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Obligatum VII
May 5, 2014

Haunting you until no 8 arrives.

RBA Starblade posted:

I believe in

*squints*

Lot

Excuse me but it is obviously Lance who will carry this run to victory. Except when he dies tragically on the next map. Then it's Lot.

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Keldulas
Mar 18, 2009
The Armor Knights have a triangle attack? Does it do a guarenteed hit as well as a crit?

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Yup, and they're all terrible so it's even less likely to be seen than the usual Pegasus trio ones.

The other two unusual tri attack trios are boyd/rolf/oscar in their games and bord/cord/barst in 12(but not 11).

Keldulas
Mar 18, 2009
I tried leveling the armor knights on the Durandal map on a lark. Wendy got doubled and killed by a hand axe while I was going about the place. Whoops! No possible triangle attack on my file now with both Thany and Wendy dead.

Faillen Angel
Aug 30, 2018
There's one particular use for the Armor Triangle Attack: Leygance loving sucks, so if you promoted Bors or just get a level or two on Barth to promote him immediately, you can give him a hammer and triangle attack to guarantee a hit.

Haar_Dragon
Aug 21, 2015

RBA Starblade posted:

I still miss the old GBA sprites btw

The 3d models on 3DS looked like crap (Awakening was fun though) and it's just a lot more lifeless

Ehh, the models got better as they went along. But yeah, you really can't use them to emulate stuff like swordmasters multiplying and vanishing off the screen.

Keldulas
Mar 18, 2009
In my case I just used Dieck and an armorslayer. It wasn’t that fast but the hit rate was tolerable at 45%ish.
I’m honestly not certain how the LP is going to handle it though all things considered

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Haar_Dragon posted:

Ehh, the models got better as they went along. But yeah, you really can't use them to emulate stuff like swordmasters multiplying and vanishing off the screen.

You can

Its just the the devs are cowards

mandatory lesbian
Dec 18, 2012
It would look very choppy like old stop motion and while on one hand id bet thatd look sick as hell on the other a lot of people would get motion sickness from it

Dance Officer
May 4, 2017

It would be awesome if we could dance!

Faillen Angel posted:

There's one particular use for the Armor Triangle Attack: Leygance loving sucks, so if you promoted Bors or just get a level or two on Barth to promote him immediately, you can give him a hammer and triangle attack to guarantee a hit.

Alternatively you promote Rutger and kill him with the armorslayer.

Oh wait. Guess it's on Lance now.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Wowww that's even more replies than before. I was right, deaths do make good content! I wonder which vital characters I can kill off next...


Cattail Prophet posted:

Okay, so I'm sure you were pretty tilted by the end there, but like, you do know you could have used rescue chains to pull Lance out of range every turn and force the boss to keep the hand axe equipped, right?
I think I assumed doing that would let the boss recover more HP per turn than he's taking in damage, and then forgot about it being an option when I started having Lance retreat to bait out the Hand Axe? Definitely a case of tilt making me forget how to play the game though, I was pretty fed up by the time I'd gotten Dieck killed.

anilEhilated posted:

That looks like it really hurt. I'm usually fine with taking a loss or two but this would be an immediate restart after Thany got offed.

Speaking of,haven't seen this game in a long time, is this a new "official" translation widely accepted as the superior one?
This is generally considered to be the good translation, yes. It's the most up to date on official names and iirc it still gets patched whenever Heroes gives new official translations for characters and locations and stuff. It's also much less dry and literal than the old one.

RBA Starblade posted:

This is going how my first playthrough of Sacred Stones did. Half the army wiped out, limping along on grinding missions replacing losses with fresh blood
My first ever playthrough of Sacred Stones ended with literally nobody alive against the Demon King but the two lords. I still have no idea how I managed it... Both in terms of how I managed to survive and how I even got all those people killed in the first place.

Haar_Dragon posted:

That was...messy. And also really unfortunate with regards to Rutger. 10-ish percent true hit chance into losing a coin toss. And as someone else said, losing Clarine also makes recruiting Klein...complicated, and getting Tate downright painful. You're gonna really want that Elysian Whip and you're gonna have a hell of a time getting it. Now let's see, which chapter is next...? Ah, right, Wagner. That's...well, the map itself should be doable but I think you can forget about the optional objectives.

And technically you don't HAVE to go to Sacae. Sue isn't particularly great, so as long as you delay Shin's promotion a bit (or kill him but we kinda need to fill gaps at this point), keeping Tate ahead of them isn't really that tall an order. Peg Knights>Nomads any day.

I don't think I've ever even tried Sacae on Normal, let alone Hard. I've seen the maps, they look horrifically obnoxious and I don't want to do them. Blech.
I remember very little of Sacae besides everyone hating it. I could deliberately kill units if I wanted to avoid going there but I also have to consider that if I want the golden ending I might need to choose based off of that, since it's possible I might lock myself out of it on one route but not the other. I did Ilia on my last playthrough and had a pretty miserable time there too...

vilkacis posted:

Goddamn! That was incredibly bloody for such an unimportant feeling chapter. And you lost Shanna so i'm sad now. Let this horrifying amalgamation of their souls be a constant reminder of your deeds :ghost:



Nah, people have been playing it that way forever and i'm pretty sure even the devs admitted to doing it (though it's admittedly second-hand info). It's been over 10 years since they implemented casual mode so you don't have to reset to keep characters.

People get attached to their characters and/or stat blocks :shrug:
Oh my goodness that is horrifying. At least they're all supporting each other in the afterlife now :unsmigghh:

Was there ever any source for that anecdote about the devs resetting whenever a unit died? I'd heard it before and I wanted to include it in my little spiel about ironmans in the first post but I could never find an interview or anything stating it.

RBA Starblade posted:

I still miss the old GBA sprites btw

The 3d models on 3DS looked like crap (Awakening was fun though) and it's just a lot more lifeless
Nothing beats the GBA animations but I'm pretty found of some of the animations in Fates. The models are mostly the same as Awakening besides the inclusion of feet, but the animations are a lot goofier and the Ninja class has at least one GBA-style shadow clones thing for one of its crits iirc?

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Time to walk into a trap. I remember the topic of changing chapter titles coming up in the Serenes Forest thread made for this localisation patch's development, since a lot of the Japanese names were either too long or sounded rather dry when translated literally. This one's name iirc literally translated into either "Traps" or "The Trap". Ensnared sounds way cooler!



Even with these two and the recruit I'll be getting later, this chapter won't offer enough units to replace the ones I lost last map. They certainly won't replace their usefulness in combat either...



Here's another thing I remember on the topic of localisation - the old patch called Orun Hector's half-brother. I guess that was either a mistranslation or something that was retconned later?



It sure does! Now why can't we have a nice peaceful map where nobody has to get hurt for a change?



Finally. After 5 turns of no battle prep, the game decides the best time to introduce it is 6 chapters in during a part of the plot in which it would make very little sense for us to have time to prepare for combat. This really should have happened a few maps ago...



Normally this would be the point in the game where I would have to make the hard decision of who to bring and who to leave behind... Thankfully I saved myself the agony of choice by killing half my army already. For once we can bring all of them, sire!



Now I can make a proper effort to reorganise my army's inventory. A couple of weapons of each type and a Vulnerary should be good enough for everyone. Unfortunately FE6 does not let you use items from the prep screen, so stat boosters and promotion items must be brought into battle and used on the spot.



