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Posted: Wed May 23, 2012 8:20 pm
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Posted: Wed May 23, 2012 9:28 pm
FD's Draft: Gang Bang - Fierce Bitches Are Fierce And if anyone's wondering (which no one is, but I'm giving exposition ANYWAY), the title for my draft logs comes from my favorite song off Madonna's new record. Since the majority of my units all come quite early (I have my 'main' party complete just with this post), I conjecture having that many units available for such an extended period of time will really help me shave off the turns; my strategy is partially to have so many units so soon to "Gang Bang" them chapters~ Weeerk.
Chapter 4 – Battle in the Lea: 6 turns (20 total) Merric costs a turn; I don’t have him drafted. Ergo, Merric was not recruited. The village offers gold I do believe, of which I have plenty thanks to the generosity of the bandits from the previous chapter, so it was skipped as well. Besides, it would have cost at LEAST a couple of turns. I TRIED to kill Bord off against the lone archer from the north but finished the chapter before he got axed. Lena class changed to a Peg Knight because the rules allow me to reclass non-drafted units. This made it much easier to recruit Matthis in a timely manner. Draug and Gaggles took on the units in the north east with Cavalier-Navarre as a meatshield for Gaggles. Barst and Abel (with Javelin – that Ridersbane is killer up close) took out the boss before Marth arrived no sweat. Jagen, Julian, and a newly recruited Matthis went west and with Abel leading the front and Marth actually having some wiggle room to squeeze in an attack and still make the minimum turn count, they all contributed to clearing the west side of the map with no enemies left. Caeda and Lena are now supportbot-meatshields pegs.
Marth: Level 6 HP: 23 Str: 7 Mag: 0 Skl: 5 Spd: 10 Luck: 11 Def: 8 Res: 0
Abel: Level 10 HP: 25 Str: 11 Mag: 0 Skl: 14 Spd: 11 Luck: 5 Def: 10 Res: 0
Jagen: Level 2 HP: 22 Str: 7 Mag: 1 Skl: 11 Spd: 8 Luck: 2 Def: 9 Res: 6
Gaggles: Level 4 HP: 20 Str: 5 Mag: 0 Skl: 3 Spd: 5 Luck: 6 Def: 8 Res: 0
Draug: Level 5 HP: 21 Str: 8 Mag: 0 Skl: 4 Spd: 5 Luck: 2 Def: 12 Res: 0
Barst: Level 6 HP: 26 Str: 12 Mag: 0 Skl: 7 Spd: 11 Luck: 5 Def: 6 Res: 0
Julian: Level 4 HP: 17 Str: 4 Mag: 0 Skl: 6 Spd: 13 Luck: 8 Def: 4 Res: 0
Matthis: Level 3 HP: 21 Str: 5 Mag: 0 Skl: 2 Spd: 7 Luck: 0 Def: 7 Res: 0
Chapter 5 – Champions of Aurelis: 5 turns (25 total) Hypothetically, this chapter COULD take 4 turns, and Marth was close enough to seize the throne, but killing the boss sufficiently quickly was a tall order, and so I’ll settle for five. Especially since I successfully got Wendell’s Barrier Staff, which will come in handy later on. Hardin and co. all joining gave me far more than 15 units, and I am NOT missing my gaidens, so I spent the chapter trying to kill them off, only to be half successful; Vyland and Sedgar died. Wolf and Hardin didn’t attract enough attention with everything else going on (and of course, weapons were traded around so they couldn’t attack back – you’d think that would make them easy targets for the enemy, but Hardin IS a coyote). Roshea I get to keep, of course (yaaay!). Mercenary-Castor suicide into the north eastern crew of enemies, followed by Barst, Jagen, Draug, and Gaggles who cleaned house on that side, with Draug and Barst notably reaching new weapon ranks. The only reason Jagen went east instead of west with everyone else is because he’s the only one with the resistance to stomach two hits from Wendell. He didn’t kill Wendell in return, but Barst’s Hand Axe did. Lena went shopping and then covered the village from the Thief who was going that direction. Said Thief was yummy experience for Barst (who rapes everything he touches). Marth also finally got some action in thanks to the density of enemies near the castle. And his Rapier came in very handy against both the mooks and the Boss. Matthis and Roshea are still usually too slow to double, but they team up together quite nicely. Julian made potshots against Archers, mostly. Abel kicked much a** and stormed ahead of all my other units, as per usual. He’s super-close to a C in Lances and the perks of Ridersbane, too, but alas, no level up.
Marth: Level 7 HP: 24 Str: 7 Mag: 0 Skl: 5 Spd: 10 Luck: 12 Def: 8 Res: 0
Abel: Level 10 HP: 25 Str: 11 Mag: 0 Skl: 14 Spd: 11 Luck: 5 Def: 10 Res: 0
Jagen: Level 2 HP: 22 Str: 7 Mag: 1 Skl: 11 Spd: 8 Luck: 2 Def: 9 Res: 6
Gaggles: Level 4 HP: 20 Str: 5 Mag: 0 Skl: 3 Spd: 5 Luck: 6 Def: 8 Res: 0
Draug: Level 5 HP: 21 Str: 8 Mag: 0 Skl: 4 Spd: 5 Luck: 2 Def: 12 Res: 0
Barst: Level 8 HP: 28 Str: 13 Mag: 0 Skl: 9 Spd: 11 Luck: 6 Def: 7 Res: 0
Julian: Level 5 HP: 18 Str: 4 Mag: 0 Skl: 7 Spd: 13 Luck: 8 Def: 4 Res: 0
Matthis: Level 4 HP: 21 Str: 5 Mag: 0 Skl: 3 Spd: 7 Luck: 0 Def: 7 Res: 0
Roshea: has his base stats
Chapter 6: 7 turns (32 total) Again, this chapter took one turn more than necessary, which sucks, but the boss took Jagen, Abel AND Marth instead of just Jagen and Abel. Obviously, is Marth is having to attack, he’s not seizing that turn, even if he’s in range. I’m taking it though because it would be insane to restart just to hope for a critical to save a single turn. Especially when I got all the treasure except for a Killing Edge (and I already have one) and successfully killed off meatshielding Wolf, Hardin, and Navarre and managed to get the Gaiden! Many level ups were garnered. Basically, mounted units plowed forward, non mounted units dealt with the units that start outside in the northeast and come inside and Julian got to do his thing as my Thief. I am REALLY happy I drafted Julian currently. Oh, and Gaggles, Draug, and Abel all got their weapon ranks up. More damage is always nice, especially since Gaggles has yet to get a Strength increase.
Marth: Level 9 HP: 26 Str: 7 Mag: 0 Skl: 6 Spd: 11 Luck: 13 Def: 9 Res: 0
Abel: Level 11 HP: 26 Str: 11 Mag: 0 Skl: 15 Spd: 11 Luck: 5 Def: 10 Res: 0
Jagen: Level 3 HP: 23 Str: 7 Mag: 1 Skl: 12 Spd: 8 Luck: 3 Def: 9 Res: 6
Gaggles: Level 5 HP: 20 Str: 5 Mag: 0 Skl: 3 Spd: 5 Luck: 7 Def: 8 Res: 0
Draug: Level 5 HP: 21 Str: 8 Mag: 0 Skl: 4 Spd: 5 Luck: 2 Def: 12 Res: 0
Barst: Level 9 HP: 29 Str: 13 Mag: 0 Skl: 9 Spd: 12 Luck: 7 Def: 7 Res: 0
Julian: Level 5 HP: 18 Str: 4 Mag: 0 Skl: 7 Spd: 13 Luck: 8 Def: 4 Res: 0
Matthis: Level 5 HP: 22 Str: 6 Mag: 0 Skl: 4 Spd: 7 Luck: 0 Def: 7 Res: 0
Roshea: Level 5 HP: 24 Str: 8 Mag: 0 Skl: 6 Spd: 7 Luck: 5 Def: 7 Res: 0
Chapter 6x – In War’s Grip: 18 turns (0 count; 32 total)
“You must be the help.” – Athena
Gaggles FINALLY gets a boost to his Strength. And I FINALLY get Athena, which essentially completes my main party. I’ll be class-changing her to a Peg as soon as I can (she and Jagen comprise the two class changes I’m allowed for drafted units), giving me 4 competent mounts and Jagen (who has definitely been cutting down turn counts for me). Athena is vun fierce voman! Boah and Elice come much later, and will be staff whores should I even need that. Since I could afford to take my time with this chapter, I really tried to take advantage of it and buffer all my units that haven’t had the chance to excel in gaining experience yet. Marth used the Seraph Robe from the previous chapter. Oh, I also killed Bord this chapter! One less person to kill off before the next Gaiden.
Marth: Level 10 HP: 34 Str: 8 Mag: 0 Skl: 6 Spd: 11 Luck: 14 Def: 9 Res: 0
Abel: Level 12 HP: 27 Str: 11 Mag: 0 Skl: 16 Spd: 12 Luck: 5 Def: 10 Res: 0
Jagen: Level 3 HP: 23 Str: 7 Mag: 1 Skl: 12 Spd: 8 Luck: 3 Def: 9 Res: 6
Gaggles: Level 6 HP: 20 Str: 6 Mag: 0 Skl: 3 Spd: 6 Luck: 8 Def: 8 Res: 0
Draug: Level 6 HP: 21 Str: 8 Mag: 0 Skl: 4 Spd: 6 Luck: 2 Def: 13 Res: 0
Barst: Level 9 HP: 29 Str: 13 Mag: 0 Skl: 9 Spd: 12 Luck: 7 Def: 7 Res: 0
Julian: Level 7 HP: 20 Str: 5 Mag: 0 Skl: 8 Spd: 14 Luck: 10 Def: 4 Res: 0
Matthis: Level 6 HP: 23 Str: 7 Mag: 0 Skl: 4 Spd: 8 Luck: 1 Def: 8 Res: 0
Roshea: Level 6 HP: 25 Str: 8 Mag: 0 Skl: 7 Spd: 7 Luck: 5 Def: 8 Res: 0
Athena: has her base stats (for now)
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Posted: Wed May 23, 2012 9:44 pm
Prologue: Seven turns
Overall Marth just charged through the enemies and plowed through them.
