encouraged to kill off undrafted units and stuff if you can, which also doesn't sit well with me.

Edited by Irysa
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  • 2 weeks later...
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Chapter 6 - 5/65 Turns

The 4 Turn was probably doable too, although I'd have had to kill Samto instead of recruiting him, but I'd prefer for Rescue Staff charges to save more than 1 Turn. Julian got the Large Bullion.

Drilled Ryan as an Archer for HP SPD LCK DEF and promoted. Drilled Barst as a Pirate for HP STR SKL SPD. Drilled MU as a Cavalier with an Iron Sword (Lady turned out to be unnecessary) for HP STR LCK DEF and promoted.

As mentioned before, MU fills the role of the Rescuer. Palla replicates MU's usual charge leading and then Ryan sort of replicates Palla.

The stat check at the beginning is to make sure the enemy Mage who attacks Arran on Turn 1 is not reduced to 50% of his HP from the counter (triggers Physic Bishop). If he spawns with 26 HP and 3 Def then Arran can go Paladin instead so that he doesnt do 13 points of damage. The Knight should not roll 15 Str or Pirate!Barst is 3HKO'd even with a Heal from Malicia. I could have deployed Fighter Barst to alleviate that but I feel more comfortable about rigging Barst Speed if he's in Pirate. I was tempted to forge Barst's Hand Axe a little but ended up cheesing it with Battle Saves.

The enemy formation on Turn 4 EP is a bit random but the formation I use means I only need 2 out of 3 enemies to avoid the path to Samto in order to recruit him, which is primarily useful for his Killing Edge. If I'd wanted to I could have done something like sacrificed Warren to allow Palla to take another round of combat, meaning I wouldnt need the enemies to go straight at all, but this current strat probably works about 30% of the time anyway.

Cecille only has to hit one of her Armorslayers against Lang, as if she misses one then Palla could double with the Silver Lance to secure the kill.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS

Marth       Lord            13.71  33  14  00  15  18  16  11  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/02.01  40  08  16  18  18  15  04  12  B Tme D Stf
Palla       D.Knight     12/05.54  40  19  01  17  19  10  19  03  A Lnc D Axe      1 Robe, 1 Shield
Ryan        Horseman     14/01.97  33  17  00  19  18  10  12  03  B Bow E Swd
Cecille     Cavalier        14.66  29  12  03  17  19  13  10  00  C Swd D Lnc
Barst       Pirate          09.60  26  16  00  10  16  07  09  00  D Axe
Arran       D.Knight        05.07  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Cleric          09.75  20  00  07  04  10  16  04  08  B Stf
Cord        Curate          08.57  19  02  05  06  10  06  05  08  D Stf
Warren      Hunter          03.22  23  07  00  06  08  01  04  00  D Bow
Matthis     Mage            04.24  19  02  03  02  04  01  04  03  E Tme

Prob going to 2 Turn 6x.

Edited by Irysa
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  • 2 months later...

C13 5/88 turns

Sold 70 Steel Sword and 70 Steel Lance; forged +2 Wyrmslayer (-546G)

Promoted Elrean and Malicia. Used Energy Drop on Marth and Dracoshield on Palla.

Cash remaining: 506G

Elrean finally gets his promotion at level 18, which immediately comes in handy for some Levin Sword action as a Swordmaster, allowing him to take on the right side of the map. He also has 39 HP and 16 Def as an SM, which is pretty solid. Marth gets an Energy Drop since he needs more Str for lategame and it allows him to finish off his Wyvern on turn 3 regardless of level ups (although Palla crit so it didn't matter). The Dracoshield on Palla allows her to take more hits, which was very handy on this map because Yumina and Malicia can't reach her except with Physic.

The rest of my units go to the castle through the river, with Palla, MU and Horace being fliers. Palla again makes good use of her high Def and leads the charge, softening many Dragons with a Javelin so others can pick up the kills. Reclassed Sirius to Sniper so he can kill the DM on turn 1 reliably and has higher hit against the Wyvern. MU's high Spd and Skl allow for a pretty reliable bosskill (65% chance), but obviously, I still used a map save for it.

Also got Robert. He doesn't add anything useful to the team due to his bad bases, so he's benched.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            18.47 40  19   0  19  24  21  14   1  C Swd           Growth Drop, 1 Wing, 1 Drop
Rody        Horseman      16/5.52 35  20   1  17  23  14  14   3  C Swd C Bow
Palla       Dracoknight  10/11.81 42  19   1  20  22  11  21   3  A Lnc E Axe     1 Wing, 2 Shields, 1 Robe
Navarre     Hero          14/3.44 37  17   1  22  23  12  12   3  B Swd E Axe
Elrean      Swordmaster   18/3.49 41   6  11  19  26   5  16   4  C Swd           1 Scroll, 1 Dust
Sirius      Sniper       xx/10.21 38  19   1  23  23   8  13   3  C Bow
MyUnit      Falcoknight   18/5.38 41  21   8  25  26  16  15  10  D Swd A Lnc
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Yumina      Sage          10/3.15 25   3  11   6  14  13   6   3  D Mgc B Stf
Malicia     Sage          14/1.58 26   3  10   5  15  15   8   6  D Mgc A Stf
Horace      Dracoknight   xx/9.20 31  20   1  17  17   7  16   3  B Lnc E Axe
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Feena       Dancer           6.58 17   7   0   6  16  13   7   0  E Swd
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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C13x 2/90 turns

No expenditures or sellings made.

Used Arms Scroll on Rody as a Sniper.

Cash remaining: 506G.

Ran into complications when trying it the traditional way (which involves splitting up to kill the enemies above the start on turn 1 PP), so I used less units above the start and more to the right, which allows another ballista to live. To deal with that issue, I placed Feena and Marth on tiles that barely aren't within either of the ballista ranges. I also needed Palla with a lance to distract a Fighter from Marth to avoid a death risk. She barely took the same amount of damage as he with WTD (and got attacked due to lower avo), but I could simply have swapped her role with MU's if she had more def. Marth also ORKOed both Myrmidons because he has a ridiculous 24 Spd, I guess I could've given him Scorpio or Drill Grounds had he not been fast enough.
Also made use of AI shenanigans to bait the boss area, Elrean faces 3 Crit from the ballista, so he gets attacked, and Sirius distracts the Fighter from Rody by having less Def.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            19.16 41  22   0  20  25  22  14   1  C Swd           Growth Drop, 1 Wing, 1 Drop
Rody        Horseman      16/6.00 36  21   1  17  24  14  14   3  C Swd B Bow     1 Scroll
Palla       Paladin      10/11.95 44  18   1  20  22  11  19   6  E Swd A Lnc     1 Wing, 2 Shields, 1 Robe
Elrean      Sage          18/4.43 42   4  15  10  17   5  13   6  A Mgc E Stf     1 Scroll, 1 Dust
Sirius      Sniper       xx/10.49 38  19   1  23  23   8  13   3  C Bow
MyUnit      Paladin       18/6.15 44  22   8  24  24  16  17   7  D Swd A Lnc
Navarre     Hero          14/3.44 37  17   1  22  23  12  12   3  B Swd E Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Yumina      Sage          10/3.15 25   3  11   6  14  13   6   3  D Mgc B Stf
Malicia     Sage          14/1.58 26   3  10   5  15  15   8   6  D Mgc A Stf
Horace      Dracoknight   xx/9.20 31  20   1  17  17   7  16   3  B Lnc E Axe
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Feena       Dancer           6.58 17   7   0   6  16  13   7   0  E Swd
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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C14 4/94 turns

Drill Grounded Palla (-1260G)
Sold 59 Iron Sword, 93 Steel Sword and 20 Killing Edge; forged +1 Mt Wyrmslayer; drill grounded Palla (+1006G)

Cash remaining: 272G.