It's the first Dark Mage of the game, and also the first magic using boss. This battle prep screen does entirely spoil the fact he's going to turn out to be evil, but you probably could have guessed that based off of his design, his class, and the fact that Hitler was a big fan of his music.

Not having a weakness to Armourslayers or being part of the physical weapon triangle is going to make this guy a huge pain in the butt to kill. He's not particularly dangerous, unlike Dory he's not going to be killing all my guys with a crit or anything, he's just going to take forever to whittle down thanks to his high avoid...



The enemies are longer receiving 2x the bonuses they should... And it's rather obvious if you look at their stats. HP and strength aside, these generic Soldiers I think are actually weaker than some of the ones we were fighting all the way back in Chapter 2.




Just compare the enemies from this map (top row) to the ones from the last map (bottom row). This is a huge difference! Sure Marcus wouldn't be failing to 1RKO random enemies with his sword and setting up all those free kills for the rest of your army without the HM stats glitch, but FE6's earlygame would be so muchc easier without it... Aside from Chapter 7 I guess. All the stats there are legit and that map is still awful.



Time to begin. Could this possibly be an ambush we've walked into? Nah... I bet every single one of these soldiers are just here to join up with us!



Oh dear. Thank you, random girl I've never met before! You seem very trustworthy.



Having grown attached to Hector in FE7, it makes me a little sad knowing one of his close family members has been killed rathr unceremoniously off screen... I want to know more about Orun. What did he look like? What class was he? Were his stats any good???








...well it was worth a shot. Saul's giving us an important hint here - if all of your units are above a certain row on this map, a large number of reinforcements will appear behind you. Of course by doing so you'll be putting your army out of their immediate attack range anyway, but it might help avoid crowding the map too much when you can't deal with all the enemies at once...



Here's a map that's not so much difficult as it is tedious. The path to the throne room is fairly simple, but this castle is filled with treasure that of course is free for us to steal now that Lord Orun is dead. Unfortunately this is going to take quite a bit of time with only one Thief. Not only that, but the contents of each treasure room is obscured until it's opened, and some of them have enemies waiting within. Escorting Chad around the castle to open each one while keeping him safe takes quite a while, and some of the enemy reinforcements can catch you off guard if you're not expecting them. Good thing I'll be playing this with a guide in front of me!



As promised last chapter, Saul is here to help. Every Fire Emblem game has its obligatory womaniser, and this is FE6's.

HP: 60%
MAG: 40%
SKL: 45%
SPD: 45%
LCK: 15%
DEF: 15%
RES: 50%

Affinity: Ice (Defense, Accuracy, Avoid, Critical Avoid)
Support Partners: Dorothy, Yoder, Cecilia, Igrene, Elen

Saul's your second and final unpromoted infantry healer, and normally a much better one than Elen too. Aside from a terrible luck stat and a slightly worse magic growth he'll level much better than she does, and his magic base and staff rank are higher to boot. For people playing quickly he's your optimal choice for the Warp staff - his magic base is the best out of every healer you'll be getting for a while, his staff rank is the highest, and he's the closest to promotion too. This isn't the case so much for me though, since I've been playing slowly enough that Elen's healed enough to both have better magic and a higher staff rank than he does. With Clarine dead I may as well keep him along though, two healers are better than one and more likely than not he'll still make a better Bishop if he ever reaches promotion level. His terrible luck will leave him open to a chance of death by crit from pretty much any enemy who attacks him, but at least his support affinity helps against it!

My Rating: 8.5/10. Saul's good, man.



Dorothy is here also. I love her design, but I've never actually used her... Maybe this will be the day that changes?

HP: 85%
STR: 50%
SKL: 45%
SPD: 45%
LCK: 35%
DEF: 15%
RES: 15%

Affinity: Fire (Attack, Accuracy, Avoid, Critical)
Support Partners: Saul, Percival, Yoder, Sin, Clarine

Dorothy's bases might look awful, and they arguably are pretty bad, but she at the very least has better growths than Wolt. Mine's the same level as her and his two levels have been terrible, so right now she's looking better than he is! Unlike your other waifish anime babes Dorothy actually gets to have a consitution stat, so she'll only lose 2 AS from wielding her Steel Bow. She'll also be able to rescue more of your allies than you'd expect, at the cost of being surprisingly difficult to rescue herself. Her good CON combined with her great strength growth will make her powerful and capable of using strong bows without losing speed when trained, and by FE6's standards her growths really are quite good. Her problem is there's just not really any reason to train her. With bases almost as bad as Wolt she'll just be doing the same things he does for a while, and starting from this very chapter you're going to be recruiting a lot of bow users with either both a better class and better stats. Being choosey about who you use is for people who haven't gotten half of their army killed though. I'll take what I can get!

My Rating: 3.5/10. Good when trained, but there's just not much point in training her.



Wolt's higher rating came purely from him having more availability... Now that the two of them are here together he's got nothing over her. I'll take the 5 strength Archer over the 4 strength one!



This big group of soldiers will be immediately advancing on our position. I've still good enough good frontliners to make a chokepoint, but even so I'd like Marcus to lure this Thunder tome using Mage over so he's not at risk of critting anybody.



Roy does whatever it is you do to use up an Angelic Robe and Elen gets a free heal to top his health up to its new maximum. I don't think any enemy will have any chance of ORKOing him without a crit now.



Elen wants EXP more so she can have the Mend staff. Saul's still going to be doing a lot of healing though, so he can have some of my spare heals.



I'm going to turtle as much as possible until my army's back on its feet again. I'm perfectly happy to wait here until every enemy that's going to move has moved and subsequently died...



Sue is also here. She's hiding out in one of the prison cells. I've already decided I'm going to at least try using Dorothy, but maybe I'll use her too? At least for a little while.



Doubling and KOing enemies with Javelins is not even remotely reliable in this game but it's nice when it works out. Lance lures the Fire Mage who cannot crit him...



Marcus lures the Thunder one who also cannot crit him, but only because of his high luck. The high crit rate on Thunder tomes can be really irritating in the earlygame.



I plan on wringing every drop of EXP from this chapter that I can, but that doesn't mean I'm not going to also play it safe. This is a really good level for Marcus... Maybe he'll stay relevant for just a little while longer?



These enemies are so much easier to deal with than the ones I had been facing before. Steel Lances are so horribly inaccurate they're almost useless. Lance is even doing decent damage in return!



I am absolutely not an LTCer in any shape or form, but if there's fancy Warp strats I can pull off with Elen's high magic than I'll try my best to pull them off. With 6 magic her Warp range will be 8 tiles long... That's probably enough to do something.



I'm happy to have Dorothy steal some EXP by poaching these weak Soldiers, even if she's definitely not the best recepient I have for it. I don't think I'd ever even seen her colour palette before... It looks nice!



A shame she's too heavy to rescue though. I didn't realise how much CON she or Wolt had until I played this map! They've both got 7, which is just enough to rescue Roy.



One thing Saul does have over Elen is that he's much better bait, luck issues aside. Elen would have higher avoid but an unlikely hit from one of these guys would kill her from full health. Tricking Javelin throwers into standing in front of my frontliners and hitting the people behind them makes them much easier to deal with.



Hello Cath! You might think Cath's here to join up with our army, but actually she's just here to steal everything and bail. It'll be at least 7 or so more maps before I have my first shot at trying to recruit her. As you can see by her stats she's slightly better than Chad... but not by much. Without HM bonuses she'd be strictly worse.



I'd rather she not steal all the treasure though, that loot is mine! Consider these Lockpicks confiscated. Speed doesn't affect stealing in this game, so Chad can swipe them even though he's slower. Fortunately Cath won't try to steal them back...