Prologue II: The Cavalier strike! 6 Turns
Frey has joined the fight and isn't about to back down. He got Abel's Javelin and helped wreck house.
Prologue III: Ugh mages. 9 turns
I was careful here, though Cain traded his stuff over to Jagen. Overall Marth and Frey cleaned house here.
Prologue IV: The end of the prologue: 9 turns
Things got shaky at the start, but we charged onwards. Frey cleaned house once again, gaining himself the title of MVP through the entire prologue.
Chapter 1: 8 Turns (8 overall)
I was slow here, but lucky for me I had Frey. He charged through the pirates with his Iron Sword equipped and slaughtered them all. Marth made sure to get some money to pay for equipment. We got a couple more Iron Swords and Iron Lances, plus one more Javelin. Frey did manage to get himself a D rank in swords, which will help in the near future! And the boss was easy because Frey was able to double him by then.
Chapter 2: Yar we be the Pirate! Thirteen turns (21 overall)
This one took me a little longer since Marth had to stay behind to recruit Darros. But once he joined he did not slack off! He took off like a heart beat, making sure to gain skill on his first level. The fact he could move on water helped out here. Frey charged onwards, leaving people behind for Marth and Darros. Castor sadly died to Darros' axe, but his death won't be in vain. And in the end, Darros got the kill on the boss with an Iron Axe.
Levels so far:
Marth: Level 6 HP: 22, Str: 9, Mag: 0, Skill: 4, Spd: 8, Luck: 11, Def: 9, Res: 0
Frey: Level 9 HP: 23, Str: 9, Mag: 0, Skill: 12, Spd: 12, Lck: 7, Def: 11, Res: 0
Jagen is base still
Darros: Level 5 HP: 23, StrL 6, Mag: 0. Skill: 4, Spd: 7, Lck: 3, Def: 5, Res: 0
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Posted: Wed May 23, 2012 9:54 pm
I'll take Macellen and call it a day. Now let's start already.
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Posted: Wed May 23, 2012 10:00 pm
Claiming Ymir (otherwise known as "Proto-Gonzales that can ******** a b***h up") as my final unit.
Good luck to everyone and I look forward to reading of your progress!
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Posted: Thu May 24, 2012 1:11 am
FD's Draft: Gang Bang - Fierce Bitches Are Fierce Did you guys know the Warp staff sells for 0 gold? Because I sure didn't. I tried selling it recently since we aren't allowed to use it anyway, thinking the gold will at least let me get SOMETHING out of it, just to find out it has no monetary worth! Onto the chapters.
Chapter 7 – Lefcandith Gauntlet: 6 turns (38 total) Minerva appears! 6 turns is the minimum it takes for Marth to reach the Gate. I did kill off Cain to a Ridersbane wielding Cavalier to do so, though. But that is kind of the point of meatshielders in FE11. So whatevs. Gaggles had a field day with all the flying units and killed Palla to boot. He would have had time for Est as well if not for an inconvenient miss on Palla the first time. It would have been pointless for he or Draug to even attempt to keep up with all my mounted units, or even Marth and Barst, so he stuck to the middle of the map where the flyers love to crowd while Draug killed all the enemies in that crater with the village, which obviously wasn’t visited. Bantu; as IF! He’s not drafted and would have cost a ton of turns this chapter. Before Draug started mauling those guys, however, I sacked Ogma as well. Can’t afford to miss those Gaidens, you know? Julian obviously had to open the gate to kill off Ogma and let Draug have his way with those behind it, but also killed off one of the DracoKnights that Gaggles failed to kill by one point. One of the groups of reinforcements always carries Ridersbane weapons, which was obviously something of a challenge for my horse-heavy offensive front, but Javelins, a deathfodder sacrifice, and Athena all added up to dealing with it. Barst plowed through the boss with his mighty Hammer to clear the way for Marth. This chapter would NOT have been done in 6 turns if not for the fact that Barst was placed ahead of Marth and has similar movement to the Lord. Also, Athena’s class change did help a TON. She got to fly over the mountain and start hitting even before Abel and Jagen.
Marth: Level 10 HP: 34 Str: 8 Mag: 0 Skl: 6 Spd: 11 Luck: 14 Def: 9 Res: 0
Abel: Level 12 HP: 27 Str: 11 Mag: 0 Skl: 16 Spd: 12 Luck: 5 Def: 10 Res: 0
Jagen: Level 3 HP: 23 Str: 7 Mag: 1 Skl: 12 Spd: 8 Luck: 3 Def: 9 Res: 6
Gaggles: Level 7 HP: 20 Str: 7 Mag: 0 Skl: 3 Spd: 6 Luck: 8 Def: 8 Res: 0
Draug: Level 7 HP: 22 Str: 8 Mag: 0 Skl: 5 Spd: 7 Luck: 2 Def: 14 Res: 0
Barst: Level 9 HP: 30 Str: 13 Mag: 0 Skl: 10 Spd: 12 Luck: 8 Def: 7 Res: 0
Julian: Level 7 HP: 20 Str: 5 Mag: 0 Skl: 8 Spd: 14 Luck: 10 Def: 4 Res: 0
Matthis: Level 7 HP: 24 Str: 7 Mag: 0 Skl: 5 Spd: 9 Luck: 2 Def: 8 Res: 0
Roshea: Level 7 HP: 26 Str: 9 Mag: 0 Skl: 7 Spd: 7 Luck: 5 Def: 8 Res: 0
Athena: Level 10 (these are her base stats, but after reclassing) HP: 25 Str: 10 Mag: 2 Skl: 8 Spd: 9 Luck: 6 Def: 8 Res: 6
Chapter 8 – Port Warren: 5 turns (43 total) Every FE has a Port map. This is FE11's. Again, 5 turns is the minimum possible for Marth to reach the throne, and again, Barst Hammered the b***h for him. The Ridersbane really came in handy for some good, easy exp from all the promoted Horseman units from the northwest for Abel and even Jagen. Roshea got what he could towards the end with it as well. The trick with this chapter is to hole up the two sections enemies spawn from at the choke points to allow the units you need in order to seize to move on as quickly as possible. The boss is by himself, so once you reach those choke points, it’s a matter of trying to maximize your experience within the turns you’re taking; no sense in sending anyone else to the throne. Because the Horseman and Cavaliers were a bit tougher than the Knights and Archers, Abel and Jagen (the only mountain unit I have currently that can traverse mountains and gain their benefits) handled the former, while Roshea and Matthis originally dealt with the latter. I had to restart this a couple of times because I wound up losing Roshea so I made sure he was holding a Vulnerary when I restarted. I also took advantage of my restart to have Caeda recruit Roger instead of trying to kill him with my own units (trading his weapon to Caeda to act a surefire lure), which was slowing down my pace for the northern choke point. Tried having him suicide against all the reinforcements in that section, but the boy wouldn’t go down; Knights are pretty damn fierce. I’ll have to reclass him to make it easier in a future chapter. Gaggles and Draug were too slow to reach the action, and there was no way Radd and Caesar were going to catch up fast enough to die, so they went shopping instead and bought the available Rapier, as the one Marth starts with is starting to wear significantly – it IS his only way to have a substantial offense when he IS able to get a hit in. I was initially upset about having to restart because Julian had gotten a really good level up, but much to my fortune, he got an even better one the second time around. He and Athena basically made pot shots where they could; this level was mostly Cavalry work. Barst is proving to be a really great boss killer. And that's why you want an axe user, and you want them to reach a C rank before the medley of armored bosses in this game.
Marth: Level 10 HP: 34 Str: 8 Mag: 0 Skl: 6 Spd: 11 Luck: 14 Def: 9 Res: 0
Abel: Level 14 HP: 29 Str: 12 Mag: 0 Skl: 18 Spd: 12 Luck: 5 Def: 10 Res: 0
Jagen: Level 4 HP: 24 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 3 Def: 9 Res: 6
Gaggles: Level 7 HP: 20 Str: 7 Mag: 0 Skl: 3 Spd: 6 Luck: 8 Def: 8 Res: 0
Draug: Level 7 HP: 22 Str: 8 Mag: 0 Skl: 5 Spd: 7 Luck: 2 Def: 14 Res: 0
Barst: Level 11 HP: 31 Str: 13 Mag: 0 Skl: 10 Spd: 12 Luck: 9 Def: 7 Res: 0
Julian: Level 8 HP: 21 Str: 6 Mag: 0 Skl: 9 Spd: 15 Luck: 11 Def: 5 Res: 0
Matthis: Level 7 HP: 24 Str: 7 Mag: 0 Skl: 5 Spd: 9 Luck: 2 Def: 8 Res: 0
Roshea: Level 8 HP: 26 Str: 10 Mag: 0 Skl: 8 Spd: 7 Luck: 6 Def: 8 Res: 0
Athena: Level 11 HP: 25 Str: 11 Mag: 2 Skl: 8 Spd: 9 Luck: 6 Def: 8 Res: 6
And with that, the early-game is pretty much done. My encounter with the first enemy Mamkute and more exploits coming soon! I know there’s a Wyrmslayer in the chapter, but I’m not sure which chest it’s in. How, then, best to minimize the turn count? Depending on the chest it’s in, I have my strategies in mind. We’ll see how it goes. Hope you’re enjoying it! And then: how to address Minerva's chapter when I'm not recruiting Maria OR Minerva? Can I still get the Hauteclaure? Do I need it? Stay tuned for answers to these questions and more!
