FE6 - Girls Only (Low Turns): Chapter 6 - The Trap

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Duration: 8:18
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Cleared in 8 turns (42 total).

A normally short chapter made noticeably longer by the necessity to recruit all female units in the playthrough. I have to travel west to recruit Sue, distracting myself from the main objective, which in this game is the same in every chapter - kill boss, then have Roy seize (while repetitive, it's a tough objective to have to accomplish every time because Roy normally isn't very good pre-promotion) and I also need to wait for Cath to appear in the south of the map. Though she's useless, I have to recruit her as well and this can be achieved by having talked to her in three different maps. The cost (in term of turns) of talking to Cath here is among the lowest, if not the lowest - considering it takes about the same amount of time to seize while ignoring her. On a regular run with Marcus and the two other Cavs, this is not the case as a rescuechain can ferry Roy across the map but here we're still very limited in terms of units who can rescuedrop Roy.

If Thany carries Roy and drops him on turn 2, somebody (such as Thany herself) can then open the door for Roy to hire Sue on turn 3, but the Soldiers block the way and there's nobody to take one out to make way for Roy - Dorothy, a bad archer whom we actually have motivation to use in this run (because of the general shortage of units who attack things early on), will occasionally 2HKO Soldiers with lower HP/defence with the Steel Bow, failing to double the 3 speed Iron Lance ones (1 AS vs Dorothy's 4 AS with steel at base). But most importantly, there are not enough units to carry both Roy and Dorothy on the left-hand side.

This results in Sue only being recruited on turn 4, so everybody rushes to assist Roy in getting to Cath on time. On turn 6, Roy is picked up by Thany who will drop him in seize range the next turn (a 7-turn completion is not possible because of the lack of mounted units to carry Roy from the southern part of the map all the way to the north - Clarine can't expose herself to enemies without them clogging up exits and Sue's starting position is bad, plus she would get KO'd by the mages).

And even an 8-turn is problematic, as the mages will choose to attack (out of him and Thany, he has the lowest resistance by far), so, since Merlinus can move around the maps in this challenge, I get him injured by turn 7 and bait one of the mages to "kill" (he never really dies in this game, always appearing in the next map) Merlinus away from Roy. This gives Roy a chance to seize (thrones have a terrain penalty in this wretched game) on turn 8.

The enemies on the map aren't really the toughest around, though my characters struggle to handle them regardless. Thany one-rounds everybody besides the armours with their high defences, thanks to being blessed in strength, while Roy can't help much due to having to travel all over the map. Dorothy's bases are really bad, and she pretty much has no enemy phase aside from standing at the point of enemies range and baiting units behind walls.

Thany gets just enough strength to cleanly 2HKO the boss with the Iron Lance. The hit rates are really poor as you can see, but it will get only worse from here (dear God). Due to the lack of archers in this map, Thany is barely in any danger.

And so our army has two archers now. It's dubious whether Dorothy warrants longterm use, what with the difficulty she has gaining experience efficiently, but I feel that Sue, even though also stuck with bows pre-promotion (when she becomes able to equip... Iron Swords? well that just might have some limited use I guess), has much more potential due to being mounted.

We'll see what happens, we'll see.







Tags:
fe6
is roy in this game
sword of seals
thany
girls only challenge
fire emblem



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