Roy will have to talk to her 3 times before she joins for good. That's 3 times across 3 maps unfortunately, she's not like Katarina from FE12. Without her stealing equipment she'll head for the top of the map to escape behind the throne room.



This is the type of level you'd expect a typical GBA Fighter to get, not Lot. His strength growth is only 30% for some reason. I'm glad to see this though, he needs the power!



This is a base level Bors btw. Or at least it was... Without enemy stats being ludicrously inflated he's actually good at his intended job now? Last chapter these mercs could have killed him in two rounds. I'm genuinely impressed! Well done Bors.



Roy manages to catch up with Cath, but unfortunately she cannot join us as she needs to get home in time to watch her favourite NBC sitcom. Byeeee



Wolt who?



Not all of them can be winners. I think Lance would need a few more of these for him to start being bad, he's still both blessed and very overleveled.



8 turns into the map and all the enemies that will approach me are gone, but now it's time for the reinforcements. Three sets of four units will appear from the top and slowly walk down. Ordinarily they would be threatening if I were rushing the throne, but by turtling here I can let them come to me and easily defeat them with whoever I want to gain levels. I'm not moving from this chokepoint until all three waves are done and dead.



These Mercenaries don't move until provoked but I may as well take them out in the few turns of downtime between waves. Last chapter I would not have trusted Roy to fight these on his own, these weaker enemies are so much moe bearable.



Building support points while I slowly bait enemies over makes this feel like a slightly more productive use of my time. I want Lance to support both Roy and Lott, but unfortunately his Lot support builds so slowly that I seem to keep hitting the support point cap before they can get close to unlocking their C support.



Looks like my investment is paying off! The next map is full of wyverns so I would very much appreciate at least one competent bow user...



Yeah, it's one of those chapters. I'd put these all at the bottom of each update but I think seeing when people level up gives a better sense of how the map is flowing. Also this update would have been pretty bland so far without all these levels lol.



"Have you tried not getting all your best units killed? As your current best unit I'm quite afraid for my safety..."

A B support between these two gives 2 Att, 5 Accuracy, 5 Defense, 10 Avoid, 5 Critical, 5 Critical Evade. Pretty nice!



I guess Dorothy couldn't keep getting both strength and speed forever. This is definitely an interesting level for a Priest... I guess he wanted to distinguish himself from Elen?



That's all the time based reinforcements now exhausted. There's still a few ambushes waiting for me in this map, but they're all ambushes I have to trigger myself. And I want EXP so I am going to walk into every single one!



Without a map showing you what's in what room unlocking doors can be a bit of a gamble. Sue's door is the one I want first. I had no plans to train her initially, but if giving her even a little bit of EXP makes dealing with the next chapter's wyverns easier then I want her to get it.



Sure thing, stranger! I'll just take this spare one I've got lying around...



Sue is Rath from FE7's daughter and the first nomad you'll get. She outclasses Wolt in every singe base stat but CON, and even beats Dorothy in all but that and HP and res too. IS really hates Archers I guess!!!

HP: 55%
STR: 30%
SKL: 55%
SPD: 65%
LCK: 50%
DEF: 10%
RES: 15%

Affinity: Wind (Attack, Accuracy, Critical, Critical Evade)
Support Partners: Dayan, Sin, Fae, Wolt, Roy

Nomads are mounted bow users who move fast and shoot faster. They're basically better than Archers in every single way, especially on account of them not being weak to horseslaying weapons in FE6... Looking at Sue's growths however makes her shortcomings compared to Wolt and Dorothy slightly more apparent. She might have be very fast and evasive, but both her strength and defense growths are abysmal. Bow users don't really want to be taking counterattacks anyway, but she's going to be especially vulnerable to getting killed in one hit! Even her HP growth is terrible by GBA standards.

She's still a better investment than all the bow users who've joined so far, but she's also a fair bit worse than the ones who'll be joining after. The most damning of all is Sin, another Nomad she'll be recruiting 3 chapters later who thanks to his HM bonuses will outclass her in every single meaningful way. That doesn't mean she's not worth using, but it is somewhat difficult to justify giving her EXP given that and her rather mediocre start... But as I said with Dorothy, beggars can't be choosers and I need all the help I can get.

My Rating: 6/10. Better than all the bow users who've joined so far, worse than all the ones who will join later.



Time to begin the slow process of looting all these chests. Exhausting all the loot here makes this map take a while even if you're not playing as slowly as I am... I think in later GBA games the devs learned not to fill the maps with so many treasure chests and pace them out better.



Advancing just beyond the invisible line 1 tile below where Lot and Merlinus are standing summons these reinforcements from behind, just as Saul vaguely hinted at at the start of the map. They're far away enough that they won't be getting any ambush kills, and with this little chokepoint here I can easily deal with them.



Later games would also put all the money rewards in one single chest instead of spreading them out like this. Sure doing this is probably more secure, but consider how inconvenient it is for the people robbing you! Fortunately FE6 Lockpicks have an insane amount of uses so it's not like I have to be picky about which chests I open.



These guys have such low might that even Sue can take potshots at them safely. I'm not expecting her to get more than a single level here... Honestly I'm not 100% sure why I'm investing in her, I'm not sure a single point of speed or so will help her performance in Chapter 7. I guess I'm doing it anyway though! If Zelot dies next map before I can recruit him then I'll be locked out of the golden ending via the Ilia route, so having some insurance if I go Sacae might be nice I suppose.



Elen's getting a lot of EXP thanks to my slow turtling. I'm still open to the idea of spending my first Guiding Ring on an early promotion for her...



These corner rooms at the bottom have nothing inside of them... Until a few turns later when enemy reinforcements emerge. Free EXP if you know they're coming, a minor annoyance if you don't.



Lot and Lance are my power couple... I wish they would hurry up and support already! I mean their names even fit together, Lance(a)lot. This is an extremely good level from Lot (and his third strength gain in a row!) but I'm starting to worry about his luck now.



I guess this is just about what I should expect. The wyverns in Chapter 7 have 7 AS... She'd need at least 11 speed to double.



Now this is more interesting than money. The Short Bow is kind of just a Slim Bow but with the same might and no more accuracy than an Iron Bow (and not a 1 range bow like every single ROM hack turns it into...), the Goddess Icon is luck for either Lance or Lot, and the Killer Axe might be my best hope at killing some of the upcoming bosses. Killer weapons are extremely good in FE6, they're actually more accurate than their FE7 counterparts unlike basically every other weapon!



A spare Silver Lance for Marcus, more gold... Weapon ranks build so slowly in FE6 that it'll be a long time yet before Lance can use this. Marcus desparately needs the extra killing power though.



Roy gets an okay level from the bottom right reinforcement room. Despite being otherwise thoroughly mediocre, the robe I gave him has turned him into someone I can leave in range of an enemy and live for a short while. I'd say that was the standard for lord characters before the 3DS games.



This room is a straight up trap, there's enemies inside right from the start. Enjoy having a dead Chad if you don't have someone at the ready to save him!



Now there's the Wolt level I was waiting for. See, she can even do what Wolt does! Who needs him?



I promise the next map will be more interesting than this, if only because it'll probably be a bloodbath. That's defense off of a 10% growth and speed off of a 20%... Pretty good!



Lot is almost as bulky as a Knight now, but he can't compete with Lance's stupidly blessed defense. I'm not even going to attempt to save Treck or Zelot for the sake of my own survival next map, so I'm glad Lance is as good as he is!