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Posted: Thu May 24, 2012 4:05 pm
The Forces of Evil are in Serious Trouble!I really like the Fire Emblem OVA, hence the title. It gets to be silly 90's anime cheese while still capturing that Fire Emblem flavor! Kinda like Shadow Dragon, really. The dialogue is written with enough tongue-in-cheek and silly remarks to make me think that the localization team knew that the game showed its age and ran with it. And I just so happened to get as far as the OVA did today, so I dedicate this playthrough to Hikaru Midorikawa, Spike Spencer, the 90's, and good cheesy fun. The team: Caeda, Ogma, Wendell, Sedgar, Cord, Castor, Est, Wrys, Beck, Dolph, Macellan. Plus Marth, Jagen, and Nagi/Gotoh Prologue 1: Marth kills everything. Turns: 5 Total Turn Count: 0 (5 total prologue) Prologue 2: Frey gives his vulnerary and iron sword to Marth. Marth kills everything. He has gotten Strength three times in a row! I have him kill the archers for experience before finishing off the chapter. Turns: 7 Total Turn Count: 0 (12 total prologue) Prologue 3: Jagen gets Abel’s javelin and Frey’s Iron Lance. Marth kills everything, because there’s no rush and Jagen is Jagen. Turns: 12 Total Turn Count: 0 (24 total prologue) Prologue 4: Marth kills everything, including Gordin. The enemy’s plan was too clever for me. He keeps getting stronger! I hope this keeps up. Turns: 12 Total Turn Count: 0 (38 total prologue) Chapter 1: And now the fun begins, as the young blue-haired couple rides into battle! Marth gets yet another iron sword from Abel, Caeda gets Jagen’s javelin and Frey’s iron lance. Caeda’s still a bit frail in axeland, so I had to be careful with her. I had Jagen loosen up some pirates for her to kill. Recruiting Wrys slowed me down, but I forgive him. I had to reset a few times because some pirates decided to rest on the village entrance just to spite me. I don’t forgive them. Turns: 7 Total Turn Count: 7 Chapter 2: Ogma and Cord come in to help me! Barst and Bord give Cord their axes, even though he can’t use them all just yet. Marth gives Ogma his vulnerary. Caeda grabs the one I got from the boss of the previous chapter. Unarmed Draug prevents the pirates from going straight downward. Unarmed cavaliers follow along for some meatshielding and to help protect Wrys out in the open. Caeda recruits Castor without a hitch. Marth could visit the village without wasting a turn. Though a few folks ended up missing the boss, and that ended up costing me a turn instead. Oh well. I have money now! Turns: 6 Total Turn Count: 13 Chapter 3: Tee hee. Anyway, why does Cord have to start so far back? I want that weapon level to rise! Caeda recruits Navarre, takes his sword for her faithful and rather handsome mercenary bodyguard, and leaves him unequipped to meatshield along with Draug. Yow! Caeda also gets in some shots on the thieves right after recruiting him because she still needs some levels. Ogma, Marth, and Jagen head up to fight the boss ahead of everyone else, who spent their time finishing off the mooks and being healed by Wrys. They beat the boss in two turns. Marth seizes on the second of those. Turns: 6 Total Turn Count: 19 I’ll stop here and do more tomorrow. Might get some Blazing Sword done after dinner, though. Also, let me say that I love how everyone is narrating their drafts. It's a different way of your personalities coming through! Unit stats as of last chapter: Marth: Level 11 Hp: 26 Str: 11 Mag: 0 Skill: 5 Spd: 12 Luck: 15 Def: 11 Res: 0 Caeda : Level 5 Hp: 18 Str: 4 Mag: 1 Skill: 8 Spd: 16 Luck: 12 Def: 7 Res: 6 Jagen: Level 2 Hp: 23 Str: 7 Mag: 1 Skill: 11 Spd: 8 Luck: 1 Def: 9 Res: 6 Wrys: Level 2 Hp: 17 Str: 0 Mag: 2 Skill: 5 Spd: 6 Lck: 3 Def: 3 Res: 6 Ogma: Level 5 Hp: 23 Str: 7 Mag: 0 Skill: 12 Spd: 12 Luck: 3 Def: 6 Res: 0 Cord: Level 3 Hp: 20 Str: 8 Mag: 0 Skill: 5 Spd: 9 Lck: 6 Def: 5 Res: 0 Castor has his bases. He’s getting there as fast as a bow user can.
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Posted: Fri May 25, 2012 8:13 pm
FD's Draft: Gang Bang - Fierce Bitches Are Fierce We go over some exciting chapters in this installment. I also give what I consider to be pretty solid advice for drafts. I DO so hope you enjoy it~
Chapter 9 – Pyrathi Island: 6 turns (49 total) Okay, here’s the deal. I killed the boss and had Marth available to reach the throne in 5 turns. Turns out, the Wyrmslayer is on the other ******** side of the map. And the fastest I could get it in is 6 turns. It also turns out I overestimated the power of the first enemy Mamkute in the game. Abel took him out without even exposing himself with two turns of Javelin chucking. Julian ransacked the closer treasure and was placed just the right distance to unlock the first door that would otherwise leave you very much stuck in the chapter, and Athena hauled assed all the way to the other side of the map to kill the Thief who stole the Wyrmslayer just after he acquired it, nabbing it for ourselves. I also converted Roger and Caesar into Pirates, thinking the enemy pirates in the chapter could kill them over the sea. Not the case. The enemies in the game suck that much. Not one unit died this chapter, despite my efforts to kill some meatshields off. Athena, Matthis, and Roshea are all able to one-round enemies in combat now! Between them and Abel’s upcoming promotion, it should be smooth sailing for a long time to come. You may be wondering why I decided to take the extra turn for the Wyrmslayer when it turns out they can just be dealt with at range, needlessly adding a turn. It’s making a gamble, basically. I’m willing to gamble that that Wyrmslayer will save me a turn later on in the playthrough. If it saves just one turn, things equal out. If it saves more turns over the course of the game, it ends up cutting more turns than it cost. There are certainly more Mamkutes in the game, and there’s one chapter that’s full of ‘em. Abel did NOT one-round the sucker, and if other units are doing other things, one-rounding might save a turn at some point. Will it pay off? I honestly don’t know, but even if it doesn’t necessarily save a turn (which it might), it WILL make certain sections of this game easier. There ARE quite a few other Manakete bosses in the game, alone. Overall, while it did cost a turn, I think it’ll turn out to be worth it.
Marth: Level 10 HP: 34 Str: 8 Mag: 0 Skl: 7 Spd: 11 Luck: 14 Def: 9 Res: 0
Abel: Level 15 HP: 29 Str: 12 Mag: 0 Skl: 19 Spd: 12 Luck: 5 Def: 10 Res: 0
Jagen: Level 4 HP: 24 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 3 Def: 9 Res: 6
Gaggles: Level 7 HP: 20 Str: 7 Mag: 0 Skl: 3 Spd: 6 Luck: 8 Def: 8 Res: 0
Draug: Level 8 HP: 22 Str: 8 Mag: 0 Skl: 6 Spd: 7 Luck: 3 Def: 15 Res: 0
Barst: Level 11 HP: 31 Str: 13 Mag: 0 Skl: 10 Spd: 12 Luck: 9 Def: 7 Res: 0
Julian: Level 8 HP: 21 Str: 6 Mag: 0 Skl: 9 Spd: 15 Luck: 11 Def: 5 Res: 0
Matthis: Level 9 HP: 26 Str: 8 Mag: 0 Skl: 5 Spd: 10 Luck: 3 Def: 8 Res: 0
Roshea: Level 9 HP: 27 Str: 10 Mag: 0 Skl: 9 Spd: 7 Luck: 6 Def: 9 Res: 0
Athena: Level 12 HP: 26 Str: 11 Mag: 2 Skl: 9 Spd: 9 Luck: 6 Def: 8 Res: 6
Chapter 10 – Princess Minerva: 8 turns (57 total) Hot damn. This was by far the most complicated chapter yet. And I wasn’t sure how Minerva was going to behave, or how to go about the chapter in the fewest turns. After measuring how long it takes Marth to reach the gate with each of the available paths, though. Going through the southwest and then north is the quickest, and so this chapter was done in the minimum amount of turns possible. It takes 8 turns to reach the gate unhindered. Took quite a few restarts though to determine the best strategy to get as much out of the chapter as possible. There’s the Hero north of the castle (and far out of the way) that drops the first Master Seal, the Hauteclere Minerva drops (oh, and it turns out she WILL attack you, if you were curious), and treasure in the castle to be had (Physic and Levin Sword) as well as a potential Silver Bow a Sniper drops in the castle. At first, I had Jagen try to handle the castle himself, but the three bow users (especially with that Silver Bow) proved too much to take. So then I tried sending in Draug to soak it all up, thinking he wouldn’t die. Turns out, he can’t stand up to a mighty Silver Bow and friends either (yet!). I ultimately had Jagen kill only the Thief and the Knights without ever getting in range of the bow crew (got an A in Lances in the process) and had Julian take the chest the Thief didn’t reach. I got the treasure. Good enough for me. As far as the Silver Bow goes, Gordin doesn’t even have a B in Bows yet, so it’s not that big a loss. They can be bought later on, too. Meanwhile, Minerva and other flyers go east and then South, and homegurl has that super lethal Hauteclere equipped. Originally, I sent a deathfodder Roger alongside Barst and Gordin. Roger easily died, while Gordin and Barst took out Minerva without getting hit back in return, netting me that delicious weapon for the future. They had no problem taking out the other flyers either between Gordin’s triple damage and Barst being a total beast. This was my first attempt, mind you. I miscalculated. While Barst was able to totally handle all the enemies in that area, it left me with no one to take out the boss in one turn, and would have cost me quite a LOT of turns, because even the Rapier and Abel with a Steel Lance wouldn’t be taking him out that quickly. Besides, I had Abel going after the