FE11 H5 No Forge & No Warp LTC - Chapter 7: Lefcandith Gauntlet

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Duration: 11:42
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Completed in 6 turns (46 total).

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A map that can be done in a lot of ways, chapter 7 sees us mostly ignore the eastern enemies to focus on seizing with Marth without visiting the village that would give us Bantu. Bantu costs turns, and even if he didn't, he'd be useless to us without a weapon he could use to attack. Having skipped chapter 5's Firestone village, again to shave off a turn, we couldn't really utilise Bantu in any way. That's fine though.

I say 'mostly ignore the eastern enemies' because Sedgar does plant himself near the wall to fight the archers for experience and weapon exp, helping Lena do the same in the process, and later, with Julian's help, invades the area to take on the mercs as well. H5 enemies boasting high attack, all of these foes double Sedgar, inflicting good damage over time. Generals have superior bulk to normal units even when getting doubled however, so Sedgar can generally survive without much help - a single Heal from Lena is sufficient to keep him alive.

The more defence he grows, the easier for him it becomes to throw himself at whole armies without fearing for his longevity. Sedgar's unique boon is having a 110% defence growth as a General (only), letting him quickly grow into somebody that enemy attacks only tink. Whether this is useful or not in a fast-paced game where mobility matters most is up for discussion, but Sedgar's not stealing anybody's deployment slots or experience by going east.

Meanwhile, Marth and Co rush for the gate. They will have to do something about the hostile enemy dracoknight and two pegasus knights as early as turn 2 ep + turn 3 pp. The dracoknight threatens Marth with a 2HKO, doubling, though Marth can slow down and still reach the gate on turn 6. What I do instead is set up a pegasus knight kill for Marth here, levelling him up, but this way I need the dracoknight to attack somebody else, when it could just as easily ORKO Marth and give us a game over.

Bord is reclassed to Dark Mage, his HP and defence low enough to be OHKO'd. The AI doesn't particularly care about giving us a game over by killing Marth specifically, so Bord is sacrificed. Do I miss C axes? Not really; he can't even double most armour knights by this point. Barst should be getting to C axes by the end of this map too, fulfilling the same exact function and way more (like having the highest strength in the party) almost immediately.

Shiida really shines here, doubling the pegs and having effective damage against cavaliers and armour knights. Could you possibly think of a better unit than her? Proccing more points of strength should help create a monster out of her.

Things get tricky when I approach the zone two squares below the central save point, as going beyond causes cavs to appear from all four forts and advance towards the party. This is why I postpone crossing that line for a turn, and when I do cross it I block two forts, Shiida killing one of the cavs with the Wing Spear (which is about to break from such heavy use at this point) and Abel baiting another, usually weakening him enough when doubling with steel but here critting the bugger to his death.

The save points help the less accurate attacks (not many of them at this point, as there are better strategies than unreliable chip) connect and better level-ups to occur.

My last save on the final turn has me reset until I both get Sedgar a +2 def level and get Shiida to critkill the boss who would kill him on counter. It was kind of a mistake not to heal Shiida with Lena's Physic on the same turn, or the earlier one, as doing so would let me have two chances at critting, but as you can see I got all the Sedgar stats I wanted to proc, critted the boss AND procced strength for Shiida. This didn't take that long at all. Realistically, I would've reset a lot and settled for something more feasible, but here I didn't get punished for the rigging.

Remember how much damage Sedgar was taking from the archers and mercs prior to the +2 def level? Imagine him taking on the same enemies now... You can kinda argue that I'm wasting my breath with a 6 mov General, but once he gets the same treatment in a few more chapters where nobody else is really competing for that distant enemy exp anyway, trains some axe rank and reclasses to Hero for mobility and speed or Warrior/Berserker for C axe access like Killer Axe, Poleaxe or Hammer... Enemies beware of LTC!Sedgar.

Minerva and the pegasus sisters being killed here doesn't affect them joining the party later on, so they're fed to Barst - he whiffs one attack, but the level-ups justify keeping the clear. All four flier girls actually cost turns to recruit, so when we see them again, uh... we can kill them again? Oops.







Tags:
fe11
shadow dragon
nintendo ds
nsd
marth
ltc
low turn counts
efficiency
no warp
no forges
moogleboss
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