The last treasure room to the west is also an ambush room, but it's an ambush room with treasure! Maybe I should have grabbed this first, Elen could have unlocked every single door with it to maximise EXP gain. Unfortunately the Unlock staff only works on doors...



This level of accuracy is the best I can hope for without Rutger. If I needed to kill this guy fast I would probably have better luck with Marcus, but there's no need to rush.



Well it was worth a shot. If only tomes weren't so lightweight in this game, in FE7 or FE8 he'd be crushed under the weight of that Flux with his puny 5 CON.



Your flawless plan was defeated by me sitting twiddling my thumbs while your soldiers very slowly walked at my army and died. 50 or so of these turns were spent attempting to support grind, but I'm still pretty ashamed of this clear...



Gotta boost Lot's luck up too while I remember. That's 5 luck he has now. It should help him avoid a few 1% crits.



Now let's go save the last remaining member of Hector's family tree.

Next time: Wyverns


...no deaths? Wow, what a surprise! This map is pretty easy if you're not playing it blind. It's Chapter 7 I'm worried about though... I think a good chunk of its difficulty comes from trying to recruit Treck, so if I don't care about his survival and play it safe I might be okay? Zelot's death will hurt a lot more (and lock me out of the golden ending via Ilia), although unlike Treck his survival isn't determined entirely by either a perfect Roy rescue-drop chain on turn 1 or heavy RNG. If I make it through Chapter 7 with Roy and at least a couple of combat capable units still alive I'll consider it a victory.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

midnight lasagna posted:

I remember very little of Sacae besides everyone hating it. I could deliberately kill units if I wanted to avoid going there but I also have to consider that if I want the golden ending I might need to choose based off of that, since it's possible I might lock myself out of it on one route but not the other. I did Ilia on my last playthrough and had a pretty miserable time there too...

This run raises an interesting question:

Which path do you get if you kill all 4 of them?

But more importantly I was in total awe when absolutely nobody got splattered.

Haar_Dragon
Aug 21, 2015

midnight lasagna posted:


Elen's getting a lot of EXP thanks to my slow turtling. I'm still open to the idea of spending my first Guiding Ring on an early promotion for her...


...When do you get your second Guiding Ring, actually? I remember them being fairly uncommon, but then again my first run saw a lot of use in the various wizards...and basically anyone who had a 30% Str growth. But given Lilina starts at Lv1, dropping one on Elen could be a very good idea.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Haar_Dragon posted:

...When do you get your second Guiding Ring, actually? I remember them being fairly uncommon, but then again my first run saw a lot of use in the various wizards...and basically anyone who had a 30% Str growth. But given Lilina starts at Lv1, dropping one on Elen could be a very good idea.
The desert level. And in this one it's a real bastard.

e: I think that's chapter 15?

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Also, to get it a level nothing dark mage must navigate over to the boss through fog of war, with dragons, wyverns, and bandit reinforcements jumping you from all sides.

I do not think it is something we should plan around getting

Left 4 Bread
Oct 4, 2021

i sleep
see ya later cath, too smart to get herself killed in this army

...until her bbc show gets canceled and she gets bored

anilEhilated posted:

The desert level. And in this one it's a real bastard.

e: I think that's chapter 15?

Sounds about right. I tend to like using mages in these games, but I distantly remember it being a struggle to get them promoted in this one. I haven't done a run of FE6 in years now, but I do still remember the desert is a treasure trove of awfulness. It's one of those maps in the series you can expect to lose units on if your team and/or strategy isn't excellent.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Serenes Forest says the second Guiding Ring is the one Sophia finds in the desert chapter. After that you either have to buy them from the Chapter 16 secret shop or wait until Chapter 18 (Ilia), or Chapter 20 (Sacae). Given that both Lugh and Clarine are dead, I think Elen and Saul are the only ones with any real claim to the one you get in Chapter 8...

I hadn't actually realised how scarce they were in this game though, wow. FE6's wonky promotion distribution in general makes me wonder how much better things would be if Cavaliers, Nomads, and Troubadours all got a new promotion item they shared just to take the pressure off of other classes a little. Or maybe that would just create new problems.

Shiny777
Oct 29, 2011

YAMI WO KIRISAKU
OH DESIRE


FoolyCharged posted:

This run raises an interesting question:

Which path do you get if you kill all 4 of them?

But more importantly I was in total awe when absolutely nobody got splattered.

According to Serenes, if everyone relevant is dead/somehow perfectly on par in experience it defaults to Ilia at that split. I can only assume some merciful dev decided that anyone who lost/hadn't used any of the four should be spared having to deal with noted absolute fucker Monke.

Dance Officer
May 4, 2017

It would be awesome if we could dance!

midnight lasagna posted:

Serenes Forest says the second Guiding Ring is the one Sophia finds in the desert chapter. After that you either have to buy them from the Chapter 16 secret shop or wait until Chapter 18 (Ilia), or Chapter 20 (Sacae). Given that both Lugh and Clarine are dead, I think Elen and Saul are the only ones with any real claim to the one you get in Chapter 8...

You should use one on Ray or Hugh, they're alright.

BlazetheInferno
Jun 6, 2015
In any case, you won't have to worry about which route you're going unless you plan on dumping an absolute Metric Assload of experience into Thea when you get her (which will involve recruiting her with Klein, so that'll get complicated), you're bound for Sacae.

I'm 99% sure that Thany's experience does not count toward which route you get if she's dead.

Bogart
Apr 12, 2010

by VideoGames
I was going to say Rayigh is out of the picture, but you can still talk to him with Chad, apparently.

Keldulas
Mar 18, 2009
Hugh comes so late that you have other Guiding Rings other than the first two.

I lost Saul this map due to him being too close to the top map edge when the reinforcements triggered. I was actually kind of annoyed at that due to him only being in position due to healing Dorothy.... plus not actually dodging any attacks at all.

It's actually possible to recruit Zealot on the 2nd turn and then recruit Treck with Zealot. However, with your severely reduced unit power, I doubt you could actually clear units fast enough to make things safe. I lost Treck myself anyways due to him not dodging any of the 3 javelins tossed at him, which was just lovely luck. At least I didn't lose anyone else from playing aggressively like that.

Cattail Prophet
Apr 12, 2014

midnight lasagna posted:

I hadn't actually realised how scarce they were in this game though, wow. FE6's wonky promotion distribution in general makes me wonder how much better things would be if Cavaliers, Nomads, and Troubadours all got a new promotion item they shared just to take the pressure off of other classes a little. Or maybe that would just create new problems.

Seems needlessly complicated when instead you could just... add more guiding rings (and probably a hero's crest). That combination in particular would be especially weird because it leaves both knight's crests and orion's bolts promoting only one class each.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Keldulas posted:

Hugh comes so late that you have other Guiding Rings other than the first two.
If you get to the secret shop.

Keldulas
Mar 18, 2009
That's a fair point, but I find it hard to believe that OP won't use the secret shop as they need.

As for regular play, if you're playing on Hard, I find it hard to believe you aren't referencing a site at least a little. If you're just playing blind on Normal, then yeah the Guiding Ring thing is actually problematic. There's 3 different lines of caster that need the Ring to promote, that's immense promotion item starvation.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

The issue with the second ring is less op knowing about it and more Sophia surviving long enough to reach the tile

Haar_Dragon
Aug 21, 2015

midnight lasagna posted:

Serenes Forest says the second Guiding Ring is the one Sophia finds in the desert chapter. After that you either have to buy them from the Chapter 16 secret shop or wait until Chapter 18 (Ilia), or Chapter 20 (Sacae). Given that both Lugh and Clarine are dead, I think Elen and Saul are the only ones with any real claim to the one you get in Chapter 8...