Hero on his own to get me that Master Seal. I NEEDED Barst to go the same route as Marth in order to finish in minimum possible turns. But then how to deal with Minerva? Well, realizing how strong all those flyers of hers are, I took the opportunity to kill off Radd AND Roger in one chapter and had Draug and Gordin team up. Draug and Gordin together did JUST enough damage to kill Minerva without taking a hit, and they then stuck in an corner created by the caste walls, alongside some help from Jagen and Roshea for the reinforcements that come later on. Draug and Gordin continue to prove what a fierce combination they are together (proto-Shinon/Gatrie?), and they both managed to level up twice with all the promoted units that they had to deal with! All my mounts helped deal with the initial 4 cavaliers in the southwest (Marth finally getting some action too) but only Athena and Matthis went ahead of Marth and Barst, getting what kills they could; slim pickings for that route, despite it being the fastest to the gate. Barst, as always, killed the boss with Hammer-Time and Abel successfully got us the first Master Seal. Fitting, since he’ll definitely be the one using it soon. Obviously I didn’t bother even trying to recruit Maria. She and Minerva cost a LOT of turns, and they aren’t drafted. I’ve done fine without a healer so far and can have Jagen class change to Bishop whenever it becomes prudent. Plus, I finally had the chance to buy Vulneraries this chapter support-bot Lena. Might need them considering that the next chapter has…
Marth: Level 10 HP: 34 Str: 8 Mag: 0 Skl: 7 Spd: 11 Luck: 14 Def: 9 Res: 0
Abel: Level 15 HP: 29 Str: 12 Mag: 0 Skl: 19 Spd: 12 Luck: 5 Def: 10 Res: 0
Jagen: Level 4 HP: 24 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 3 Def: 9 Res: 6
Gaggles: Level 9 HP: 21 Str: 8 Mag: 0 Skl: 4 Spd: 6 Luck: 9 Def: 8 Res: 0
Draug: Level 10 HP: 23 Str: 9 Mag: 0 Skl: 7 Spd: 8 Luck: 4 Def: 15 Res: 0
Barst: Level 12 HP: 31 Str: 14 Mag: 0 Skl: 11 Spd: 12 Luck: 10 Def: 7 Res: 0
Julian: Level 8 HP: 21 Str: 6 Mag: 0 Skl: 9 Spd: 15 Luck: 11 Def: 5 Res: 0
Matthis: Level 9 HP: 26 Str: 8 Mag: 0 Skl: 5 Spd: 10 Luck: 3 Def: 8 Res: 0
Roshea: Level 10 HP: 28 Str: 10 Mag: 0 Skl: 9 Spd: 7 Luck: 6 Def: 9 Res: 0
Athena: Level 12 HP: 26 Str: 11 Mag: 2 Skl: 9 Spd: 9 Luck: 6 Def: 8 Res: 6
Chapter 11 – Knorda Market: 9 turns (65 total) Ballistae! The next chapter is a minefield of Ballistae users. Oh, and another candidate for the Wyrmslayer, though it wouldn’t save a turn in this instance. At any rate, I tried killing Caesar off to the Ballistae, but he didn’t die. Those things ARE quite inaccurate, plus as I started getting near them they started aiming at other units. Athena reminds why flyers are awesome, positioning herself in the corner of the basin where the bulk of enemies are in such a manner that she lured a bunch of Cavaliers away while still being out of range of the ballistae and bow users, which was definitely helpful for my other units who had enough left over to deal with upon arriving the long way. Oh, and she FINALLY reached D in Lances. Reclassing may allow for all sorts of things, but it sucks when you realize your weapon ranks often become s**t. It’s all good though, because she can finally use Javelins. Gordin got to kill a Pegasus, and a bit later, and had he and Draug team up to take out the Mercenaries in the south, with Julian tagging along to sneak in some experience. Very notably, Gaggles and Draug reached their B Ranks. Which means Draug can now use Silver Lances. Since the boss is a Cavalier, Barst wasn’t necessary, which was good because he wasn’t able to keep up with all my cavalry this go. Oh, and if you were wondering, 9 turns is the minimum possible for Marth to reach the Gate and seize. And you know what gave me more trouble than the boss this chapter? Jake. It took Jagen and Abel teaming up to take him out. And try this on for size: Jagen+A Rank+Silver Lance is STILL extremely strong up to this point in the game, for anyone who hates the archetype. I’m close to half way through the game, and Jagen has arguably been just as valuable as Abel.
Marth: Level 11 HP: 35 Str: 9 Mag: 0 Skl: 8 Spd: 12 Luck: 15 Def: 10 Res: 0
Abel: Level 17 HP: 31 Str: 13 Mag: 0 Skl: 20 Spd: 14 Luck: 8 Def: 10 Res: 0
Jagen: Level 5 HP: 25 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 4 Def: 9 Res: 6
Gaggles: Level 10 HP: 22 Str: 8 Mag: 0 Skl: 4 Spd: 6 Luck: 9 Def: 9 Res: 0
Draug: Level 10 HP: 23 Str: 9 Mag: 0 Skl: 7 Spd: 8 Luck: 4 Def: 15 Res: 0
Barst: Level 12 HP: 31 Str: 14 Mag: 0 Skl: 11 Spd: 12 Luck: 10 Def: 7 Res: 0
Julian: Level 9 HP: 21 Str: 7 Mag: 0 Skl: 9 Spd: 16 Luck: 12 Def: 5 Res: 0
Matthis: Level 9 HP: 26 Str: 8 Mag: 0 Skl: 5 Spd: 10 Luck: 3 Def: 8 Res: 0
Roshea: Level 10 HP: 28 Str: 10 Mag: 0 Skl: 9 Spd: 9 Luck: 6 Def: 9 Res: 0
Athena: Level 13 HP: 27 Str: 12 Mag: 2 Skl: 9 Spd: 10 Luck: 6 Def: 8 Res: 6
Chapter 12 – The Ageless Palace: 7 turns (72 total) Nyna returns to her pretty, pretty palace! This is quite the grandiose chapter in terms of its scale, which is why it’s the last one for this post. And I’ll openly admit to doing a casual trial run of this chapter and restarting immediately after determining what was in every chest this chapter, because this chapter has what is arguably the single most important item in the game for a drafted tournament run: Boots. If that item was in ANY chest other than the one it’s in, I could cut a lot of turns here. But here’s some Murphy’s Law (Draft Edition) in action for you: anytime there is an item you think is worth getting, it will be as far away from you as possible, and cost extra turns to obtain. But Boots, possibly more so than any character hypothetically, cut down the mimimum number of turns any chapter can take. On that note, I’d like to provide the following advice to anyone EVER doing an FE11 draft challenge:
GIVE THE BOOTS TO THE LORD YOU SEIZE WITH.
I say this because, reading some of the draft logs various FEFers have been posting, I do believe some have been giving the Boots to someone besides the Lord. And Boots obviously help any character that gets them. But when you’re trying to finish the game in as few turns as possible, the measurement of how few turns that’s possible in depends on one how many turns it takes for your main Lord to reach the Gate or Throne. And the only way to reduce that number is by giving them the boots. Hope that helps others who hadn’t considered the impact of it. For games featuring a rescue command, it's usually best used on a flyer to ferry to seizing Lord to the throne/gate. Onto the chapter, itself. Because the Boots are so critical for cutting turns in future chapters, I measured the minimum this chapter should take not in how few turns it would take Marth to reach the Throne, but how long it would take to reach the Boots, so close to where you start the chapter, but so, sooo far because no Warp Staff is allowed. Measuring with my cavalry squadron, that’s 7 turns. Of course, said cavalry does have to deal with a Mamkute, mages, and an enemy Paladin important enough to get his own mug and carry a Silver Lance, among other things. That would be a pretty tall order, so I had to use Pure Water on Abel and Matthis to mimimize damage from the Mages, Vulneraries to recoop, and the Ridersbane to take out the Paladin and his pals in a manner that would prevent them from costing me turns to reach that final goal of the Boots. Jagen also tagged along to make a trio, while Athena and Roshea went with the infantry units this time, because sending more mounts with Abel would NOT have cut more turns, and they were able to help Marth and pals out with attacking various enemies on the way to the throne through the room with a whopping five treasure chests. To get all the booty in a timely manner, a Master Key was used (and of course, Abel needed one to open that chest at the end as well). Good stuff to be had: more Master Seals, an Arms Scroll, 20k in Gold (reiterating how unnecessary villages that provide gold really are) and a very useful Dragonpike (although that DOES make taking the extra turn for the Wyrmslayer in Chapter 9 less worthwhile – still hoping that’ll be proven worthwhile though). While I had an elite cavalry trio work on getting the boots, and Marth and others reach the throne while snatching all the treasure available, Gaggles and Draug stayed behind. They took out the Thieves that start in the east, and then got to handle all the reinforcements that spawn in the same area. None of them could damage Draug at all, so he got most of the action. Gaggles got in hits when possible. And, of course, you get a LOT of new units this chapter. One of which I drafted; yaaay Boah (on that note, boas are pretty fabulous. I have red and black one I use for a Devil costume, or just to be dramatic, that I’ve gotten tremendous usage out of, and just bought an indigo/purplish one I wore into a Ferrari dealership for shiggles on a trip to Austin recently. Back to my draft, to get the Gaiden, I had to kill off all the new units except for Boah. This wasn’t a problem since a mage and two archers are positioned around the jailed units. I placed Boah out of harms way and positioned everyone else so that they’d die as quickly as possible. Took 4 turns to kill 4 people, but that ensures me my Gaiden. Overall, I got the Boots, all the treasure (and some very nice drops from promoted enemies), some good level ups, Parthia, and Nyna gets her castle. Good stuff.