Came up with this strat surprisingly quickly. First of all, I topped off Palla's level via Drill Grounds since I felt she needs some more Str and Def. It also facilitates her job of being my main frontliner on this map.

The first objective of the chapter is killing the Fortify Thief asap. This isn't easy because you either need 28 Spd or 41 Atk to do it reliably, and you also need to have 8 mov + 2 range or better to reach him on turn 1. Because I couldn't leave a unit within range of the two dragons without missing someone important (like Palla or R3ndom) in the middle or the unit dying, I decided to use an extra rescue use and have Sirius do it with a Devil Sword + stacked Str shards since it was the easiest way to get everyone into the right position.

The Ice Dragons were pretty manageable since most people either had the magic 22 Spd and a good weapon (special mention to Rody for counterkilling them with Parthia) or, in Sirius' case, could finish off after a small Javelin chip from Palla with the big Dragonpike forge.

The opening presents a decent challenge since the map throws 6 thieves and a lot of Ice Dragons and Dark Mages at the player, all of which hit hard. R3ndom's Spd cap lets her double the Thieves reliably with Scorpio and Palla's durability allows her to take on two DMs and a Dragon. With Sirius' through-wall bait against a Dragon and a Dark Mage, my team did pretty well to thin out their numbers, so cleaning up on turn 2 wasn't a big challenge.

After that, I proceeded to the throne room. Palla of course led the charge, with R3ndom, Navarre and Sirius being there to clean up. Palla's position is important so the tile that Marth must get rescued to isn't blocked.

On top of the Again, I also thief staffed the Swordslayer since I had 4 uses remaining and didn't find a better place to use the 4th one.

Also, I now have Xane, who immediately came in handy for using Fortify here. He can fulfill lots of roles, so he'll stay part of my core team.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            19.93 41  22   0  20  25  22  14   1  C Swd           Growth Drop, 1 Wing, 1 Drop
Rody        Sniper        16/9.51 43  24   1  21  28  15  17   3  A Bow           1 Scroll
Palla       Paladin      10/13.40 46  20   1  22  22  11  20   6  E Swd A Lnc     1 Wing, 2 Shields, 1 Robe
Elrean      Swordmaster   18/4.69 42   6  11  19  26   5  16   4  C Swd           1 Scroll, 1 Dust
Sirius      Paladin      xx/12.00 38  21   1  22  21  10  15   7  B Swd A Lnc
MyUnit      Falcoknight   18/8.00 44  21   8  26  26  16  17  10  D Swd A Lnc
Navarre     Hero          14/5.42 39  19   1  23  23  14  13   3  B Swd E Axe
Yumina      Sage          10/4.46 25   3  11   7  15  14   6   3  D Mgc B Stf
Malicia     Sage          14/2.26 26   3  10   5  16  15   8   7  D Mgc A Stf
Horace      Swordmaster  xx/10.42 33  18   1  23  24   7  12   3  C Swd
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Feena       Dancer           6.58 17   7   0   6  16  13   7   0  E Swd
Xane        Freelancer       6.15 20   3   0   3  11  11   6  10  -
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd

C15 will be a total pain, having to use my flier squad to rout the boss area while taking on the enemy groups above the prison without Nosferatu while making sure Marth gets through quickly, gg me.

Edited by Gradivus.
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  • 4 weeks later...

C15 7/101 turns

Drill Grounded Elrean (-1010G)
Bought Spirit Dust; sold 2 Master Seals and 1 Bullion (L) (+10000G)

Used Spirit Dust on Elrean.

Cash remaining: 9262G.

This wasn't as hard as expected. With Rody reclassed to Berserker and Xane, I had 6 units capable of crossing the water and with correct use of the Starsphere, everyone could kill an enemy in the boss area (MU's Spd cap lets her stand out for killing Snipers), which means only the Killer Lance!General and Abel have to be tanked on the first EP. Needless to say, Abel hits like a piece of tinfoil with his 22 Atk, so this isn't hard.

The second threat on this map are the forces above the prison cell. After the boss area assault, I still had some units left, so I dedicated them to weakening them on EP. The formation is pretty cool - Elrean faces crit chances, so he gets attacked first, and the AI for the Paladins in this chapter has an inbuilt factor to attack Marth, so he's under fire next. My units can only be attacked from one tile each and don't kill on retaliation (barring crits from Marth/Elrean, which force me to restart), so the Paladins have to spread out their attacks.

On turn 2, my team cleans up the enemies. With my flier squad, I have enough manpower to also kill 3/4 of the yet stationary Sniper + Knights + Mage group above the prison, allowing Marth to advance more quickly. MU easily 2RKOes the General boss with a silver lance and Est makes her first (and possibly last) contribution in the main story by opening a door and blocking a fort. After that, the map is pretty much combat-empty and I just have my units collect some droppables from the Thieves while Marth makes his way to the gate.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            21.13 43  23   0  21  25  24  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
Rody        Berserker    16/10.13 44  26   1  16  28  16  17   0  D Axe           1 Scroll
Palla       Dracoknight  10/13.75 44  21   1  22  22  11  22   3  A Lnc E Axe     1 Wing, 2 Shields, 1 Robe
Elrean      Swordmaster   18/5.74 43   6  14  20  26   5  16   4  C Swd           1 Scroll, 2 Dusts
Sirius      Dracoknight  xx/12.30 36  22   1  22  21  10  17   4  A Lnc E Axe
MyUnit      Falcoknight   18/9.40 44  21   9  26  26  17  17  10  D Swd A Lnc
Horace      Dracoknight  xx/11.32 32  21   1  18  18   8  17   3  B Lnc E Axe
Navarre     Swordmaster   14/6.29 38  19   1  25  25  15  13   3  A Swd
Yumina      Sage          10/5.29 26   3  11   7  15  15   7   3  D Mgc A Stf
Malicia     Sage          14/3.31 27   3  11   6  17  16   8   8  D Mgc A Stf
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Feena       Dancer           8.02 18   8   0   8  18  15   9   0  E Swd
Xane        Freelancer       6.85 20   3   0   3  11  11   6  10  -
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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Chapter 6x - 2/67 Turns

I was bored and didn't feel like doing anything else so I did 6x instead today. I probably won't be continuing until I finish my FE6 LTC though.

