FE3 Book 1 Low Turns - Chapter 6: Trap of Lefcandy
Completed in 3 turns (26 total).
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c2PIqySD-iRFF_08Wj34RfY
Another warpskip clear. Here, Marth isn't warped to the boss at our earliest convenience because he needs to recruit Banutu before then. Marth reaches the village naturally as long as somebody can open the door for him on turn 1 (Julian can do it for free, and we did waste our sole Door Key in the previous chapter to get the 5K chest with Ricard). He is then warped to the tile next to the map's boss by Wendel - da Pope is the only potential Warper at this point capable of reaching Marth due to having 6 mov over Rena's 5.
Initially, I thought the map can be cleared in 4 turns minimum, so Sheeda was assisting Marth with the bosskill, significantly increasing our chances of success, and I had Abel and a couple others travel down south taking the left hand side, Abel in particular gaining an extra level worth of experience. Of course, shaving off a turn is more important than any of these unnecessary achievements and bonuses within the context of the run.
The bosskill is once again not a very reliable one, but far better than what we had to cope with in chapter 5. By warping Marth to the right of the boss, away from the two armours in the area, Marth can avoid facing any risk of death, and the boss is much weaker defensively than last map's General Mariones was, which lets Marth switch to the Rapier for much better chances of proccing a crit on one of his attacks (albeit with -10 hit). It is not possible to move Sheeda in Marth's support range for turn 2 to help Marth's chances of ORKOing, nor can Sheeda reach the boss by turn 3 to KO him on her own (she only reaches with a Javelin, which never doubles and inflicts very underwhelming damage). So the bosskill has to happen on turn 2.
Meanwhile, my other units focus on self-improving at the expense of the enemies that surround them inside the mountains where we recruited Banutu. Kashim gets a good bit of experience, growing strength just as he needs, as does Julian (a character I stop channeling exp into later as I opt for a different strat in one map). Abel and Sheeda get a bit of exp, too.
Oguma's another unit who levels up here, gaining his 3rd levelup in a row featuring nothing but skl, lck and wlv! This goes against odds of probability knowing what Oguma's growths are, but the game has an odd RNG when it comes to generating levelups. Since Oguma can promote as early as chapter 8, when the first Hero Proof is found, I thought it couldn't hurt to train him to have a strong 7 mov unit with 1-range combat in indoor maps, but those levelups spell out the opposite - Samson and Astria, maybe George, will be the more mobile units whom I will have to rely on in said indoor maps when they really roll in.