Marth: Level 11 HP: 35 Str: 9 Mag: 0 Skl: 8 Spd: 12 Luck: 15 Def: 10 Res: 0
Abel: Level 17 HP: 31 Str: 13 Mag: 0 Skl: 20 Spd: 14 Luck: 8 Def: 10 Res: 0
Jagen: Level 5 HP: 25 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 4 Def: 9 Res: 6
Gaggles: Level 10 HP: 22 Str: 8 Mag: 0 Skl: 4 Spd: 6 Luck: 9 Def: 9 Res: 0
Draug: Level 12 HP: 24 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 16 Res: 0
Barst: Level 13 HP: 32 Str: 14 Mag: 0 Skl: 11 Spd: 12 Luck: 10 Def: 7 Res: 0
Julian: Level 9 HP: 21 Str: 7 Mag: 0 Skl: 9 Spd: 16 Luck: 12 Def: 5 Res: 0
Matthis: Level 10 HP: 26 Str: 9 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 10 HP: 28 Str: 10 Mag: 0 Skl: 9 Spd: 9 Luck: 6 Def: 9 Res: 0
Athena: Level 14 HP: 27 Str: 13 Mag: 2 Skl: 9 Spd: 10 Luck: 6 Def: 8 Res: 6
Boah: has his very underwhelming bases (but good weapon ranks, fortunately).
ONTO THE GAIDEN! Hello, opportunity to get some much needed levels!
Coming soon: another ballista party, the dreaded desert chapter any my first encounter with Imhullu and Gharnef, and more escapades. Honestly, how the hell am I going to approach that desert chapter? Stay tuned to find out.
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Posted: Fri May 25, 2012 11:44 pm
The Forces of Evil are in Serious Trouble!Part two! Chapter 4: I can finally re-arrange units! I send unarmed Navarre to his death via the fighters and archers that come from above in order to delay them a bit, and send everyone else, including unarmed Cain and Frey, to the west. Caeda gets to wing spear some cavaliers, including Matthis, to death before they even cross the river. Cain buys some steel weapons for everyone. Marth visits Merric’s village, because I want Excalibur for Wendell. Plus, he’ll make up for it by recruiting Wendell instead of Marth down the line. Merric spends the rest of the chapter twiddling his thumbs. Caeda finally gets some strength! Cord gets some extra experience taking down the mooks that were following us. Turns: 7 Total Turn Count: 26 Chapter 5: I get Sedgar right off the bat. Wolf gives his whole inventory to him, as does Hardin. Caeda helps clear out the cavaliers blocking Wendell until the archers nearer to the chapter’s end have been dealt with. Cord and Castor escort Merric to Wendell, along with unarmed Frey for extra meat. Unarmed Hardin and his fellow unarmed fighters of Aurelis guard Sedgar so he can get some experience. Sedgar even crits once. Cord finally can use steel and hand axes. Wendell is recruited without Merric seeing any combat, and he swipes Excalibur off of him immediately. Jagen also has the ridersbane and that speeds up the de-gumming of the area. The boss dies after getting a face full of Wing Spear, but Marth is one space shy of the gate, so he and Caeda make goo-goo eyes at one another for a turn while everyone else kills the remaining few enemies and lets Wrys get some healing in (though Wendell will probably get a lot more mileage in the coming chapters then he will). Turns: 5 Total Turn Count: 31 Chapter 6: I buy a fire tome and a heal staff for Wendell. I let Rikard rot. Frey buys some javelins at the armory for people who aren’t him. Jagen kills archers ahead of everyone so that Caeda can kill armor knights unimpeded. Caeda, Jagen, Sedgar, and Wendell go with Marth down to the boss while Cord, Castor, Ogma, and Wrys take care of the remaining thieves and the cavalier with the master keys. Thieves steal a seraph robe and an armorslayer. Both of them die and fork over their loot. The killing edge thief got away, but that’s okay. Undrafted cavaliers use their bodies to prevent a thief from escaping. The boss dies via—you guessed it—Wing Spear to the face. Marth reaches the gate on the same turn. There wasn’t any time for Cord to use his recently obtained master keys to grab that physic staff, but I’ll live without it. Literally. Turns: 6 Total Turn Count: 37 Chapter 7: No Gaiden chapter. Everyone except Navarre is too good at living. I must remember to put extra effort into killing people for the next one. So Lena and Merric are sniped to death. Castor gets to shine when he shoots down a dracoknight. And oh, here’s where the reinforcement silliness comes in. At least they’re good experience. Here’s also where Caeda can’t kill the armored boss in one turn with her wing spear, and he’s got attack that could potentially kill her, especially with that silver axe. So while Marth makes his way to the gate, Jagen weakens him a bit before Ogma attacks with his armorslayer and Caeda finishes him off. Marth takes the gate on the same turn. Turns: 6 Total Turn Count: 43 And now it’s bedtime. I hope I won’t find any rocks in my pillow. Unit stats as of last chapter
Marth: Level 12 Hp: 27 Str: 11 Mag: 0 Skill: 5 Spd: 12 Luck: 16 Def: 11 Res: 0 Jagen: Level 4 Hp: 24 Str: 7 Mag: 1 Skill: 12 Spd: 8 Luck: 1 Def: 9 Res: 6 Caeda: Level 10 Hp: 22 Str: 5 Mag: 1 Skill: 12 Spd: 20 (cap), Luck: 15 Def: 7 Res: 6 Wrys: Level 4 Hp: 17 Str: 0 Mag: 2 Skill: 5 Spd: 8 Luck: 3 Def: 3 Res: 8 Ogma: Level 9 Hp: 27 Str: 10 Mag: 0 Skill: 13 Spd: 14 Luck: 5 Def: 6 Res: 0 Cord: Level 6 Hp: 23 Str: 10 Mag: 0 Skill: 6 Spd: 10 Luck: 8 Def: 5 Res: 0 Castor: Level 6 Hp: 23 Str: 9 Mag: 0 Skill: 4 Spd: 8 Luck: 4 Def: 5 Res: 0 Sedgar: Level 2 Hp: 22 Str: 6 Mag: 1 Skill: 7 Spd: 8 Luck: 2 Def: 7 Res: 2 Wendell: Level 2 Hp: 22 Str: 3 Mag: 4 Skill: 2 Spd: 12 Luck: 2 Def: 5 Res: 6
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Posted: Sat May 26, 2012 1:31 pm
It's time for today's edition of Nom's Draft! Popcorn not provided
Chapter 3: Navarre strikes his death! (11 turns. 32 overall) This chapter was fairly annoying for me. I was going to try and recruit Navarre so that I could get his killing edge. This took too much time since I had to also keep Caeda alive. I'm wanting to get the nice ending so she's gonna be benched after this chapter. But since I did not need to get Lena or Julian I left them for dead. Navarre and his mooks swept them up. Frey was great with his horse, and I had a couple close calls with Darros. I need to get his skill and speed to raise up so that he won't fall. In the end, Frey beat the boss.
Chapter 4: Death of faceless people! (20 turns. 52 overall)
So this map I was only allowed to bring Marth, Frey, Jagen and Darros. I also ended up having a lot of random mooks that joined our army, so I decided to kill them off at the beginning. They are worthless to me. Everyone just started to charge towards the castle, though I held back so that I could kill off the faceless recruits that joined me this chapter. Overall, Frey charged onwards and got the ending kills.
Chapter 5: New coyote's! (10 turns. 62 overall)
Huzzah we finally get Hardin and Vyland to join us! This chapter took me sometime though since I now have to baby Vyland. I've never used him before so this is going to be interesting for me. Anyways, everyone except Darros charged towards Hardin and Vyland with my random recruits dying off on the way. I really just don't care about them so they die early. But with Frey leading the charge and Marth with his Rapier, we were able to regroup with Hardin and Vyland. The others in the Coyote squad sadly died, but they will not be...who are they again? As much as I wanted to use both Wolf and Sedgar due to their growths, they had to fall apart. But Vyland gained a level! Marth finished the boss so I had to seize on turn 10.
Chapter 6: Stealing is a good thing! (14 turns. 76 overall)
Rickard comes in this chapter and I am so glad he is. Having a thief will help me out later. The problem will be babying him since I am also babying Vyland. Anyways, Frey, Hardin, Vyland, Darros and Jagen all charged forward to stop the thieves. Once I saw them my eyes lit up. It was juicy EXP time for Vyland, and he certainly loved all of it. I got all of the items from the chests after killing the thieves, and had a close call. Once I got to the end my mooks had all died, so it was all up to Frey and Darros to take down the boss. Frey got a critical hit and beat him.