Opted not to 1 turn because the Rescue staff is probably more useful to me elsewhere and EXP soaking is fine in my book. Deployed Marth, Sage!MU, Sniper!Ryan, Sniper!Palla, Cav!Cecille, Pirate!Barst and Swordmaster!Arran. Ryan is deployed as a Sniper for a better chance to get speed, despite the fact he could get to A Bows by being a Horseman on this map.

Cecille Armorslayers the Armorknight in the way then convoys the Armorslayer to leave herself equipped with an Iron Lance on EP. Barst ORKOs a central island Fighter, Arran and Marth team up on the other one, Ryan and Palla kill the Fighters on the side islands from above. MU Heals Cecille. Barst ORKOing one of the Fighters is uneccessary because I could have rigged a crit for Marth to let Arran + Barst team up on one instead, or had something like Paladin!MU with the Lady Sword ORKO one of them (average stats let her do this, although she's rigged enough to double and ORKO as a Sage anyway), with a staffbot to heal Cecille deployed instead of Arran, and Barst and Marth teaming up. It does however allow for MU to continue trying to work on her staff rank a little. I'm optimistic that she can get to C Staves as a Bishop at some point.

Anyway on EP the Archers suicide into Ryan and Palla, Cecille chips one Fighter and another Fighter attacks Palla, whilst Caeser attacks Ryan. On Turn 2 Ryan chips the boss for Palla, who doubles and finishes him off, MU Heals Arran who then chips a Fighter for Barst to finish off, Cecille finishes a Fighter herself and Marth seizes.

It was a short map so I reset a bunch with the aim of getting Barst a good level again, but my other units didn't do badly at all either. Cecille is capped on Speed in Cav now so I will probably be trying to drill her as an Archer on her subsequent levelups to allow for the OP instant 26 AS Falco promotion.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS

Marth       Lord            13.86  33  14  00  15  18  16  11  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/02.17  40  08  16  18  18  15  04  12  B Tme D Stf
Palla       D.Knight     12/05.54  40  19  01  17  19  10  19  03  A Lnc D Axe      1 Robe, 1 Shield
Ryan        Horseman     14/02.35  33  17  00  20  19  11  13  03  B Bow E Swd
Cecille     Cavalier        15.04  30  12  03  18  20  14  10  00  C Swd D Lnc
Barst       Pirate          10.06  27  17  00  11  17  08  09  00  D Axe
Arran       D.Knight        05.19  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Cleric          09.75  20  00  07  04  10  16  04  08  B Stf
Cord        Curate          08.57  19  02  05  06  10  06  05  08  D Stf
Edited by Irysa
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  • 3 weeks later...

C16 2/103 turns

Drill Grounded Palla (-1380G)
Bought Spirit Dust, forged +2 Swordslayer (-5620G)
Used Spirit Dust on Elrean, Lck Bonds on Palla and Elrean and Spd Bond on Sirius.

The biggest challenge in this chapter comes from the deployment limit. You have to split up your army to bait Astram's squad and get the Geosphere while having enough staff users to use Thief on the chests, and preferably use a map save to crit the Geosphere Thief. To make the strat more reliable, I made convenient use of droppable weapons - R3ndom needed the Starsphere to double the first Thief, and can convoy drop it off of his Pure Water by having a full inventory. This allows Bishop!Sirius to get it via tradechain, preventing the Sniper from doubling him due to the Spd Bond. With his low Lck, he baits the Sniper away from Palla (Lck Bond so her Lck is higher than his) since she can't take a 3rd hit as an SM.

Making the throne room assault reliable required the Starsphere aswell, so Sirius convoy dropped it by using Thief with a full inventory. I also convoy dropped the Mercurius (+2 Swordslayer forge to OHKO him since Palla is at low health after turn 1), since the Soldier next to the door can roll up on Def, in which case Navarre needs Mercurius to kill reliably. Marth with Starsphere could've killed the General regardless of stat rolls with the Armorslayer, while Elrean with another Spirit Dust + Starsphere had just enough Atk to ORKO the Sniper (he also got a Lck bond to reduce the crit he faces). On Lunatic, the Geosphere Thief has a very weird placement, forcing me to Javelin crit him to kill him on turn 2 (otherwise the clear requires a rescue use). It's silly because it almost looks like the designers tried to troll LTC players.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            21.46 43  23   0  21  25  24  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
Rody        Horseman     16/10.63 40  23   1  20  27  16  17   3  C Swd B Bow     1 Scroll
Palla       Swordmaster  10/14.56 47  19   1  29  28  11  19   3  C Swd           1 Wing, 2 Shields, 1 Robe
Elrean      Swordmaster   18/6.04 44   7  16  21  27   5  16   4  C Swd           1 Scroll, 3 Dusts
Sirius      Bishop       xx/12.53 38  15   3  19  18  10  10  10  E Mgc D Stf
MyUnit      Falcoknight   18/9.93 44  21   9  26  26  17  17  10  D Swd A Lnc
Horace      Dracoknight  xx/11.32 32  21   1  18  18   8  17   3  B Lnc E Axe
Navarre     Swordmaster   14/6.46 38  19   1  25  25  15  13   3  A Swd
Yumina      Sage          10/5.54 26   3  11   7  15  15   7   3  D Mgc A Stf
Malicia     Sage          14/3.31 27   3  11   6  17  16   8   8  D Mgc A Stf
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Feena       Dancer           8.34 18   8   0   8  18  15   9   0  E Swd
Xane        Freelancer       7.15 20   3   0   3  11  11   6  10  - 
Edited by Gradivus.
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C16x 2/105 turns

Sold Bullion (L) (+10000G)

Used Speedwing on Navarre.

Cash remaining: 12262G.

Standard General!MU strat. Gave Navarre one of my Speedwings so he can keep doubling more easily. That puts him at 27 Spd, so he can ORKO the Berserkers (23 Spd) without crits, though he still needs one crit or dodge so he doesn't die to two counterattacks, which is pretty likely with Master Sword critrate + Geosphere. In retrospect I could've done the chapter without any RNG reliance, but I didn't really care to change my strat because this one has a ~90% chance anyway and I'm happy with the kill distribution (which would've been slightly worse with the alternative strat, not that it's a dealbreaker). Recruited Katarina to sell her Nosferatu.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            21.56 43  23   0  21  25  24  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      General      18/10.40 53  23   7  23  21  18  26   4  A Lnc E Bow
Rody        Horseman     16/11.03 40  24   1  20  28  16  17   3  C Swd B Bow     1 Scroll
Palla       Swordmaster  10/14.71 47  19   1  29  28  11  19   3  C Swd           1 Wing, 2 Shields, 1 Robe
Sirius      Paladin      xx/12.76 38  21   1  22  21  10  15   7  B Swd A Lnc
Navarre     Swordmaster   14/6.46 39  20   1  25  28  15  13   3  A Swd           1 Wing
Elrean      Swordmaster   18/6.04 44   7  16  21  27   5  16   4  C Swd           1 Scroll, 3 Dusts
Horace      Dracoknight  xx/11.32 32  21   1  18  18   8  17   3  B Lnc E Axe
Yumina      Sage          10/5.54 26   3  11   7  15  15   7   3  D Mgc A Stf
Malicia     Sage          14/3.31 27   3  11   6  17  16   8   8  D Mgc A Stf
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Feena       Dancer           8.66 18   8   0   8  18  15   9   0  E Swd
Xane        Freelancer       7.15 20   3   0   3  11  11   6  10  - 
Edited by Gradivus.
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  • 1 month later...