I hadn't actually realised how scarce they were in this game though, wow.

Yeah, I remember being real hungry for Rings in particular. Was thinking of Lilina but since she comes at 1 in chapter 8, 14 is probably around where she'll hit promotion time anyway.

Assuming, as people say, that Sophia reaches that area, and she's kinda one of the big things that makes a standard run of 14 a nightmare.

Rabbi Raccoon
Mar 31, 2009

I stabbed you dude!
I always forget it's the next GBA game that introduces the healing dodge-tank

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Cattail Prophet posted:

Seems needlessly complicated when instead you could just... add more guiding rings (and probably a hero's crest). That combination in particular would be especially weird because it leaves both knight's crests and orion's bolts promoting only one class each.
That's true. I just think that it's a bit unfortunate that one of the worst classes in the game has to share a promotion item with one of the best, but if you just had more promotion items in general that wouldn't be an issue... Or maybe Knights and Archers could both promote with the Bad Class Emblem.

Keldulas posted:

That's a fair point, but I find it hard to believe that OP won't use the secret shop as they need.

As for regular play, if you're playing on Hard, I find it hard to believe you aren't referencing a site at least a little. If you're just playing blind on Normal, then yeah the Guiding Ring thing is actually problematic. There's 3 different lines of caster that need the Ring to promote, that's immense promotion item starvation.
I tend to look at FE: WoD when I'm playing a map just to know when reinforcements and stuff will appear. There's definitely no way I wouldn't have some kind of guide open in a desert map with treasure. I don't painstakingly go over every detail though, so I do definitely make some mistakes...

I didn't really think about promotion items at all until now besides being aware of how scarce Knight's Crests are. Given who's died so far I think it'll work out that I'll have what I need when I need it for who I've got now. The secret shop is early enough that I can't imagine anyone being stuck at level 20/0 for too long anyway.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Time for what I have always thought was the worst chapter in FE6. Arcadia s bad sure, but Chapter 7 is simply a case of Too Much poo poo to deal with and not enough to handle it with. This is only going to be made worse on account of all the allies I've killed... But at the same time it'll be made better by be not necessarily needing to care about the survival of all the recruitable green units on the map. So maybe those two factors will cancel each other out?



Ostian rebel forces led by Circle Man and Triangle Man have overthrown the capital in preparation to surrender to Bern. Surrendering to the bad guys never goes well in fiction, even when the heroes don't immediately kill you for doing so.



That's hoarding behaviour, Legance! You should deploy her against my army now so I can recruit her. At least if she kills a few of my dudes she might earn EXP from it.



I'm still 1 unit short of the deployment limit despite the 3 new allies I gained last map. The open nature of this map can make it quite hard to keep squisher allies alive so more doesn't necessarily mean better, but I sure am going to miss having decently bulky meatshields like Dieck and Alen.



Here is The Bad Chapter. This marks the first appearence of both Wyvern Riders and enemy healers, and both of them are going to be a huge pain. The big mess of trees near the starting area and the villages to give some structure to the map, but otherwise it's somewhat of an open field.

The one thing that prevents this chapter from being a complete hell is that none of the villages are in any danger. Once you've saved (or killed) the green units the only time pressure you'll have to worry about is reinforcements eventually arriving from the south. So at the very least it's a map where most of the difficulty is frontloaded. Which would be more reassuring if this were not an ironman and my main worry was having to restart a few too many times, as opposed to it being Roy dying and ending the run.



You might notice that despite there are only 2 wyverns visible in battle prep, despite there clearing being 3 on the map above. Enemies exclusive to Hard mode in this game do not show up in battle preparations for whatever reason, which can lead to some nasty surprises if you're trying to makes plans based on what you can see there. I don't know why this happens, but it's dumb!



There's not a huge amount of wyverns here, but the small number that are present are minibosses in of themselves. These are pretty insane stats for enemies that can fly around and move 7 tiles per turn... Their heavy lances do weigh them down, but only a little. Their defenses are so high that even my bow users will struggle to hurt them much without the Steel Bow. One of them has a Red Gem that Chad can steal, but I'm not going to worry about it unless the oppurtunity happens to arise.



These two Priests are equipped with Physic staves, and are going to make clearing out these enemies an even more slow and tedious process. Despite their low magic stats the base range and healing power of Physic will be enough for them undo a lot of the damage my weaker units can dish out... Taking them out early would be nice, but at the same time I would rather get rid of the enemies that are trying to kill my units first.



There's also a large number of Cavaliers with stats just a little ahead of those in Chapter 4. They're all equipped with Javelins too... They might not have a high chance to hit anybody, but being able to attack from 2 range will most likely force me to attack them on player phase in order to get rid of them. Even if they can't threaten my frontliners, not being able to kill them on counterattack will make it hard to keep them away from my squishy healers.



Circle Man is here to make me regret leaving the Armourslayer equipped on Dieck when he died. He's pretty much the same deal as all the Knight bosses I've fought so far, except he has a Spear which deals more damage than a Javelin and has a higher crit rate. Like all bosses before him, this is going to be a very slow process of whittling him down... I really hope I get some more consistent boss killers before side chapters start being gated behind turn count limits!



I did briefly consider not bringing Chad just to make sure he doesn't die, but I'll be getting a replacement Thief next chapter. Chest keys are buyable here and the one door you can open is somewhat of a trap, so he wouldn't be necessary. I've still left the 30 use Lockpick he stole from Cath in the convoy though, just in case!



This will be the map that makes or breaks this LP... If Roy, Lance, and at least one healer make it through alive then that's good enough for me. But hopefully a few less people will die than that!



Time to get this over with. Hector hired some mercenaries and they're not leaving even though Ostia has crumbled around them. Have you tried paying them 20,000 gold?



Well then let's hope they're loyal even in death, because for the sake of survival I have no plans to save them myself. Trec at the very least I had written off even before I started this LP.



I could use the lack of time incentive to try turtling, but I think I want to thin out the enemies as much as possible to give me room to retreat later. If push comes to shove then I'll be willing to sacrifice Marcus, with his high power and movement he could easily defeat a strong enemy I otherwise cannot isolate and lure all the enemies away from the rest of my army in a single action.



Getting rid of these jerks is also high on my list of priorities. My healers aren't getting anywhere near the front lines with them running around...



The only way to recruit the two Ilian mercs who'll be appearing next turn without any reliance on RNG involves a chain of rescue drops with your mounted units to dump Roy right next to them as soon as they appear. Normally I'd be doing that, but when Roy dying equals a failed run I really don't want to risk it. He's still quite bulky and with his Lance support he should be valuable in combat, but he'll advance on foot and not rush straight into enemy territory.



Already Marcus is making a big dent in the enemies... Which the Physic Priests are immediately patching up. If only I had the foresight to grind up Lance's lance rank, he could probably double a lot of the enemies here with the Silver Lance and ORKO them.



Here are those mercenaries! There should be three of them, but the third is off finding two of every animal. Don't grow too attached to them, they might not live long... The mercenaries, not the animals.



Because as you can see this is not a great situation for them. If this were not an ironman I'd have dropped Roy a few tiles away from them last turn to walk over to recruit Zelot, who in return would recruit Trec. Zelot is capable of surviving a few rounds on his own, but Trec's life is entirely in the hands of the RNG if you don't recruit him and move him out of the way the first turn you can.



