FE Girls - Low Turns Run: Chapter 5 & 5x
Thought I'd add another video to this upload series.
Playlist link:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1Lrpj3c4XwLl45wd525oBK
Chapter 5 cleared in 4 turns (25 total).
I decided to connect two chapters into one video, which results in one rather long upload, but now there's also more space to talk about the game's mechanics and what have you.
Chapter 5 is originally the chapter where Joshua joins you. Natasha is still in the party looking the same she normally would (I think), and there's really no reason to use her when Serra has a higher level/better stats/staff rank, but she is rather important here because we want to recruit Fae. Echidna is also recruited in one of the houses, and is our first axe user (and one of the very few you can have). Echidna is sorta crappy, because all the axes are too heavy, meaning she never doubles and is easy to double - the archer that starts out so close to her doubles and 3HKOs her - I rig 2 coin flip Hand Axe attacks to counterkill him on turn 1 enemy phase.
This map can be a huge mess because of the absurd enemy density as well as the fact that enemies are generally competent. I rely on Priscilla a lot to tank many attacks and ORKO the occasional enemy (it's not easy), but it's hardly enough to secure a safe, casual experience.
As in vanilla, you get a Guiding Ring for visiting all the houses here, and this actually promotes Ninian and the mage-thieves in addition to the usual caster units. Promotion items have multiple users (as do stat boosters), and are expensive, so if we do happen to miss out on one, it's because of some low turn concerns. Ending the map in 4 turns, I hardly have the time to visit any villages besides Echidna's (I gotta catch 'em all, or so I decided), so we'll wait until the next Guiding Ring to promote Ninian/maybe somebody like Lute?
Besides the competent, abundant enemies infesting the area (the turn 1 reinforcements are also crazy), we have to worry about the bosskill. The boss is an armoured knight with high defence, a unit we cannot adequately pierce. He has 0 speed, thankfully, and can be doubled by Lute (joined automatically last chapter) but getting Lute there is a problem and she will not even shave off a half of his HP while doubling, so I employ Lute as my wallbreaker to pave the way to the boss for other units. Nobody can really damage the boss very well.
I end up having to rely on a couple low% crits, one of them being Fae's 8% crit against the boss (her dragonstone has a decent crit on it), sending the boss into a range where Priscilla can finish him off since she's the one who needs the level-up. Reaching level 10, she can promote to Paladin or Great Knight any time she wants... as long as we have a Knight Crest, which we will soon.
I also give two great level-ups to Guinevere. Hell, the map isn't wasted for anyone in terms of good levelling.
08:45 Chapter 5x is cleared in 16(!) turns (41 total).
Yeah, this map is a bitch. You don't see where you're going at all when starting out, and you have to go all the way around the map to reach the throne. You get a Door Key early on and there exactly three uses that waste it (which prevents the three units to open the door when captured later in chapter 8).
New units here are Lyn (second Lord; during the rout split we're forced to go with her and not Eirika), replacing Ephraim, Orson (who only sticks around for a chapter), Florina (she is what you'd expect her to be) and Fiora (a Cavalier this time; she seems pretty bulky and overall good). Orson being a Paladin in this mod means he has innate Saviour skill (no stat penalty when carrying) and bow access. Having him actually use the Bronze Bow mostly saves other weapons' uses.
Orson's 8 move makes him the most mobile unit here, and of course he'll have to carry Lyn and leave the other two mounts behind. The problem is that mounts were sorta nerfed in this mod by leaving you unable to rescue a mounted unit, probably to compensate for the canto that was reintroduced. Otherwise, I would've rescuedropped the sisters so that they would keep up with Orson. No luck otherwise.
What this results in is Orson not being able to advance with his full move because of the enemies clogging up the chokepoint, likely resulting in just one extra turn spent. Lyn cannot possibly help her wallbreak for Orson, because she's too slow with Mani Katti weighing her down and still rather vulnerable even with 7 base defence. It's too risky to drop her when Orson is alone.
Meanwhile, Florina gets the Chest Key and we get Killer Lance and Wind Sword, as well as some decent level-ups. The bosskill is a piece of cake, and I make sure to keep the best stuff that Orson has on him (her?) on the last turn.
We switch back to Eirika's party next chapter.
I have some videos of this challenge still lying around, so there'll be more uploads of this. Just need to decide when I'll upload what.
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