C17 5/110 turns

No expenditures or sellings made.

Cash remaining: 12262G.

My units weren't quite strong enough for a more aggressive opening, so I played it more defensively. Took advantage of the chokepoint with Palla and R3ndom to protect Feena, since otherwise the nearest Warrior in the central area would've been able to attack her. With the Feena dance + Again staff trick, Marth can just skip through the boss area. I considered trying a tank throne room with Palla + kill Sheema strategy to save that Again use, but I didn't find a way to make it work reliably because Elrean is all the way up there to kill Dracoknights until turn 2, and he would've gotten ambush spawn'd to death had I opened the door on turn 4.

The next map will be interesting since I don't have a Nostank or a lot of good General killers.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            21.96 43  23   0  21  25  24  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Paladin      18/10.67 47  22   7  25  24  18  19   7  D Swd A Lnc
Rody        Horseman     16/11.57 40  24   1  20  28  16  17   3  C Swd B Bow     1 Scroll
Palla       Dracoknight  10/15.11 46  23   1  24  23  11  24   3  A Lnc E Axe     1 Wing, 2 Shields, 1 Robe
Sirius      Swordmaster  xx/13.31 39  20   1  28  27  11  13   4  A Swd
Navarre     Swordmaster   14/9.16 41  21   1  26  30  17  13   3  A Swd           1 Wing
Elrean      Sage          18/7.08 45   5  21  12  19   5  13   6  A Mgc E Stf     1 Scroll, 3 Dusts
Yumina      Sage          10/6.19 26   3  12   7  15  16   7   4  D Mgc A Stf
Malicia     Sage          14/3.90 27   3  11   6  17  16   8   8  D Mgc A Stf
Horace      Dracoknight  xx/11.32 32  21   1  18  18   8  17   3  B Lnc E Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Darros      Berserker     xx/3.18 41  18   0  10  15   9  13   0  B Axe
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Feena       Dancer           8.66 18   8   0   8  18  15   9   0  E Swd
Xane        Freelancer       7.45 20   3   0   3  11  11   6  10  - 
Edited by Gradivus.
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  • 3 weeks later...

C18 2/112 turns

No sellings or expenditures made.

Cash remaining: 12262G.

I ended up skipping most Generals because Palla pulling them from below made most of them line up at the bottom edge of the pass, so that only two Dracoknights, a Bishop and the boss were in the way to the gate. The Wyverns went down to Mercurius!Sirius and Excalibur!Elrean, and the Bishops have pretty bad stats, so Rody could kill the one in the way pretty easily. Palla was assisted by Dracoknight!Darros (Horace had the same Def but not enough HP to tank both Ballistae) to distract the Ballistae from her on turn 1 and provide crit bonus against the boss with Geosphere. The chance for the bosskill was roughly 70%.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            21.96 43  23   0  21  25  24  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Falcoknight  18/10.87 45  21   9  26  26  18  18  10  D Swd A Lnc
Rody        Dracoknight  16/11.74 40  26   1  19  20  16  21   3  D Lnc E Axe     1 Scroll
Palla       Dracoknight  10/15.26 46  23   1  24  23  11  24   3  A Lnc E Axe     1 Wing, 2 Shields, 1 Robe
Sirius      Swordmaster  xx/13.54 39  20   1  28  27  11  13   4  A Swd
Navarre     Swordmaster   14/9.46 41  21   1  26  30  17  13   3  A Swd           1 Wing
Elrean      Sage          18/7.45 45   5  21  12  19   5  13   6  A Mgc E Stf     1 Scroll, 3 Dusts
Yumina      Sage          10/6.57 26   3  12   7  15  16   7   4  D Mgc A Stf
Malicia     Sage          14/4.15 27   3  11   6  18  17   8   8  D Mgc A Stf
Horace      Dracoknight  xx/11.32 32  21   1  18  18   8  17   3  B Lnc E Axe
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Feena       Dancer           9.44 18   8   0   8  19  15   9   0  E Swd
Xane        Freelancer       7.82 21   3   0   3  11  12   7  10  -
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  • 4 months later...

C19 5/117 turns

Bought Dracoshield (-2500G)

Sold 70 Steel Sword (+874G)

Forged +5 Mt, +5 Hit Ridersbane called Polepike (-10200G)

Used Dracoshield and Angelic Robe on Palla.

Cash remaining: 436G.

The challenges on this map come in groups. Palla needed some extra help in form of statboosters to take four hits at 40+ Atk when pulling the Paladin Storm. A +5 Mt Ridersbane forge, along with +5 hit to make it reliable, allowed her to cleanly OHKO the Paladins, leaving only three to be dealt with the following turn. Against Sedgar's squad, I could only counterkill one Horseman, but the Horsemen went down easily to Ridersbane forge or just two attacks from a fast unit, and Sedgar is super easy to kill, so I had enough manpower to kill the Horsemen and the Ballista and prepare to kill the boss. The place where Palla landed on turn 4 isn't part of the area that triggers reinforcements, which was handy to get the General out of the way without needing to kill him. Xane killed Wolf for a free Dracoshield.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            22.56 43  24   0  22  25  25  15   1  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Falcoknight  18/11.87 46  21   9  26  26  19  19  10  D Swd A Lnc
Rody        Horseman     16/12.24 40  24   1  20  29  17  17   3  C Swd B Bow     1 Scroll
Palla       Dracoknight  10/16.56 54  23   1  25  23  11  27   3  A Lnc E Axe     1 Wing, 3 Shields, 2 Robes
Sirius      Dracoknight  xx/13.88 37  23   1  22  21  11  17   4  A Lnc E Axe
Navarre     Swordmaster  14/10.12 42  21   1  26  30  18  13   3  A Swd           1 Wing
Elrean      Sage          18/8.49 46   5  21  13  19   6  13   7  A Mgc E Stf     1 Scroll, 3 Dusts
Yumina      Sage          10/7.14 27   3  12   7  16  17   7   4  D Mgc A Stf
Malicia     Sage          14/4.95 27   3  11   6  18  17   8   8  D Mgc A Stf
Horace      Dracoknight  xx/11.41 32  21   1  18  18   8  17   3  B Lnc E Axe
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Feena       Dancer          10.19 18   8   0   9  20  16   9   0  E Swd
Xane        Freelancer       8.18 22   3   0   4  12  12   8  10  -
Edited by Gradivus.
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  • 4 weeks later...

C20 5/122 turns

Bought 1 Angelic Robe (-2500G).

Sold 71 Steel Sword, 45 Rapier, 67 Iron Lance, 190 Steel Lance, 106 Javelin (+6173G).

Forged +1 Mt Armorslayer, called General? (-1000G).

Drill Grounded Rody twice (-2720G).