I'll be posting their stats now because they might not make it before I actually recruit either of them. Unfortunately this means I cannot show off their weapon ranks... Zelot has A lances, C swords, D axes.

HP: 75%
STR: 25%
SKL: 20%
SPD: 20%
LCK: 15%
DEF: 30%
RES: 15%

Affinity: Dark (Accuracy, Avoid, Critical, Critical Evade)
Support Partners: Noah, Trec, Juno, Thea, Shanna

"Zealot - A person who is fanatical and uncompromising in pursuit of their religious, political, or other ideals." What an odd choice for a name! The original patch called him "Zealot", an earlier version of this newer patch changed it to "Jerrot", the Fire Emblem Heroes CYL poll has seemingly confirmed it as Zelot so that's what he's called now.

Zelot is Marcus but better in all stats but skill, luck, and resistance. It's easy to read that as "Marcus but better" and maybe in some respects that might be true, but reliability is generally what I want from my Jeigan characters and Zelot's tendency to miss or get crit does undermine that somewhat. Growthwise he's mostly the same, but his 30% defense growth is not only great for a prepromote, but good by FE6 standards in general... It's probably not worth training him up for that though. Otherwise like Marcus he's not going to get much better as he levels up, and you'll probably end up ditching him somewhere in the teen chapters once your roster fills up with either trained growth units or better prepromotes. You could use him alongside Marcus or you could replace Marcus for him. By this point in the game you don't really need your jeigans any more, but even if you'd rather focus on your growth units he's still good slot filler and great for bailing out your other allies with rescue and canto in a pinch.

My Rating: 8/10. Marcus but better, but also worse.



Trec is possibly the least anime looking character in all of Fire Emblem. I swear I know at least one person who looks exactly like him, he is literally just a guy. (E swords, D lances)

HP: 85%
STR: 40%
SKL: 30%
SPD: 35%
LCK: 50%
DEF: 30%
RES: 10%

Affinity: Wind (Attack, Accuracy, Critical, Critical Evade)
Support Partners: Zelot, Noah, Milady, Gonzales, Juno)

Trec is filler. If your Cavaliers died or you didn't bother training them then he's a spare. He has the highest HP and defense growths out of any of your cavs, and his luck is pretty decent. I guess his speed growth is a bit low, but 7 base speed certainly isn't bad. That's about it...? Like I'm sure he'd turn out fine if you gave him EXP, there's just not much to him. His most noticeable trait is how unremarkable he is...

My Rating: 6.5/10. Usable.



At least he's #relatable. I like sleeping too!



Time to occupy these forests and shore up. Most of the enemies here will struggle to hit anyone standing on these tiles, but Lot's going to have trouble hitting anything faster than a Knight too.



Well I was hoping the training my bow users got last map might have made them useful here... I do like how FE6's lower accuracy all around makes 1-2 range weapons less reliable and therefore bows a little better, but the bows themselves aren't too accurate either. I don't think my Archers are going to be of any help until the wyverns arrive.



Marcus occupies a forest tile and eliminates one of the Cavaliers before it can get any closer. If he can take out one of these per turn then I'm happy...



Roy's survivability is a lot better now he has both the robe and a B support helping him out... But I don't know if I want him moving too far ahead. With all these enemies and ranged weapons it's a bit hard to predict what will happen from turn to turn and I don't want him to be in any danger.



Instead he can hide behind Lance who can benefit from his support bonuses instead. I didn't know there were monsters in this game! Who has the Blessed Lance?



Meanwhile, orphan boy Chad exploits the kindness of the local citizenry. This Torch staff heralds doom and destruction with the promise of future fog of war maps...



Zelot's bulky enough that he's not in too much danger, and the chokepointy city streets prevent too many enemies from attacking at once. He's not doing much damage in return though...



There is absolutely no chance Lot will ever hit a Mercenary on a forest tile, but that's okay. He's just here as a distraction!



Here comes the second Wyvern Rider! Looks like the one with the Red Gem is hanging back a bit. I suppose that will make it easier to steal...



Trec's not having such a great time. He does have Zelot to hide behind, but only on one side...



Yeah there was never any chance of him surviving. Keep in mind that this was the first enemy phase since he appeared! Even by moving his full 5 movement every turn Roy would not have been able to reach him, I would needed to have rescue dropped him. I think this might be asking a teensy bit too much of the player this early in the game...



There is the eternal slumber. Now he can enjoy his passion forever!



Meanwhile Zelot rushes off to try and fail to avenge his work buddy. Annoyingly enough he fled to the right, far away from my army... Roy's not going to be able to reach him for a while.



Oh there's Noah. This little cutscene exists to teach you about the Arena. I will not be using it!



Is that... A Myrmidon? Have you come to replace Rutger? Could you actually have a hit rate above 50% against bosses???



nooooo come back : (



Here's this loser instead. He's here 1 turn earlier than I expected him... That's a bit of a problem. Roy's not close enough to recruit him!



Here's Cavalier number 4. Just in case you got all 5 previous horse guys killed! (C swords, D lances)

HP: 75%
STR: 30%
SKL: 45%
SPD: 30%
LCK: 40%
DEF: 30%
RES: 10%

Affinity: Anima (Attack, Defense, Avoid, Critical Evade)
Support Partners: Fir, Zelot, Trec, Juno, Karel

Here's another guy. Unlike the rest of your cavs, Noah is good at swords. I always thought he was the good one and Trec was bad, but his growths are actually pretty terrible. 30% strength and speed is pretty dire... I guess his base stats are the best out of each cavalier, but they're not that good. He's also the only one with 10 CON? That's enough to use a Steel Sword without any speed loss... Otherwise just like Trec I don't know what to say about this guy. I suppose he's probably decent filler?

My Rating: 6/10. I guess his higher sword rank is pretty cool?



Unfortunately there's not much I can do to save Noah without overextending. The best I can do is make this tasty offering of Merlinus... Perhaps an enemy who could kill Noah will instead go for him?



Now do I have Marcus take out a problematic enemy at the cost of his own safety, or does he retreat? Maybe if I give him the Javelin and have him stick in this forest he can serve as a distraction for a while longer... As long as he's the only enemy they can reach the enemies will still attack him, and hopefully damage themselves in return.



There goes Merlinus. Thank you for your service! I'll kill you again next map.



I really did think Noah showed up a turn later. He didn't want to get hit by this! I don't think things are looking good for him...



This at least is a relief. I didn't want this Mage getting up in my business and critting my allies to death. Maybe I should have had Marcus equip his Javelin sooner...



Obviously you can't tell because this is not a video, but the enemy phase music suddenly stopped... This is creepy. I don't like this silence! Here's a handy video if you want to know what this sounds like.



Oh! I suppose it was a respectful silence for the imminently deceased. RIP Noah. Your best was not very good.

...but what this really means is RIP Fir, the Myrmidon only he can recruit. She's not the greatest of units normally, but she's also my best replacement for Rutger... Losing her does hurt a little.



Gotta move on to the next target. Roy's quite hard to hit in these forests with his support...



I still haven't taken out a single one of these. They are very defensive... Even with a Javelin I was hoping Marcus could do a bit more than this.



Zelot where are you going? Stop trying to save yourself and come save me instead!