Stats:
Level 10 Marth: 24 HP, 10 Str, 6 Skill, 10 Spd, 15 Lck, 10 Def
Level 15 Frey:29 HP, 13 Str, 15 Skill, 16 Spd, 11 Lck, 14 Def
Level 2 Jagen:22 HP, 7 Str, 1 Mag, 11 Skill, 8 Spd, 2 Lck, 9 Def, 6 Res
Level 10 Darros:7 HP, 6 Skill, 8 Spd, 6 Lck, 8 Def
Level 4 Vyland:23 HP, 6 Strm 3 Skill, 8 Speed, 3 Lck, 8 Def
Level 8 Hardin:26 HP, 10 Str, 9 Skill and Speed, 4 Lck, 8 Def, 1 Res
Level 2 Rickard:17 HP, 4 Str, 2 Skill, 10 Spd, 3 Def
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Posted: Sun May 27, 2012 7:38 am
I'll be starting my draft once I finish FE8. I'm also playing TotA on my 3DS, so I might be a tad slow, but I'll try not to take FOREVER. We don't really have a time limit, after all... xP"
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Posted: Sun May 27, 2012 12:52 pm
FD's Draft: Gang Bang - Fierce Bitches Are Fierce Whole lot of progress in this chapter. Come see Abel and Athena promote and then proceed to take over the world!
Chapter 12x – A Traitor’s Worth: 19 turns (0 count; 72 total) You need to milk-those-reinforcements, Hun-Ty. Since Marth hardly ever gets combat opportunites, I made sure he did here since I could afford to take my time. And of course I had to kill Horace as well. What I really needed accomplished in this chapter (and was successful in) was getting Abel to C in Swords. Now that Marth has 9 movement, the only people who will ever be capable of going ahead of him are mounted units, so Barst won’t be able to Hammer Time any armored bosses before Marth reaches them any longer. Abel sure will, though.
Marth: Level 13 HP: 37 Str: 10 Mag: 0 Skl: 8 Spd: 13 Luck: 17 Def: 10 Res: 0
Abel: Level 18 HP: 31 Str: 14 Mag: 0 Skl: 20 Spd: 14 Luck: 8 Def: 11 Res: 0
Jagen: Level 5 HP: 25 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 4 Def: 9 Res: 6
Gaggles: Level 11 HP: 23 Str: 9 Mag: 0 Skl: 4 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 12 HP: 24 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 16 Res: 0
Barst: Level 15 HP: 34 Str: 16 Mag: 0 Skl: 12 Spd: 12 Luck: 11 Def: 7 Res: 0
Julian: Level 11 HP: 23 Str: 8 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 11 HP: 27 Str: 9 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 11 HP: 29 Str: 11 Mag: 0 Skl: 9 Spd: 9 Luck: 6 Def: 9 Res: 0
Athena: Level 16 HP: 28 Str: 14 Mag: 2 Skl: 11 Spd: 10 Luck: 6 Def: 9 Res: 6
Boah: Level 2 HP: 22 Str: 1 Mag: 6 Skl: 7 Spd: 11 Luck: 4 Def: 5 Res: 9
Chapter 13 – The Wooden Cavalry: 3 turns (75 total) Careful not to blink or the chapter will already be over. See what I mean about Boots saving turns?
I literally just dashed forward and seized. The boss has a very high defense, however, and in order to ensure I could kill him the same turn I finished the chapter, I fed Abel an Energy Drop. That still wasn’t enough by himself (although VERY close), but Jagen’s Silver Lance on top of that sealed the deal. Normally, I use stat boosters immediately, and frankly, I should have given Abel the Energy Drop as soon as I had it. But I wasn’t sure if it was more beneficial to give it to Abel or Athena because both of them will continue to be responsible for very important roles which would benefit from the boost to Strength. To not use your stat boosters as soon as you get them means not getting their advantages for as many turns possible, which is a waste (usually; since Boah is my first magic user, I’ve been holding onto the Spirit Dust until now as well, but as soon as I could, I used it on him) As I’ve generally been sticking to turn minimums though, not using it sooner hasn’t affected my turn count. Abel killed Astram in one blow with a critical hit from his shiny Silver Lance. Boah provided Physic support which saved my other units from using their turns consuming Vulnerary. Well, he did so one time. Not exactly a lot of opportunities in just three turns.
The only person who leveled was Abel, so we’ll show just his progress:
Abel: Level 19 HP: 31 Str: 17 Mag: 0 Skl: 20 Spd: 14 Luck: 8 Def: 11 Res: 0 So close, I can TASTE that promotion for him.
Chapter 14 – Land of Sorrow: 6 turns (81 total) Stupid me forgot equip Athena with a Master Key, and even with Julian going as fast as possible unhindered (and he wasn’t exactly unhindered, but Athena took care of that), it’s only possible for him to unlock one of the two chests. Fortuntely, it was the better of the two: Silver Card. Also, this is the first chapter in which Ridersbane and Armorslayers can be purchased! So you KNOW I stocked up on them. Abel smashed the boss in one turn with an Armorslayer and Marth got a surprising amount of combat in. Barst went in to kill all the holed up Archers from inside, while Gaggles shot at them from north, outside. We also killed Catria. And I’m pretty sure you know I didn’t visit the village. Really, the only purpose my cavalry units besides Abel have for now is killing anything that would slow down Marth’s progression to the throne. It’s a critical job, though. This chapter was brought to you by purchasing a Bridge Key earlier on. Totally worth it.
Forgot to record level progressions. Sorry (I realize most people just show it at the end of their entire post rather than for every chapter, but I want to go over everything I do quite thoroughly). Abel did hit 20 and is now promoted, though.
Chapter 15 – An Oasis of Magic: 5 turns (86) You know who stole the show? Athena! She drank Pure Water the first turn, equipped her Javelin, went straight north and destroyed EVERYTHING THERE. Killed the boss the third turn and had time for shopping afterwards. b***h had time to go shopping because she’s that ******** awesome.
Marth: Level 14 HP: 37 Str: 11 Mag: 0 Skl: 8 Spd: 13 Luck: 17 Def: 11 Res: 0
Abel: Level 1 (now a Harbinger of Doom, uh…, I mean Paladin) HP: 35 Str: 20 Mag: 0 Skl: 23 Spd: 16 Luck: 8 Def: 13 Res: 6
Jagen: Level 6 HP: 25 Str: 7 Mag: 1 Skl: 13 Spd: 9 Luck: 4 Def: 9 Res: 6
Gaggles: Level 11 HP: 23 Str: 9 Mag: 0 Skl: 4 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 12 HP: 24 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 16 Res: 0
Barst: Level 16 HP: 35 Str: 16 Mag: 0 Skl: 12 Spd: 13 Luck: 11 Def: 7 Res: 0
Julian: Level 11 HP: 23 Str: 8 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 12 HP: 28 Str: 9 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 13 HP: 31 Str: 11 Mag: 0 Skl: 10 Spd: 9 Luck: 6 Def: 9 Res: 0
Athena: Level 19 HP: 31 Str: 14 Mag: 2 Skl: 13 Spd: 12 Luck: 7 Def: 10 Res: 6
Boah: Level 3 HP: 22 Str: 1 Mag: 6 Skl: 7 Spd: 11 Luck: 4 Def: 5 Res: 9
Chapter 16 – The Fight for Altea: 6 turns (92 total) This chapter. Took more restarts than any before it. I wanted to pull my hair out for quite a while. And you know why? The goddamned Heroes in the chamber you have to unlock the doors for just to get to the throne. That’s all. Get past that and it becomes fairly smooth sailing. A lot of it has to do with how fast they are, preventing doubling, but worse yet is their tendency to block a chokehold leaving you stuck and costing turns. I tried a number of different things to address it (Roshea dying in a good number of them). The solution? Javelins and Killer weapons. The fact that Marth supports so many units, boosting their crit at A rank helped quite a bit. Supports have just never been the same since the end of the Tellius games. Talk all the s**t you want about only getting to support one other unit in FE10, at least you had affinities and could pull crap like a free 45 Avoid. FE11? An A support (most units having just Marth as their ‘support’, if you want to call it that) gives you 10 hit and avoid and 5 crit. SUCKSSSSS. Lack of affinities in FE13 also makes me sad (they add character). But I won’t judge that until it’s out. Aside from that, the chapter was pretty easy. Athena promoted and kicks as much a** as Abel does now, almost (4 strength and 5 defense upon promotion? Sign. Me. Up.). This is good, because I currently want to use her to kill Camus for the Gradivus. A lofty goal? Absolutely (I expect that chapter to be very exciting to report upon, so do stay posted for my next update). Barst and Gaggles lured all the ranged enemies that start near the boss (so close, yet so far, you damned one tile of sea), giving my cavalry an easier time of clearing things for Marth to seize unhindered. I also decided that Jagen is officially past his real prime and class changed him to Bishop before this chapter. Roshea and Matthis having B ranks in Lances (and thus, access to Silver, his biggest exclusive selling point as a Pally for so long) with their better stats was point of no return. Double staves between Boah and Jagen is pretty lucrative, I must say. Their main purpose for my draft as of right now is to pump those staff ranks up to get Physic access for Jagen and Fortify access for Boah. Stats mean s**t for them. Gurrrl, it’s all weapon Ranks.