Used Str and Luck Bonds on Navarre, Arms Scroll on Rody, Spirit Dust on Elrean and Angelic Robe on Feena.

Cash remaining: 389G.

Took some pretty complicated stuff to 5-turn with my team. Anyway, Rody now has both Str and Spd capped, and he made good use of 30 Spd in this chapter. Feena got a Robe so she doesn't die to swarm. I had to use Again (which I hammerned at the start of the map) on Feena so I can kill as many enemies as possible. There were some mistakes in this clear, but I was not willing to restart it. a) Rody should've killed the Sniper on turn 3 with Wo Dao, not Killer Bow, since it was a lot riskier to attack at range with a lower crit rate. Forgot about that entirely during the preparations (and the killer bow was in fact just for Drill grounds and I was lucky to have it). b) I moved Elrean into the treasure room on turn 4, when he should've prepared to get the map save. This cost me the fortify staff that Xane could've gotten had he not needed to get the save point. Used a double regalia crit strat for Hardin since I didn't have a strong Hauteclere user that can do it with just one.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            23.13 45  26   0  25  27  28  18   3  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Falcoknight  18/12.67 47  21   9  26  26  20  20  10  D Swd A Lnc
Rody        Horseman     16/14.65 41  24   1  20  30  19  18   3  C Swd A Bow     2 Scrolls
Palla       Paladin      10/17.14 57  22   1  26  24  11  26   6  E Swd A Lnc     1 Wing, 3 Shields, 2 Robes
Sirius      Paladin      xx/14.48 40  22   1  23  21  11  15   7  B Swd A Lnc
Navarre     Swordmaster  14/12.59 43  23   1  27  30  20  13   3  A Swd           1 Wing
Elrean      Swordmaster   18/9.02 47   7  19  22  29   6  17   5  C Swd           1 Scroll, 4 Dusts
Yumina      Sage          10/8.00 28   3  12   8  17  18   7   4  D Mgc A Stf
Malicia     Sage          14/6.10 28   3  11   7  20  17   9   9  D Mgc A Stf
Horace      Dracoknight  xx/11.41 32  21   1  18  18   8  17   3  B Lnc E Axe
Feena       Dancer          11.09 25  10   0  10  21  17   9   0  E Swd           1 Robe
Xane        Freelancer       8.51 22   3   0   4  12  12   8  10  -
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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  • 3 weeks later...

C7 - 5/72 Turns

Standard 5 turn clear. This Chapter is the biggest reason why I bought the Secret Shop Master Seal for Ryan in Chapter 5. Having 3 Dracoknights and 4 total fliers makes it trivial to grab all the loot and clear the way for Marth. Marth can oneshot Thieves with the Devil Sword and a Str Shard, which is handy but not neccessary.

Merc Samto fufills 3 niches; he can cover for Barst missing an Iron Axe, provides an extra heal target for the final turn, and can walk on Cave tiles to get the Physic. He's the only unit I can spare that does this whilst not getting ORKO'd by the reinforcement Cavaliers!

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            14.57  34  15  00  16  19  17  12  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/02.57  40  08  16  18  18  15  04  12  B Tme D Stf
Palla       D.Knight     12/07.22  42  20  01  19  21  12  20  03  A Lnc D Axe      1 Robe, 1 Shield
Ryan        Horseman     14/03.03  34  18  00  21  20  12  14  00  B Bow E Swd
Cecille     Cavalier        15.87  30  12  03  18  20  14  10  00  C Swd D Lnc
Barst       Pirate          11.06  28  18  00  12  18  08  09  00  D Axe
Arran       D.Knight        05.37  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Cleric          10.58  21  00  08  04  11  16  05  08  B Stf
Cord        Curate          09.20  20  02  06  06  11  07  05  08  C Stf

 

Edited by Irysa
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C8 - 3/75 Turns

3 Turns

Drilled Cecille for HP STR SPD DEF.

Uninteresting rescueless 3 Turn. At least I got quite a lot of promoted kills and the Arms Scroll. Lol at Warrior Ryan doubling...I really overrigged him in Prologue.

EDIT: GDI I just realised I should have bought a Silver Bow since I didn't kill the Sniper with MU. :|

EDIT2: Redid the last turn so MU Auras the Sniper instead for the Silver Bow. Cain got the same level, Barst got a worse one.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES WEXP            BOOSTERS
Marth       Lord            15.05  35  16  00  17  20  17  13  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/03.22  41  08  16  18  19  16  04  13  B Tme D Stf
Palla       D.Knight     12/08.28  43  21  01  20  22  12  20  03  A Lnc D Axe      1 Robe, 1 Shield
Ryan        Horseman     14/03.66  34  18  00  21  20  12  14  03  A Bow E Swd
Cecille     Cavalier        16.64  31  13  03  18  20  14  11  00  C Swd D Lnc
Barst       Pirate          12.13  29  18  00  13  18  09  10  00  D Axe
Cain        Cavalier        11.62  29  13  00  11  12  06  12  00  C Swd D Lnc
Arran       D.Knight        05.37  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Cleric          10.88  21  00  08  04  11  16  05  08  B Stf
Cord        Curate          09.73  20  02  06  06  11  07  05  08  C Stf
Edited by Irysa
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C9 - 5/80

5 Turns

Drilled Cecille for HP STR SPD DEF

Drilled Malicia for HP MAG RES and promoted.

Promoted Barst.

Gave Palla a Robe.

Palla's strong enough right now to pull off the MU Etzel pull strats, which is pretty amazing since I'm pretty sure I couldn't 6 turn if Marth had to recruit Etzel near the start. Malicia was promoted since she doesn't ORKO Mages and the extra Mag makes sure Palla can always be healthy enough to survive everything. Palla dodged a Mage in the video but she can always survive everything with at least 1 HP. The only thing it changed is that Malicia normally has to Physic her on Turn 4 (unless the Swarm Bishop misses), but since there's nothing important she needs to do that turn it doesnt matter.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES WEXP            BOOSTERS
Marth       Lord            15.32  35  16  00  17  20  17  13  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/04.28  42  08  16  19  20  16  04  14  B Tme D Stf
Palla       D.Knight     12/09.34  51  22  01  21  23  12  20  03  A Lnc D Axe      2 Robes, 1 Shield
Ryan        Horseman     14/04.26  35  18  00  22  21  12  14  03  A Bow E Swd
Barst       D.Knight     12/02.51  32  19  00  18  18  09  16  03  D Lnc C Axe
Cecille     Cavalier        17.70  32  14  03  18  20  14  12  00  C Swd C Lnc
Cain        Cavalier        13.00  31  14  00  13  14  08  13  00  C Swd D Lnc
Arran       D.Knight        05.64  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Sage         11/02.04  29  03  13  05  13  17  07  07  D Tme B Stf
Etzel       Sorcerer        06.08  30  02  11  14  12  08  10  12  B Tme D Stf
Cord        Curate          10.50  21  02  06  07  11  08  05  08  C Stf

The 2 turn of 10 without Minerva is annoying >:(

 

Edited by Irysa
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C10 - 2/82 Turns

 

Not having Minerva to oneshot Shaver Mages is annoying but was workable since Ryan and Barst both have solid Strength (though both of them need the Mage to roll down on at least 1 of HP or Def). The Physic on Cecille on T1 was technically uneccessary since she has the bulk to survive the Merc with the extra Res she got from being Barried/Shards (and all the durability rigging I did for her in Prologue/Drill Grounds), but I did it anyway to make up for the Physic I didn't have to use on Palla last map due to a miss. Killed Elrean because the EXP he gives is worth more than his life, and I can't really afford to deploy Dracoknight Wendell without having to do something like rig a Killer Lance crit with Arran on one of the Mages. Swordmaster!MU could have been deployed to ORKO the middle Merc but I'm really close to C Staves as Bishop and I'll get progressively less flexability with her as the game goes on, so I want to get there fast.

