FE6 Reverse LTC Chapter 12: The Real Enemy
Chapter 12 completed in 3 turns (55 total).
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One of the toughest chapters so far. It may be extremely short turncountwise (what a word), but getting a 3-turn clear is really tight with little room for error or improv (not to mention... self-improve), and recruiting Saul (Ray's replacement) makes the 3-turn impossible as we would need an extra mounted unit to recruit him.
Saul is a Priest who's very close to promotion in this mod, and brings a Physic staff, which is more than welcome considering I failed (or rather, disregarded) to get the Physic staff from one of the houses in chapter 7. I had doubts that Physic alone would save turns, as handy as ranged healing may be, and decided it would not return any turns.
Another thing Saul has going for him is being the 1st (out of 3 feasible) potential user of the Warp staff, an essential turn-shaving tool to complement our double dancer-bolstered strategic core. However, his magic stat is underwhelming (a feature he shares with both of his competitors, coincidentally), he has poor movement, and his combat is also nothing home to write about. Since I didn't think I'd need a second Warper, I forewent his recruitment to conserve a term, logic being "I can always dance my main and only Warper".
Karel can technically promote on this map. It doesn't really matter as he neither walks around nor fights anything here, and he doesn't need the extra square of movement to seize on the last turn. I promote him next chapter out of necessity alone.
Anyway, the very beginning of this strategy is very stiff and harsh for us. The ludicrously durable AK blocking the path needs to be ORKO'd... by a weighed down unit no less! This means both Percival and Yuno are no longer doubling with the Armourslayer, and so my only means of achieving this feat is Steel Lance Zeiss; however, Zeiss needs to gain just one more point of speed to just barely double and 2HKO. It takes me a good bit of work to see this done on the first turn, and passing the held unit to Zeiss in the process is also something demanding in terms of creativity.
The dancers obviously join Karel's party in the labyrinth, helping me progress through the thing, while Hugh, Innes and three mounted units that don't fear the Sleep staff one of the Priests has (they need decent res and a recent enough jointime, surprisingly) rush to open the chests in the right-hand side of the map. Hugh just clears the menacing enemies that assault them there / changes the state of the RNG to help the main party stay alive / not get stuck, and I don't open one of the chests because Innes just has to be slept on the second turn. The Blue Gem can be sold for good cash, Brave Bow could prove useful for Dayan more than anyone else, and the second Elysian Whip is simply essential for promoting Miledy whenever her stats become a little competitive in a run where we progress too quickly to really stop and level up. Sleepy Innes misses out on getting the Lancereaver, which isn't too important since Karel is going to be taking lance attacks without much issue with all those +1 (and better) level-ups in every stat.
The second turn rush towards the boss is fairly unorthodox in appearance - instead of Zeiss, a tank, carrying Karel, another tank, the tight and incredibly limiting logistics of the map force me to send Yuno carrying Dayan into the pit of enemy axefighters, and Dayan actually needs to be hit by one of them early so that they continue attacking him, aiming for the kill, and avoiding the existence of Elphin, who also happens to be in range and who doesn't threaten with a counterattack.
It is a long rescuechain to get Karel to seize on turn 3, and Yuno is the one who grabs the bosskill (Wyrmslayer!Percival would also not be a bad option at all). Her S swords allows her to just OHKO the manakete with the Durandal. Not a waste of its usage at all, considering I can't even guarantee Karel will be hitting S rank swords due to his swordlock / initial D rank swords / difficulty participating in combat without dying early on.
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