FE6 Reverse LTC Chapter 10: The Resistance Forces
Chapter 10 completed in 3 turns (50 total).
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A pretty important chapter in the grand scheme of things. Karel gains as many as three level-ups here, transforming him from a tolerable unit (that is still 2-3HKO'd by some enemy types at the start of the chapter) into a really competent one. It is his speed stat that changes the most and accounts for the biggest changes in his performances in the next maps, but every stat matters to some extent and all stats do proc upon each level-up.
Usually, this is yet another chapter where flight should be useful except the player only has Thany at their disposal and it's hard to turn Thany into somebody capable of actually fighting, let alone doing something to the boss without systematic manipulation of the RNG for perfect level-ups and perfect enemy phases. Marcus and Zealot usually get to play a big role in pushing the party forward and it's easy to have Roy talk to Geese on the way, probably skipping Gonzalez since he isn't anything useful (for my playstyle anyway), as he costs a turn to recruit, at least (probably even more with a more abusive playstyle and really potent Thany and Roy).
By now we know what the composition of my party is in this run and what they're capable of. My fliers are a lot more capable of going to places than the average Thany is, and the dancers actually ensure they don't have to do all that much fighting because sizeable chunks of the map can be skipped entirely. Is it always a good though? Not necessarily - Yuno is the lead flier to carry Karel down south due to her best movement stat (and type; compared to Percival let's say), and she doesn't really want to fight much as she doesn't do it well, nor does she benefit much from rounds of combat and killed enemies. Zeiss does want as much exp as we can give him, and the quality of his level-ups precedes their sheer number. Not only Zeiss but other characters get lucky with +str/+spd/+def level-ups on this one map.
As you can see, Hugh is no longer needed for any important duties such as that of the soloist. Karel is now powerful enough to be carried to the boss and even does the bosskilling on his own - though in a weird way, that is by doing 10 damage a total of 4 times with the Light Brand, but that's required for his survival because of Light Brand's triangle advantage against dark magic. It'd also be cumbersome (and rather pointless) to send an additional flier carrying a second foot unit to the gate. Still, there's one enemy Hugh kills to let the dancers dance on turn 2, enabling the drop of Karel in the boss's range. Both Karel and Yuno risk being killed on the second turn EP, but it's not the worst enemy phase I've had on this run, really.
Zeiss is danced to promote on the last turn of the map, granting him superior movement, weapon ranks (including sword access with an E rank for whatever that is worth) and stats, and is a necessity for the map just after this one. I would have prolonged his time as an unpromoted unit for faster exp gain otherwise, but sometimes you just need to make sacrifices for dem low turn counts~
Both Lilina and Wendy are not recruited as we seize before they even get to show up. Lilina joining at Gonzalez's level and with HM bonuses wouldn't be THAT bad, even if there weren't any point in using her (even Hugh is not particularly wanted anymore with his inflated unpromoted stats), so what does that say of Lilina? No comments necessary about Wendy's utility I hope.
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