Got the Unlock Staff after some deliberation cause it's nice on C20 and 22, which means I definitely overspent on Door Keys. Oh well, it's like 900 Gold wasted at most.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES WEXP            BOOSTERS
Marth       Lord            15.40  35  16  00  17  20  17  13  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/04.45  42  08  16  19  20  16  04  14  B Tme D Stf
Palla       D.Knight     12/09.75  51  22  01  21  23  12  20  03  A Lnc D Axe      2 Robes, 1 Shield
Ryan        Horseman     14/04.81  35  18  00  22  21  12  14  03  A Bow E Swd
Barst       D.Knight     12/02.99  32  19  00  18  18  09  16  03  D Lnc C Axe
Cecille     Cavalier        18.10  33  14  03  18  20  15  12  01  C Swd C Lnc
Cain        Cavalier        13.94  31  14  00  13  14  08  13  00  C Swd D Lnc
Arran       D.Knight        05.85  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Sage         11/02.32  29  03  13  05  13  17  07  07  D Tme A Stf
Etzel       Sorcerer        06.25  30  02  11  14  12  08  10  12  B Tme D Stf
Cord        Curate          10.80  21  02  06  07  11  08  05  08  C Stf

The last bunch of maps have been kinda amusing because they're easier to LTC than to do slowly, with the exception of this one. However, since I want Merric alive for the Final Chapter (recruiting the Bishops is a lot easier than killing them), and I'm not willing to blow Physics or a Rescue use on him, LTCing it is still the way to go. I guess I kind of would have liked to have grabbed the free Physic but since I got Julian I'm comfortable about my money.

Edited by Irysa
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C10x - 2/84 Turns

 

Obviously a trivial 1 turn is possible but this map is such a good source of EXP, so I was happy to slow down. Got the maximum amount of 8 total kills and managed to optimise reliability everywhere else enough that I was able to go for the 8th kill with Marth via a Wo Dao crit.

My fav part of this clear is that Palla is tanky enough to not even die to the boss if she gets crit.

Arms Scrolled Ryan as a Swordmaster before deploying as a Paladin (rare sighting!). After 8 rounds of combat with a Sword (5 following this map) he'll have natural C Swords as a Horseman or Paladin, which definitely comes in handy. He can get the remaining 5 uses in Anri's Way most likely. Barst's one for Hauteclure as a Berserker isn't as urgent, but I can use the C11 Arms Scroll for that if neccessary.

I decided to deploy Cord over Etzel for the 2 extra staff uses because getting Cord to be my 2nd natural Fortify user will probably be more useful than getting Etzel to my 3rd natural Again user. Etzel will get to Physic and will be doing Excalibur things/possibly using Unlock since he's much bulkier than other staffbots but there's definitely no time to get him to Fortify and a suboptimal team will appreciate extra Fortifies and Xane duping Palla.

Going to drill and promote Cain next map.

UNIT        CLASS           LEVEL  HP  STR MAG SKL SPD LCK DEF RES WEXP            BOOSTERS
Marth       Lord            15.97  35  16  00  17  20  17  13  00  C Swd            Growth Drop, 1 Wing
MyUnit      Bishop       15/04.61  42  08  16  19  20  16  04  14  B Tme D Stf
Palla       D.Knight     12/10.34  52  22  01  22  23  12  21  03  A Lnc D Axe      2 Robes, 1 Shield
Ryan        Horseman     14/05.54  36  19  00  23  21  12  14  03  A Bow D Swd      1 Scroll
Barst       D.Knight     12/03.49  33  19  00  19  18  10  17  03  D Lnc C Axe
Cecille     Cavalier        18.10  33  14  03  18  20  15  12  01  C Swd C Lnc
Cain        Cavalier        14.82  32  15  00  13  15  09  14  00  C Swd D Lnc
Arran       D.Knight        05.85  26  12  01  12  11  04  14  03  B Lnc E Axe
Malicia     Sage         11/02.32  29  03  13  05  13  17  07  07  D Tme A Stf
Etzel       Sorcerer        06.25  30  02  11  14  12  08  10  12  B Tme D Stf
Cord        Curate          11.10  21  02  06  08  12  09  05  09  C Stf
Edited by Irysa
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C20x 4/126 turns

Sold 2 Master Seal, 1 Bullion (L) (+12500G)

Used Energy Drop on Palla.

Cash remaining: 12889G.

Preparations end at 1:17.

Standard 4-turn clear with some changes. Used Palla as a Dracoknight instead of Paladin because she wouldn't double the Generals anyway unless I rigged a 2-streak in the Drill Grounds or bought her a Speedwing. I could pick them off on turn 3, so it wasn't a big deal. Then, instead of sending multiple units within the Meteor range, as the standard strat works, I only moved Palla there, which meant my bosskiller had to be Again'd after Palla made Eremiah visible. I also didn't have to forge the Brave Lance for the bosskill, which was nice since I'm not sure how much cash I'll have after selling all the useless weapons and buying statboosters. I'm happy using an Again here since it greatly simplified the boss area and I do have pretty many staff uses left.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            23.13 45  26   0  25  27  28  18   3  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Paladin      18/12.77 49  22   7  25  24  20  21   7  D Swd A Lnc
Rody        Horseman     16/15.52 42  24   1  21  30  19  19   3  C Swd A Bow     2 Scrolls
Palla       Dracoknight  10/17.72 55  25   1  26  23  11  28   3  A Lnc E Axe     1 Wing, 3 Shields, 2 Robes, 1 Drop
Navarre     Swordmaster  14/14.16 44  23   1  28  30  22  14   4  A Swd           1 Wing
Sirius      Paladin      xx/14.48 40  22   1  23  21  11  15   7  B Swd A Lnc
Elrean      Swordmaster   18/9.02 47   7  19  22  29   6  17   5  C Swd           1 Scroll, 4 Dusts
Yumina      Sage          10/8.00 28   3  12   8  17  18   7   4  D Mgc A Stf
Malicia     Sage          14/6.96 28   3  11   7  20  17   9   9  D Mgc A Stf
Horace      Dracoknight  xx/11.41 32  21   1  18  18   8  17   3  B Lnc E Axe
Feena       Dancer          11.69 25  10   0  10  21  17   9   0  E Swd           1 Robe
Xane        Freelancer       8.51 22   3   0   4  12  12   8  10  -
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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C21 4/130 turns

Bought 4 Angelic Robes, 2 Spirit Dusts and 1 Goddess Icon (-17500G)

Sold 50 Silver Sword, 19 Killing Edge, 34 Armorslayer, 45 Lady Sword, 58 Silver Lance, 23 Javelin, 30 Ridersbane, 31 Iron Axe, 100 Steel Axe, 80 Silver Axe, 84 Hand Axe, 20 Killer Axe, 15 Poleaxe, 37 Steel Bow, 41 Silver Bow, 98 Fire, 63 Thunder, 23 Blizzard, 18 Elfire, 47 Nosferatu, 27 Thoron, 54 Heal, 18 Mend, 13 Recover, 10 Physic, 60 Vulnerary (+31541G)

Forged +4 Brave Sword named Flush (-13200G)

Drill Grounded R3ndom and Palla (-3360G)

Used Angelic Robe on Elrean, 2 Goddess Icons on Palla, Speedwing on Sirius and Skl Bond on Horace.