Marth: Level 14 HP: 37 Str: 11 Mag: 0 Skl: 8 Spd: 13 Luck: 17 Def: 11 Res: 0
Abel: Level 1 HP: 35 Str: 20 Mag: 0 Skl: 23 Spd: 16 Luck: 8 Def: 13 Res: 6
Jagen: Level 6 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 6 Luck: 4 Def: 4 Res: 8
Gaggles: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 5 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 13 HP: 25 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 16 Res: 0
Barst: Level 18 HP: 37 Str: 16 Mag: 0 Skl: 12 Spd: 13 Luck: 1w Def: 8 Res: 0
Julian: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 13 HP: 29 Str: 10 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 13 HP: 31 Str: 11 Mag: 0 Skl: 10 Spd: 9 Luck: 6 Def: 9 Res: 0
Athena: Level 1 HP: 35 Str: 19 Mag: 1 Skl: 13 Spd: 13 Luck: 7 Def: 15 Res: 3
Boah: Level 3 HP: 22 Str: 1 Mag: 6 Skl: 7 Spd: 11 Luck: 4 Def: 5 Res: 9
Chapter 17 – Star and Savior: 3 turns (95 total) Super short chapter. Who knew reclaiming the homeland would be that ******** easy? Did I miss out on all the treasure chests? Yes. A lot of them were crap, though (A Warp staff worth nothing? A Devil Sword?). However, I DID get the VIP Card off the Bishop with Javelin-spamming Abel (he and Athena slaughtered the throne room like a serial killer in a slasher film) who had time on the last turn to reach the Secret Shop and buy some nice treats like Long Bows and Killing Edges and such. Took out one of the Mamkutes that is randomly close to where you start as well which got Barst really close to promotion time. Not much else to say really. Athena took out the Boss with a Dragonpike (and by now, it’s pretty clear wasting in turn in Chapter 9 for that Wyrmslayer was a waste. If you guys aren’t there yet, I’d recommend against it; learn from my mistakes). Onto the Gaiden!
Marth: Level 15 HP: 38 Str: 12 Mag: 0 Skl: 8 Spd: 14 Luck: 18 Def: 11 Res: 0
Abel: Level 3 HP: 37 Str: 21 Mag: 0 Skl: 23 Spd: 17 Luck: 8 Def: 14 Res: 6
Jagen: Level 7 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 7 Luck: 4 Def: 4 Res: 8
Gaggles: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 5 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 13 HP: 25 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 16 Res: 0
Barst: Level 19 HP: 37 Str: 17 Mag: 0 Skl: 12 Spd: 14 Luck: 12 Def: 8 Res: 0
Julian: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 13 HP: 29 Str: 10 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 14 HP: 32 Str: 11 Mag: 0 Skl: 10 Spd: 9 Luck: 6 Def: 10 Res: 0
Athena: Level 2 HP: 36 Str: 19 Mag: 1 Skl: 13 Spd: 14 Luck: 8 Def: 15 Res: 3
Boah: Level 3 HP: 22 Str: 1 Mag: 6 Skl: 7 Spd: 11 Luck: 4 Def: 5 Res: 9
We’re drawing closer to the finish line, guys. So much so that, given how many chapters I like to include in my posts, there will only be two more after this. In the upcoming penultimate entry, we’ll go up to the fated encounters with Tiki and then Camus.
After that, we’ll already have made progress to Medeus himself. It’s all happening so fast! Be sure to stay tuned.
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Posted: Sun May 27, 2012 3:57 pm
Nom Nom! Popcorn not provided
Chapter 6x: EXP away! (13 turns)
The gaiden chapters are definitely going to be helpful and I will abuse them as much as I can! This chapter I took the time to raise both Rickard and Vyland a couple levels so they could actually hold their own in a fight. In the end it was Frey that got the killing blow. Nothing exciting this chapter.
Chapter 7: The idiot smacks himself. (13 turns. 89 overall)
I feel really stupid now. I get Bantu this chapter. And I can't use him for a long time because I forgot an important item back in Chapter 5: His Fire Stone. So he is recruited, but cannot do a thing for a while. Anyways, Rickard unlocked the door to Bantu's village and Marth killed everyone around that area. Frey beat Minerva up since I can't recruit her here at all. Once we got to the bottom things got tricky. Cavaliers with Ridersbane are not a good thing at all for me. And once I got to the end, I realized that I had a hammer in my convoy that Darros could have used to beat the boss. I nearly lost if Marth missed with his Rapier.
Chapter 8: New people once more! (20 turns. 109 overall)
All right so by this point I have found out that I'm moving too slowly for this but I don't really care anymore. I'm being careful so that is all that matters to me. I brought Caeda and got myself Roger, so things aren't that exciting. Also, horseman reinforcements. HATE! ME! I wanted them to spawn so that I could train my units. This was my worst idea. I nearly lost Radd and Rickard because these two were so low on HP and defense. I just decided to have Darros kill the boss with a hammer and have Marth seize after I got in some cheap shots. Also restocked on some swords, lances and axes. Plus made sure to pick up some magic tomes for a unit I am going to LOVE!
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Posted: Sun May 27, 2012 9:00 pm
The Forces of Evil are in Serious Trouble!Stupid FE-related thought of the day: The English version of the OVA describes FE 1, 2, and 3 as "A Time before Time." So by that logic, FE4 and 5 are "A Time before Time before Time," while FE13 is just "A Time." Chapter 8: Caesar and Radd run off to buy me things. Such things include vulneraries, A blizzard tome, iron and steel weapons, and of course, a new Wing Spear and Rapier. Marth’s original rapier is still fairly lightly used, due to his already high level and strength thanks to the prologue, and he doesn’t see too much combat now anyway. Caeda’s Wing Spear, however, has 7 uses left and it’s not hard to guess why. Jagen is still rocking the Ridersbane. Everyone tries to control the flow of units so that it doesn’t get too crowded for Marth to make his run. Unarmed Frey and Vyland kick the bucket. Jagen and Caeda kill the boss for Marth. But again, he’s one space away. Ah well. Everyone else reaps some extra expies in that time, so I don’t mind too much. Castor even grows two levels from picking off horsemen, and Cord gets closer to hammertime. Turns: 6 Total Turn Count: 49 Chapter 9: Sedgar opens the door. There are a few archers in the way, so Caeda starts off by luring and picking off some pirates so they won’t get in the way. Said pirates kill Bord. Caeda, Cord, and Ogma take out Mannu rather easily. That’s kinda it. ‘Cause I’d rather save my master keys for goodies in later chapters. Turns: 5 Total Turn Count: 54 Chapter 10: Like this one! I only need one master key and the chests aren’t in the middle of nowhere. I had fun with this chapter, because I had to plan but not too hard, things went very well and I got to use pretty much everyone. There’s stuff I want in here, like the Master Seal and Physic Staff, so I send Sedgar, Wendell, Cord, Jagen, and some vanilla cavalier meat to grab the loot and kill the thief and hero, and everyone else along with Marth to get down to business. Cain dies after being a very tenacious and faithful meatshield for this long. Castor feels good from shooting down fliers and getting some good experience. Caeda gets strength AND defense in a single level! It must be my birthday! Marth would be one space away from the gate no matter what, so he attacks the boss because he’s too buff for him to handle. It’s okay, because Jagen and Sedgar need one more turn to get the master seal off the hero anyway. Ogma gets the final blow on the boss, and we call it a day. Everything went better than expected. OOPS NO HAUTECLERE Turns: 8 Total Turn Count: 62 Chapter 11: Ballistae. Caeda must beware, or at least beware Arrowspate Jake. Though she still gets to help out elsewhere and get a bit of experience under her belt. Radd dies quickly. Jagen takes out Thunderbolt in front of everyone. Abel, Roshea, Barst, and Caesar all get mugged by ruffians. Khozen attacks Marth, not knowing that Marth is the real monster in this match-up. Marth beats him in one fight with his silver sword and gets an energy drop to give to Caeda as a present. Jake’s fat rump is in the way, but Ogma decided to grace him with a killing edge crit. Cord even gets to take out the other ballistician in his spare time and reaches C rank axes at last! Jagen kills the cavalier at the gate and Marth gets on with his life. Turns: 9 Total Turn Count: 71 Unit stats as of last chapter (including Caeda’s energy drop and Wendell’s spirit dust, used immediately): Marth: Level 13 Hp: 27 Str: 11 Mag: 0 Skill: 6 Spd: 13 Luck: 17 Def: 11 Res:0 Jagen: Level 6 Hp: 25 Str: 7 Mag: 1 Skill: 12 Spd: 8 Luck: 1 Def: 9 Res: 6 Caeda: Level 13 Hp: 24 Str: 8 Mag: 1 Skill: 14 Spd: 20 (cap) Luck: 18 Def: 8 Res: 6 Wrys: Level 5: Hp: 17 Str: 0 Mag: 3 Skill: 5 Spd: 8 Luck: 3 Def: 3 Res: 9 Ogma: Level 12 Hp: 30 Str: 12, Mag: 0 Skill: 15 Spd: 14 Luck: 6 Def: 7 Res: 0 Cord: Level 9 Hp: 25 Str: 13 (!!!!!) Mag: 0 Skill: 6 Spd: 10 Luck: 8 Def: 7 Res: 0 Castor: Level 10 Hp: 25 Str: 10 Mag: 0 Skill: 5 Spd: 10 Luck: 4 Def: 5 Res: 0 Sedgar: Level 3 Hp: 24 Str: 7 Mag: 1 Skill: 8 Spd: 9 Luck: 2 Def: 8 Res: 2 Wendell: Level 4 Hp: 23 Str: 3 Mag: 6 Skill: 2 Spd: 14 Luck: 2 Def: 5 Res: 6 There might be an early promotion in Castor's future. After all, time waits for no Horseman.
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Posted: Sun May 27, 2012 10:51 pm
Chapter 17x – Helena Castle: 19 turns (0 count; 95 total) I’m at a point where I want the units who I know could solo maps if they had the chance to get even better, rather than trying to improve everyone equally. Basically that means Abel and Athena are getting fed as many promoted kills as possible now. Roshea is being favored over Matthis because he’s turned out better so far and will thus likely be my next unit to promote in future chapters. And Barst promoted and got a good deal of promoted kills in as well. My other units aren’t getting ignored, but if it comes between them setting up a kill and getting a kill, they set up. Jagen and Boah are just trying to pump those Staff ranks. Boah reached a B. Also, at this point, I’ve decided to pimp Athena out. She got an Arms Scroll to pump her to A Lances (because I wasn’t sure if she’d make it to A before chapter 20 otherwise), Speed Wings and a Draco Shield, both from last chapter. Her and Abel are both great, and have the same movement, but flying>not flying. If I were to look at the scope of the entire playthrough, I’d definitely have to say Abel was my best unit, with Athena being behind him overall, but he starred more in the first half, and the second half is going to belong to Athena; her defense is now so high that bow users aren’t a lethal threat at all anymore. Also, because of the layout of this map, I DID miss on treasure chest, despite having as much time as I did. Could I have gotten it? Yes, but it would have used up Master Keys, and I’m going to need those for Chapter 19. As far as doing this chapter goes, Marth, Abel, and Athena cleared the map in the traditional sense, while everyone else took out enemies to the East and waited for the reinforcements.