Seems like Roy is the enemy's favoured target. Nobody here has any real chance to hit him, but the prospect of a bunch of bad rolls getting him and therefore the LP killed is quite scary... Still though, I think the best thing he can do here is stay put.



Lance has to stay by his side too. As long as they don't leave the woods the two of them should be relatively safe?



Lot is less safe but if it means keeping Roy alive then I'm much more happy to take risks with him. I'm not sure what happened here, it's like he used the select tool to delete this wyvern but forgot to remove the wings? You never notice these single frame oddities unless you're taking screenshots...



I'm also going to have to move Marcus from his safe hideaway on the forest tiles if I'm going to get Roy out of this. He's definitely an acceptable casualty at this point, but I don't know if the enemies will actually target him. They won't have good hitrates on him even without the avoid boost from the woods, but it's a bit risky having him out in the open regardless.



I still can't have my squishes anywhere near the action. They could probably all take a hit each, but if they lure an enemy over then that enemy is going to now be all up in my business even if they don't get a kill, and I'd have to have someone useful retreat from the front line to go deal with them.



Zelot meanwhile is slowly getting roasted to death. I that by running away from my army he's lured a few enemies away from them too, but it's a little frustrating watching him slowly die in some far corner of the map while making very little progress towards killing anything.



This Mercenary is the only enemy with a halfway decent hit chance on Roy. He's not very intimidating in terms of damage, but I still want him gone.



The Javelin guys on the other hand have barely any chance to hit at all but would hurt quite a lot if they did. It's Lugh all over again...



YIKES that was close!!! Factoring in true hit that was a 13.78% chance of the LP ending right here and now. This guy's gotta go ASAP.



That's 6 enemies that tried to attack Roy this turn. Only 3 of them managed to hit him, but any more than that and he'd be toast...



I'm in full assault mode now. Bors has been deployed and Lot has left the safety of the woods. I'm actually quite impressed with almost base level Bors's performance here... So much so that I might give training Barthe a chance. Whether he's better than Bors is questionable, but he's certainly better than an untrained one.



Again, I'm not too confident about Dorothy's survival chances here... But this Wyvern Rider has gotta go.



I did have the foresight to give Roy a Vulnerary at least. But there's still 4 enemies left here that could target him... I think his chances of survival are still pretty high, but I don't like even a minor possibility of death here.



Well I don't like doing this but you have to understand, it's for the good of the LP! Time to pull a Shadow Dragon prologue and send out a decoy to ensure the survival of the lord character. Don't worry Wolt, if you're anything like Frey you'll inexplicably have survived this in the sequel.



...am I a monster? They may not be related by blood, but that was Roy's brother... Was this sacrifice even necessary? I don't know...



Well at least this guy is still alive. For now.



At least it was a fellow bow user who got to avenge Roy's death. I had absolutely no attention of using Wolt for anything but fodder at this point but I still feel really bad! Maybe I'm too much of a baby to play violent videogames. This generic NPC of course deserved his death entirely.



All this heartracing combat and someone this was the first level of the chapter. Much like this chapter it sucks.



Oh there goes Zelot. He now joins Sigurd, Flora, and Bernadetta in the ranks of FE characters who died horribly in a fire. I'm sure he'll appreciate all the BBQ jokes people make about his death in his memory.



Yeah I guess it does. I would rather it didn't, but what can you do... Unfortunately with Zelot's death my access to the golden ending via Ilia is now gone, so if I want to have a satisfying conclusion to this I'm now going to have to fight my way through Sacae. Not that I'm entirely unhappy to have a route full of rough terrain and ballistae denied to me.



The worst is at least over. Now begins the slow process of cleaning up all the stragglers and visiting the villages... That's another 20% speed proc from Elen! Roy and Lot are doing great too.



That's Zelot avenged too. It only just now occurs to me that I've now killed 4 out of the 7 units in the Cavalier class tree that this game gives you. Oops?



Saul's luck growth is pretty terrible, so I guess I can appreciate this. A healer who's hard to kill is nice to have.



This square jawed gentleman gives Bors a gift of a hand-crafted Longbow as a show of square jaw solidarity. Longbows can shoot from 3 tiles away which is pretty cool, but also have complete garbage accuracy because this is FE6. Unfortunately the idea of Archers starting with a high skill stat instead of starting with a bad one and slowly inching toward high skill through higher than average skill growths did not become a thing for quite a while, so it's unlikely any of my bow users will be at all reliable with it.



Dorothy is doing pretty great though. Just one or two more levels in speed should put her on the level of consistently doubling, and then she might actually be good! As of now she's a bit too weak and slow to be useful for anything but beating generic Soldiers or occassionally getting lucky hits with the Steel Bow, despite her amazing luck with growths so far.



The game is nice enough to give a warning about the incoming spawns... Which for some reason are not actually ambush spawns. Actual ambush spawns will be appearing in their place a few turns later, but weirdly enough the first wave is polite enough to give you a chance to run.



I briefly considered the idea of having Chad steal this gem, but if Sue had missed then he would likely have died as hers was the last attack I could have made this turn. That is unfortunately 3000 gold down the drain, but it's not as if money is particularly tight right now.



Sue unfortunately is not doing as hot as Dorothy, but this 15% resistance proc I guess is pretty cool. I do quite like both of their designs, I wish they could both be good!



Here come the Cavaliers! 2 more groups exactly like this one will show up in 5 turn intervals, and unlike these first ones they'll get to move as soon as they appear. The plan is for Lot to tank them all on a woods tile... His avoid will be very high and he's got a Vulnerary to keep him topped up. The one cav with a Silver Lance is a little scary but the rest are mostly inconsequential.



There are too many villages her. Elixirs are cool, but it's hard for me not to be stingy with them. I think Roy should keep one on his person at all times if I don't want him to die anyway.



Give me all of your Mend staves and a single Chest Key just in case my thieves bite it or I need another unit to steal stuff. Maybe I should have bought some extra Door Keys too, but I didn't think to do it.



I could have Lot use the Halberd here, but it does tank his avoid a bit too much for my liking. The Killer Axe will one-round all the Steel Lance cavs and its high crit rate and accuracy arguably make it more reliable than the Halberd anyway. Only downside is doing this eats through its uses quite fast...



Wow, that sure would have been useful at the start of this map and not 10 turns into it! Or maybe it wouldn't have been, it's probably way too inaccurate to be useful.



The horses might not be ambush spawns, but these jerks at the top of the map are... Crossing a horizontal line near the throne will spawn 8 enemies right next to the boss at the end of the turn, and they'll all start moving immediately. The trick to avoiding them is to walk around this big wall instead of opening the gate. I'll have plenty of time to pick them off over the wall by doing things this way.



That's all my money gone filling my convoy with spare weapons. Mostly just irons, but with a few throwing weapons thrown in two. There should be some more loot between now and me needing to shop again...



Lot's getting a lot of EXP fighting off these horses. Speed is cool, I'm okay getting just that and nothing else.



Maybe I should just bench Sue... If she dies I'll be locked out of the golden ending for good, and Dorothy's doing better than her anyway. I might use her to recruit the much better Sin and then leave her undeployed for her own safety.



Wow, 5% defense! I bet that's going to be the difference between life and death.

...oh dear, I've got a terrible idea brewing. What if... what if I gave all my defensive stat boosters and Speedwings to Elen and then raised her light tome rank to S and made her my Aureola user? She can support with both Miledy and Zeiss, both of which are very powerful... Every good FE playthrough needs a stupid project to waste resources on, right? I think it would be very funny.



