FE11 H5 No Forge & No Warp LTC - Chapter 8: Port Warren
Completed in 5 turns (51 total).
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1qU6v0rfjC2TFzed9xD6hI
An oddly empty map. There's a lonely armoured knight boss waiting at the gate that Marth can get rather quickly to in 5 turns, but all that's left on the map is two armies situated quite far from the starting point: one consisting of cavaliers and horsemen and the other made up by knights and archers. If you stick around for long enough, you will have reinforcements of both groups.
The initial cav group (the four horsemen of H5calypse and two cavs wait until you get into their range to start attacking, but you have enemies from both the armies rushing you on turn 2 and you can even get into the range of all of them. I have Abel recklessly swing the Ridersbane lance around, 3 points short of OHKOing with it unforged (as per the run's rules) and clearing the map of the cavs attacking him. At some point, I regretted using up the uses of my only copy of the weapon until chapter 13, but I can deal with cavs just fine at this point. What clearing the cavs did was enable me to get two rounds of combat for Jagen, who's about to level up at this point. I got him a great +str/spd level, keeping him relevant for a while longer.
On the 3rd turn, I have Sedgar get into the range of the four horsemen and two cavs. With his +3 defence boost from the two level-ups, most of them now tink him. Those who manage to cause any damage at all deal 1x2 damage per round of combat. Sedgar's level-ups effectively took him from taking 8 damage per round of combat to just 2. That's the power of a General stacking defence in FEDS.
Sedgar may not be mobile enough to help us with the boss, but his tanking weakens the horsemen to the point I can feed their delicious promoted experience to as many as three key units at once - Abel, Barst and Hardin. Sedgar himself gets a horseman kill by critting a horseman (twice...), but he's expected to level up anyway. He doesn't get a 2nd point of defence, nor do I choose to rig it, but it's probably unnecessary. Sedgar gains experience rapidly enough not to worry about not ending up the army's bulkiest unit.
Funnily enough, Wolf also chokes a point, getting in the way of armour and archer reinforcements. With less defence than Sedgar, his tanking is noticeably inferior. He can survive a turn against these enemies, but not indefinitely.
Jagenmeister's mighty level-up is timely for helping him chip against the boss, letting Shiida cleanly 2HKO without any crits or dodges required. Keeping such kills reliable and not determined by luck greatly assists in resetting for good levels for key units.
What about Radd, Caesar and Roger? They're all sacrifice fodder. The former assist by going shopping, while Roger is pretty speedy with 5 base speed. He's fast as a merc or a hunter, albeit not possessing any weapon rank. Radd gets to die on this very map after his shopping spree, entering the arena. The arena is infamous for being nigh impossible to win in if you've chosen H5 difficulty, and Radd is sent to die there. Good idea? Probably not, as you lose money if you sack somebody in this way. Radd does pay for the convenience of his own death by actually winning a match against a mage, thanks to Myrmidon's speed. Caesar and Roger will get their chance to die some time later.
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