Cash remaining: 12489G.

Oh boy, that preparations segment. The original one was 7:05 minutes long, so I sped it up by 75% for the part with the inventories and sellings and by 25% for the part with the drill grounds. It also changes the BGM beautifully, so you should watch it. It ends at 4:32.

I started off with a formation on turn 1, where Elrean was within range of two Wyverns. With 6 Luck, he attracted them very easily and counterkilled them with Excalibur, surviving two hits thanks to the Angelic Robe. Sirius had significantly higher Luck, but still faced crit, so he was targeted by the third Dragon. Ymir finished off Sirius' dragon, although I'm not sure why I even used him for that, since Sirius could've still used the exp, but w/e.

The part after the map save was pretty shaky; Palla needed not to get crit at 27 crit (forged Killer Axe), Elrean needed to counterkill the Devil Axe Berserker, which took a backfire in one of the two attacks or an Excalibur crit, and Xane needed to Killer Lance crit the Sorcerer on the gate. The overall chance for that was roughly 11.08%.

This 4-turn clear was probably easier than the 5-turn because it allowed me to skip most of the enemies near the village. After the map, I still have 5 Rescue and 2 Again uses left, which I think are more than enough to LTC the upcoming maps. Bought 3 Angelic Robes in the secret shop for the final chapter and 2 Spirit Dusts for Gharnef (although I think the second one was a waste of money because Elrean has the benchmark 26 magic + A tomes with just one).

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            24.07 46  26   2  26  27  29  18   3  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Falcoknight  18/13.39 48  22  10  26  26  20  20  10  D Swd A Lnc
Rody        Horseman     16/15.92 42  24   1  21  30  19  19   3  C Swd A Bow     2 Scrolls
Palla       Dracoknight  10/18.41 56  25   1  26  23  15  28   3  A Lnc E Axe     1 Wing, 3 Shields, 2 Robes, 1 Drop, 2 Icons
Navarre     Swordmaster  14/14.76 44  23   1  28  30  22  14   4  A Swd           1 Wing
Sirius      Sniper       xx/14.64 42  22   1  26  25  11  14   4  C Bow           1 Wing
Elrean      Bishop       18/11.76 55   3  22  14  21   8  15  11  B Mgc D Stf     1 Scroll, 4 Dusts, 1 Robe
Yumina      Sage          10/8.76 28   3  12   8  17  18   7   4  D Mgc A Stf
Malicia     Sage          14/7.77 29   3  12   7  21  17   9   9  D Mgc A Stf
Horace      Dracoknight  xx/11.95 32  21   1  18  18   8  17   3  B Lnc E Axe
Feena       Dancer          12.28 26   8   0  11  22  17   9   0  E Swd           1 Robe
Xane        Freelancer       9.28 23   3   0   4  13  13   8  10  -
Ymir        Warrior      xx/10.57 48  20   0  13  15   5  11   1  B Axe C Bow
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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C22 4/134 turns

No sellings or expenditures made.

Cash remaining: 12489G.

Very easy map. Gave Rody a Pure Water, which I didn't think about during the preparations, so he can survive two Mage Dragons with only one Physic in between, allowing the other staffbot to use the Again staff. This allowed him to get two shots at critting the boss because he wouldn't die from the counterattack. Because I didn't get the Unlock staff, I had to use two staves to seize on turn 4, which I did with a Rescue on Feena and an Again on Rody. With Unlock, you can use just one Rescue or Again to get Marth to the throne while the Bosskiller (10 move unit) can wait in front of the door on turn 3 and Gradivus crit the boss on turn 4 without needing staff assistance. I didn't go for the Unlock staff because it takes a Thief use in LTC runs, and I wanted more money instead.

Also, Nagi get. She's handy for Dragon killing and will chip in for a few kills.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            25.39 47  27   2  27  27  29  17   3  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Paladin      18/14.46 51  24   8  27  24  21  22   7  D Swd A Lnc
Rody        Horseman     16/17.59 44  24   1  21  30  20  19   3  C Swd A Bow     2 Scrolls
Palla       Dracoknight  10/18.68 56  25   1  26  23  15  28   3  A Lnc E Axe     1 Wing, 3 Shields, 2 Robes, 1 Drop, 2 Icons
Navarre     Swordmaster  14/16.01 45  23   1  28  30  24  15   4  A Swd           1 Wing
Sirius      Swordmaster  xx/15.30 41  20   1  29  30  11  13   4  A Swd           1 Wing
Elrean      Sage         18/12.60 55   5  24  15  21   9  15   8  A Mgc E Stf     1 Scroll, 4 Dusts, 1 Robe
Yumina      Sage          10/9.19 28   3  12   8  17  18   7   4  D Mgc A Stf
Malicia     Sage          14/8.49 30   3  13   8  21  17   9   9  D Mgc A Stf
Horace      Dracoknight  xx/11.95 32  21   1  18  18   8  17   3  B Lnc E Axe
Feena       Dancer          12.84 26   8   0  11  22  17   9   0  E Swd           1 Robe
Xane        Freelancer       9.28 23   3   0   4  13  13   8  10  -
Nagi        Manakete        15.00 32   8   2  12  14  10   6  10  -    
Ymir        Warrior      xx/10.57 48  20   0  13  15   5  11   1  B Axe C Bow
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Robert      Horseman      xx/3.00 32  11   1  14  15  12   8   3  D Swd C Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
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C23 2/136 turns

Bought Talisman (-2500G).

Used a Robe + Talisman on Feena and a Dust on Elrean.

Cash remaining: 9989G.

This map is typically tough, but there are various 2-turn strategies that skip most dragons in the bottom half, making the chapter very easy. I chose to use the one involving a Paladin as fodder to bait all dragons in the top area down on turn 1, making it easier to free up a path for a Rescue-Again chain that gets Elrean and Marth to the throne. Having thoroughly snorted some Spirit Dust throughout the game, Elrean could OHKO Gharnef with a Starlight crit just barely, having a ~15.55% chance to do so because his skill is fairly low. Feena needs an HP+Res total of at least 41 to survive a Meteor on turn 1, which I achieved with a Robe (2 total throughout the game), a Talisman and the Barrier staff.