Oh sweet, another one of these. Not all games give you spares! Now that Roy is actually decent I think he'll be able to get a lot more use out of this. Maybe he'll even kill a boss...



The Barrier staff is primarily used for its use in grinding EXP and staff rank for its user, but sometimes you actually want the resistance boosting effect it has. I think I'll save it for its intended use, I don't want Roy getting 1 shot by seige tomes.



All these turns of crawling around visiting villages gave Saul and Dorothy enough time to earn a C support in which Saul reveals how he saved a young woman from being harassed through the power of gay panic. This gives them both Accuracy + 5, Avoid + 5, Critical + 2, Critical Evade + 2. Dorothy appreciates the accuracy and critical, Saul appreciates the avoid and crit evade.



Two great levels, even if one of them is only impressive because of who got it. I'm sorry this update peaked in excitement halfway through! I feel like 2/3rds of my playtime on this map is always spent visiting villages and not fighting anybody.



Did... did you loot Rutger's coprse? Not that I mind, I did miss having his cool sword. Thank you old lady!



This also would have been very nice to have a few turns earlier. Healers don't like being near the front lines, but with Physic they don't have to be... I just have to promise myself I won't hoard it.



Normally this Hero's Crest goes to either Dieck or Rutger, but whoops! Right now Lot is the only living candidate I have for it. FE6 is short enough that most units won't reach 20/20, so early promotions are generally a good idea... If he's not level 20 by the time I've reached Chapter 9 I'll promote him then. Promotion gains are so much better here than in future GBA titles so it really makes a world of difference. Warriors actually get speed!



That's the last house plundered. I probably should have sold this before my shopping spree. I think I have everything I need so I'll just save the money.



Time for Mr. Debias to die in his chair. His chair that makes him exceedingly difficult to hit... I'm going to be here a while.



I'll pop the gate open with a spell and let Lot in now that the cavs are dead. Maybe he'll have a better chance?



Now these are boss killing stats. The bosses are only going to get worse from here on out... This guy is the last unpromoted boss and Chapters 8 and 8x especially have some hellishly hard to hurt bosses.



Bonk! The Killer Axe broke against the Cavaliers but he doesn't need it to win. All these amazing levels and all I can see is the fact he's only gained a single point of luck... That Goddess Icon isn't doing enough to patch it up.



One more level for the road. I'm still thinking about that Elen idea...



I really hate this chapter. There's so much wasted time with all these villages, even after all the enemies are gone. That said, it absolutely could have gone worse. 4 allies dead (5 counting Fir) might sound bad, but when I was setting the bar at "I don't get a Game Over" I think I did pretty well! I'll consider the implications of those deaths in a short while.



Roy is specifically talking to me here. The first side chapter necessary for the golden ending requires Lilina to survive this next map, and in my first ever playthrough of this game I got her killed immediately by forgetting to move her from her starting position. I don't think I managed to unlock a single side chapter on that playthrough...



Let's go through these deaths one by one. I'm sure Trec's death could have been avoided through rescue-dropping Roy... I made the decision not to bother since I figured it wasn't worth the effort to put Roy in immediate danger to save a medicore recruit, but I'm sure I could have planned something safe if I'd thought about it really hard. Problem is I'm actually really terrible at planning things on the prep screen! Even if I have all the information I need and I can count squares I would still rather play the first turn or two to mess around to figure out an opening strategy for a map... Not being able to do that is part of what makes ironmans difficult to me.

Trec himself is... ehhh. I don't need him. Lance is good, Marcus is fine for me right now, and eventually Percival will join and outclass them both. Not that more Cavaliers is ever a bad thing, but when I've got enough good ones now I'm not really hurting for more. He's a cool dude though. I should use him one day.



This was a case of me not realising he showed up as early as he did. Maybe he would have been in trouble immediately after I recruited him anyway, but at least he could have ran for cover in a forest tile. Losing Fir sucks... But I don't care about Noah. Maybe his sword rank would have been useful in the Western Isle chapters?



Now from a gameplay standpoint I don't think my decision to sacrifice Wolt was terrible... He had no items on him, and he helped take the heat off of Roy to avoid what maybe could have been a Game Over in a really bad luck scenario. I was only ever going to either bench him or use him as bait anyway... In my heart however what I did feels pointless and cruel.



Unlocking Chapter 20x and therefore the Maltet via Ilia requires both Juno and Zelot to be alive. I guess I'm going to Sacae!!! It would have been nice if Zelot had ran towards my army instead of away from it, but maybe it was a good thing he kept that Elfire Mage who eventually killed him away from my army. Had he survived I guess I would have used him to fill out deployment slots for a few maps and then benched him...


So that's it! Hardest map in the game done. It's all downhill from here! Nothing bad will ever happen to me again.

GiantRockFromSpace
Mar 1, 2019

Just Cram It


I agree on giving the crest to Lot. That way when he saves your run much later, you could say... thanks-a-Lot :rimshot:

Cattail Prophet
Apr 12, 2014

To be fair to Trec and Zelot, there's also the option of picking them up with your own horses until you can get Roy into position to recruit them. Granted with as thin as you're stretched at this point that probably would've just led to Marcus and Lance dying.

Zelot is actually in Heroes proper now btw. He was the free unit for last year's bridal banner.

Left 4 Bread
Oct 4, 2021

i sleep
dorothy

dorothy

dorothy


She and Elen are on the path to greatness, it seems

megane
Jun 20, 2008



Look, no blue units died, that's what matters in the... huh? "Wolt"? Who the heck is "Wolt"? You just made that up, that's not a real name.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
So I've got to ask: what do you think are your chances of making to the end now that you're past the first real roadblock?

Keldulas
Mar 18, 2009
I’m unfortunately not surprised here, you lost too many of the good units. I had more of the good units alive at this point, leaned on Rutger to Killing Edge some targets and still lost a recruited Treck due to him not dodging any Javelins. Plus I had to use a bait Ellen to dodge one of two Javelins that ended up having 44% hit odds.

The enemies here are just too aggressive and too highly statted on this map, it’s kind of a mess. At the same time I don’t grudge the map too harshly because the reinforcements are the most fair they’re ever going to be on FE6.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Well, next chapter they get replacement dieck, lough, and a couple spare armor knights. After that we hit the point where the game starts throwing hard mode super units at you and deaths will become much tougher to get and also much more important if they happen

E: with this map I've always found that rushing to grab the illian trio and then turtling up in the town works well. It limits the access to your party down to single tile corridors that you can chokepoint pretty well until all the reinforcements are cleared. If you have a really potent team, and clear out the map before the southern reinforcements pop up you can use the northeast corner as a similar single tile chokepoint against those silver Lance monsters.

FoolyCharged fucked around with this message at 19:10 on May 7, 2022

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

anilEhilated posted:

So I've got to ask: what do you think are your chances of making to the end now that you're past the first real roadblock?

I think they're pretty good! It might be an easy walk to the end with the good units I have now or it might be a trainwreck that's barely propped up by all the good prepromotes that have yet to join, but at the very least I think I can make it to Zephiel. Whether I can get past that is somewhat up in the air, so many side chapter requirements require certain characters to be alive and even amazing characters like Milady can die to one single stupid mistake.

Incidentally, the plan was always for me to leave the route split in the Western Isles up to viewer vote and that's coming up fairly soon. I've got my own preferences, but before I say what they are I'd love to know what people think. I'll probably put a poll up either after Chapter 8 or 8x.

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FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

One route provides a worse Gonzalez. I will never see elphin and the stache.

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