Marth: Level 16 HP: 39 Str: 13 Mag: 0 Skl: 8 Spd: 14 Luck: 19 Def: 11 Res: 0
Abel: Level 4 HP: 38 Str: 21 Mag: 1 Skl: 24 Spd: 18 Luck: 8 Def: 15 Res: 6
Jagen: Level 7 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 7 Luck: 4 Def: 4 Res: 8
Gaggles: Level 13 HP: 25 Str: 10 Mag: 0 Skl: 6 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 14 HP: 26 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 17 Res: 0
Barst: Level 3 HP: 45 Str: 20 Mag: 0 Skl: 14 Spd: 17 Luck: 13 Def: 12 Res: 1
Julian: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 14 HP: 30 Str: 10 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 9 Res: 0
Roshea: Level 16 HP: 34 Str: 11 Mag: 0 Skl: 12 Spd: 9 Luck: 6 Def: 11 Res: 0
Athena: Level 5 HP: 37 Str: 19 Mag: 1 Skl: 14 Spd: 18 Luck: 8 Def: 18 Res: 3
Boah: Level 5 HP: 23 Str: 1 Mag: 6 Skl: 8 Spd: 12 Luck: 5 Def: 5 Res: 10
Chapter 18 – The Sable Order: 6 turns (101 total) Marth’s movement makes him literally just ONE space away from clearing this in 5 turns. This lets you take advantage of him a bit more than usual, however, since he can thus afford to go fewer squares and still make it in the minimum 6, affording him potential combat opportunities. Cavalry plowed through the layout of the map as quickly as possible, Abel leading the pack, then being quite ahead of everyone else and killing the boss. Athena went due South to take out the enemies that start there, then West to intercept Est just as she appears on turn 6, to kill her for Mercurius (and just barely get another level up this chapter). No one in my party can actually use the sword yet, but Marth is very close and he’ll be wielding it before too long. Caeda bought some Mend staves once Athena had cleared the shopping area south of the starting point. My foot units swept up the remains of my cavalry’s onslaught when they could (got in maybe two kills – Gaggles&Draug didn’t even reach the party). Pretty straight forward map for the most part. The next chapter, however, is going to be much more complicated…
Marth: Level 16 HP: 39 Str: 13 Mag: 0 Skl: 8 Spd: 14 Luck: 19 Def: 11 Res: 0
Abel: Level 6 HP: 40 Str: 23 Mag: 1 Skl: 25 Spd: 19 Luck: 9 Def: 16 Res: 6
Jagen: Level 8 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 7 Luck: 5 Def: 4 Res: 8
Gaggles: Level 13 HP: 25 Str: 10 Mag: 0 Skl: 6 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 14 HP: 26 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 17 Res: 0
Barst: Level 3 HP: 45 Str: 20 Mag: 0 Skl: 14 Spd: 17 Luck: 13 Def: 12 Res: 1
Julian: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 15 HP: 31 Str: 11 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 10 Res: 0
Roshea: Level 17 HP: 34 Str: 12 Mag: 0 Skl: 13 Spd: 9 Luck: 6 Def: 11 Res: 0
Athena: Level 7 HP: 38 Str: 21 Mag: 1 Skl: 14 Spd: 20 Luck: 9 Def: 19 Res: 3
Boah: Level 5 HP: 23 Str: 1 Mag: 6 Skl: 8 Spd: 12 Luck: 5 Def: 5 Res: 10
Chapter 19 – Manakete Princess: 5 turns (106 total) Can’t seize sooner than turn 5, you say? Well that’s the turn minimum anyway. Works for me. The tricky part about this chapter, though, isn’t finishing in 5 turns; it’s getting what’s in the chests. 8 rooms to unlock: 4 with chests, 4 with enemies. The exp would be nice, but as it is, I can’t get every chest in time. Did a trial run of the chapter where I figured what was in every chest and then did the chapter legitimately. In the process, using Matthis and Roshea with Master Keys (one of which I had to finish up) and Julius, of course, I got a Master Seal, Seraph Robe, Speed Wings, Bullion XL (30,000 gold), a the Geosphere. As well as the Lightsphere and Starsphere, of course. Together, those two item’s are super valuable. And not for the reason you may be thinking; Gharnef has nothing to do with it. Poor, poor Tiki. Abel took her out in one quick, easy hit.
Marth: Level 16 HP: 39 Str: 13 Mag: 0 Skl: 8 Spd: 14 Luck: 19 Def: 11 Res: 0
Abel: Level 7 HP: 41 Str: 24 Mag: 1 Skl: 26 Spd: 19 Luck: 9 Def: 16 Res: 6
Jagen: Level 8 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 7 Luck: 5 Def: 4 Res: 8
Gaggles: Level 13 HP: 25 Str: 10 Mag: 0 Skl: 6 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 14 HP: 26 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 17 Res: 0
Barst: Level 4 HP: 46 Str: 20 Mag: 0 Skl: 15 Spd: 17 Luck: 14 Def: 12 Res: 1
Julian: Level 12 HP: 24 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 14 Def: 6 Res: 0
Matthis: Level 15 HP: 31 Str: 11 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 10 Res: 0
Roshea: Level 18 HP: 35 Str: 13 Mag: 0 Skl: 14 Spd: 9 Luck: 6 Def: 11 Res: 0
Athena: Level 8 HP: 38 Str: 22 Mag: 1 Skl: 14 Spd: 21 Luck: 9 Def: 19 Res: 3
Boah: Level 5 HP: 23 Str: 1 Mag: 6 Skl: 8 Spd: 12 Luck: 5 Def: 5 Res: 10
Chapter 20 – Camus the Sable: 5 turns (111 total) This is it. Camus. Before the chapter started, I made use of some of the stat ups we obtained from last chapter. Athena got the Seraph Robe and Roshea got the Speedwings. If you’ve been following my draft from the start, I’ve quite unabashedly favored Athena tremendously. This single chapter is why. In fact, this single chapter is the reason I wanted a flyer in the first place and why I drafted Athena (well, I’d have taken Palla or Catria if they didn’t cost turns, but they do, not to mention availability). Athena is responsible for killing Camus and getting Gradivus, hands down the best weapon in the game (19 Mt and 1-2 range, and the ability to heal completely; that’s actually better than Ike’s Ragnell). And she did. Vun Vuman Army. She took some good damage in doing it, but she wasn’t in mortal danger. The Seraph Robe definitely helped with that. Plus Boah as Physic support. As for how I handled the rest of the chapter, Marth crossed the river and went forward as fast as possible to seize in minimum turns (highroad is faster than lowroad, despite the forests to cross), but the terrain slowed him quite a bit, while Athena was obviously unhindered as a flyer. This is a good thing since Camus would’ve skewered the Lord with no effort. Julius fixed the bridge on the first turn and Abel assisted Marth as well. Everyone else really just hung out around where you start out in the chapter and dealt with the Paladins that start south of the mountains. After they were dealt with, Roshea plowed forward to take out the southern ballistae. He’s very close to providing me with a another Paladin to wreck with, even if he’s no Abel or Athena, and that’s why he got the Speedwings (his growth leaves a lot to be desired, you see).
Marth: Level 16 HP: 39 Str: 13 Mag: 0 Skl: 8 Spd: 14 Luck: 19 Def: 11 Res: 0
Abel: Level 9 HP: 42 Str: 25 Mag: 1 Skl: 27 Spd: 21 Luck: 9 Def: 17 Res: 6
Jagen: Level 8 HP: 25 Str: 1 Mag: 3 Skl: 10 Spd: 7 Luck: 5 Def: 4 Res: 8
Gaggles: Level 14 HP: 26 Str: 10 Mag: 0 Skl: 6 Spd: 7 Luck: 9 Def: 10 Res: 0
Draug: Level 14 HP: 26 Str: 10 Mag: 0 Skl: 8 Spd: 9 Luck: 5 Def: 17 Res: 0
Barst: Level 5 HP: 47 Str: 21 Mag: 0 Skl: 16 Spd: 17 Luck: 14 Def: 12 Res: 1
Julian: Level 13 HP: 25 Str: 9 Mag: 0 Skl: 10 Spd: 17 Luck: 15 Def: 6 Res: 0
Matthis: Level 15 HP: 31 Str: 11 Mag: 0 Skl: 6 Spd: 10 Luck: 4 Def: 10 Res: 0
Roshea: Level 19 HP: 36 Str: 13 Mag: 0 Skl: 15 Spd: 11 Luck: 6 Def: 11 Res: 0
Athena: Level 9 HP: 46 Str: 22 Mag: 1 Skl: 14 Spd: 21 Luck: 9 Def: 20 Res: 3
Boah: Level 5 HP: 23 Str: 1 Mag: 6 Skl: 8 Spd: 12 Luck: 5 Def: 5 Res: 10
Well, with Gradivus (and two super users of it between Athena and Abel, the A Team), the Starsphere, and Lightsphere all in hand, the game is easy mode, draft or no draft. We’re near the doorstep to Endgame. Medeus better watch out!
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