UNIT        CLASS           LEVEL HP STR MAG SKL SPD LCK DEF RES  WEXP            BOOSTERS
Marth       Lord            25.47 47  27   2  27  27  29  17   3  B Swd           Growth Drop, 1 Wing, 1 Drop
MyUnit      Sniper       18/14.60 53  24   8  30  26  21  21   4  C Bow
Rody        Horseman     16/18.45 45  24   1  22  30  21  19   3  C Swd A Bow     2 Scrolls
Palla       Paladin      10/19.14 59  25   1  28  25  15  26   6  E Swd A Lnc     1 Wing, 3 Shields, 2 Robes, 1 Drop, 2 Icons
Sirius      Paladin      xx/15.81 41  22   1  23  24  11  15   7  A Swd           1 Wing
Elrean      Sage         18/13.60 55   5  26  15  22   9  15   8  A Mgc E Stf     1 Scroll, 5 Dusts, 1 Robe
Yumina      Sage          10/9.85 28   3  12   8  17  18   7   4  D Mgc A Stf
Malicia     Sage          14/9.07 31   3  14   8  21  17  10   9  D Mgc A Stf
Horace      Dracoknight  xx/11.95 32  21   1  18  18   8  17   3  B Lnc E Axe
Feena       Dancer          13.12 33   9   0  12  23  17   9   2  E Swd           2 Robe, 1 Talisman
Nagi        Manakete        16.12 33   8   2  13  15  11   6  10  -
Robert      RIP
Navarre     Swordmaster  14/16.01 45  23   1  28  30  24  15   4  A Swd           1 Wing
Xane        Freelancer       9.28 23   3   0   4  13  13   8  10  -
Ymir        Warrior      xx/10.57 48  20   0  13  15   5  11   1  B Axe C Bow
Darros      Dracoknight   xx/3.18 41  18   0  10  15   9  13   0  B Axe
Gordin      Sniper        15/1.08 34  18   1  16  17   6  12   3  B Bow
Arran       Dracoknight   xx/6.07 25  11   1  13  13   4  12   3  A Lnc E Axe
Est         Peg Knight       7.27 20   7   2   8  15  13   9   6  C Lnc
Dice        Fighter         12.00 32  15   0   7  11   6   8   0  C Axe
Caesar      Mercenary        8.13 27   8   0  11  12   6   8   0  C Swd
Edited by Gradivus.
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Endgame 2/138 turns

Had some rescues remaining, so this wasn't very tight. Sirius (with boosters) and R3ndom could each tank a Fire + Ice Dragon duo to reach the Clerics on turn 2. Marth + Elrean both getting their crits on Medeus has a chance of ~7.32%.

Final turncount: 138.

Final stats & Unit Analysis:

Spoiler

ToWXwmN.pngEqwnLUI.png

He was consistently blessed. Overall I think he was pretty solid regardless, I just didn't have to pay much attention to giving him kills when he has capped Spd and near-cappped Str at the start of chapter 15. It wouldn't have been hard patching him up for Medeus, though, had he not been blessed, since his stats were largely overkill for my lategame strategies.

QJZxb7O.pngkTZ3ES6.png

Very good offense and useful for Falcoknight utility. Higher speed cap helped at many points offensively and was a great boon in chapter 21, where the Wyverns are so fast that Dracoknights always doubled, so it was nice to have a medium-Def flier that doesn't die to them. Overall I think Pegasus Knight was the right choice, this game gets significantly harder to LTC without a Falcoknight and early on, she was also fairly bulky and strong, especially as a Cavalier, where she could make use of her Lance rank and also Lady Sword. Her Speed was consistently good, before and after the promotion.

cMebBCJ.pngsXOkDDU.png

He had a really good start statwise and caprammed Str pretty soon after promoting. His Spd was ahead of the curve throughout the game and didn't need any help, as you'd expect from the speedy Christmas Cav. He did standard Horseman things in the mid- and lategame, using Wyrmslayers thanks to Sword rank training in the prologue and earlygame, and getting a good Bow rank via arms scrolls.

vty3zFx.png77Mc2FE.png

Very useful early on as an extra Dracoknight. Otherwise just the average Sirius, he kind of gets the exp he needs along the way without much special attention. Later on, he's generally solid because he has versatile advantages such as high weapon ranks in Swords and Lances and overall good stats that he can make use of in many classes. Top bek, the SrsBsns doesn't disappoint.

pF87TX0.pngACOLa7j.png

She did great. The extremely weird instapromotion didn't hamper her performance and she was a very reliable tank thanks to defensive statboosters from the base shop. I think it's good she's free and not restricted in terms of boosters.

06MZB7M.png8IZL6Pc.png8Wflo2I.pngGi9wFwp.png

Having 2 high-rank staff users was vital for most strategies, but I also rarely found that it wasn't enough, given that I rarely transformed Xane into Malicia or Yumina to get an extra staff user. Overall, they were a godsent and no one should be forced to LTC this mode without Fortify. I did it for one map (see C14 in my IR LTC) and it was a pain no one should have to stomach.

fvUu65I.pngRYwFS69.png

He also grew pretty well early on and was fairly easy to train against enemies such as the Thieves in C7, promoted enemies in C8 and various Mage types in C9. After promoting, he was very effective at killing Dragons with Wyrmslayers. He also had the Sword rank to use Mercurius and Brave Sword as a Swordmaster, which allowed for many easy kills in the lategame. Swordmaster is a very strong class in this mode and he made good use of it.

P6GB8RC.pngkzBr0xa.png

He was a decent extra Dracoknight. He had good Str and didn't take much investment to use effectively, so he was nice.

iuPKi1x.pngZvbTXAz.png

Strong mages are very useful and he did the job. He got a lot of exp in the desert with Arms Scroll + Excalibur and could meet tough Mag benchmarks with a bunch of Spirit Dusts. Levin Sword was very legit as usual because Swordmaster has a ridiculous +9 Speed on the magical classes, allowing for very easy doubling while carrying over the high personal Magic and wielding a 10 Mt weapon.

VGcOb0h.png8nlISwf.png

Very good early on.

fB0Xpj5.png3TCxx8h.png

Useful early on and although I had promoted him, his stats were not competitive anymore in the midgame and I didn't field him due to deployment restrictions, so he ended up on the bench.

goHzvap.png05GhDYb.png

Great utility, transform into anyone... you know the deal.

rvcMuQl.pngyQHHHR5.png

Survived Meteor/10.

5hlPIF4.pngFT1CP20.png

Nuking dragons was pretty neat.

WkEPuG7.pngnYDL2K3.png

You actually get a Bolganone in FE12! #WorthIt

yT5j2Pg.pngPm8OiLu.png

Used resq

GLBOmMC.png

RIP

BENCHFOLKS:

Uy8EPLW.pngYNkH3uA.png

Z3oKZLd.pngngBgl0q.png

hqIdEe2.pngie0DLTr.png

koO68rM.pngrC1BoIJ.png

sB5TN7w.pngRG5IKJC.png

Edited by Gradivus.
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