FE6 Reverse LTC Chapter 16x: The Pinnacle of Light

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Chapter 16x completed in 2 turns (72 total).

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A chapter that requires a warpskip in a low turns playthrough no matter how you look at it. I did make an honest attempt to see if I could save a warp use through a dancer chain somehow, but there are two Snipers blocking their way to the throne, so this is another occasion where a Warp use is vital.

One question is how many Warps we're using, and it's not always the case that a player can get by with just one use. This is especially typical of runs with a weak Roy (like on my old unfinished vanilla run), where one or both the units are just unable to withstand an enemy phase of powerful casters, siege spam and status staves. Zeiss is also in danger of being berserker, but the user of the staff can be baited to perform a totally different action, letting Zeiss grab the bosskill next turn.

One huge problem is Zeiss having such poor displayed hit on the boss. He's a lance user with middling skill and luck stats (compared to Karel for example), so connecting an attack against a decently evasive boss is a pain in the backside. He really needs to get a chain of three low RNs to KO the boss with a Killer Lance crit, letting Karel seize.

After the turn 1 Warp (which gets Clarine another mag level-up, and now she can actually 2HKO some of the Knights on the map), there's quite a lot of room to do whatever on the map, without really any good options of what to do with our turns and dances (as many as three dances). I decide to give Clarine as much combat exp and tome rank as possible (it's still dubious she'll ever use anything stronger than Thunder on this run, all because of how slowly weapon experience accumulates in this game), and it seems like a big mistake to not seize the opportunity to KO a Sage with Dayan's Longbow - it's only a 3HKO so I give him one of the dances (Dayan's 50 exp vs Clarine getting 10 exp is still kind of a dilemma because Dayan will never be warping anyone anywhere).

What else to say? Bors is forced in this map, much like Douglas is in the original, but does nothing of note and shouldn't be expected to appear in this run really. His luck and defence stats are pretty high, so he's good at dodging, especially for somebody with his speed. Not really a valuable quality at all for our playthrough.

Percival gets his first promoted level-up in this chapter and how long has he been a Paladin? Since chapter 8, believe it or not, so it's safe to say we've been neglecting him. We should be getting a better Paladin (or two) pretty soon, though it's hardly an urgent necessity considering how many competent mounts we already have.

Fae is fielded for some odd reason; I suppose because levelling up a lot is good utility for stealth RN burning mid-chapter? She does get Zeiss's HM bonuses in this file, letting her OHKO some enemy types and weaken enemies for others to kill. Nobody really cares about levelling off unpromoted enemies that much (Shin's not even getting promoted for example).

After this map, it's time for the Illia/Sacae split. I initially aimed for Illia, though it's not nearly such a definite choice by any stretch, but because of Elphin capping his level early there's no surprise I'm forced to go to Sacae. Perhaps if I had somehow succeeded in raising Sophia to Hugh's level of competence, going to Illia would've been possible, but Sophia was too scrubby and I wasn't rigging her level-ups much at all - had other worries in the early maps when she was around. Hugh didn't end up staying in the party either, for that matter. No point in a tome user without good staff utility anymore, because Karel and Co can actually fight.

Going to Sacae implies finding yourself in totally different maps, recruiting Lance rather than Allen (Allen hits a good deal harder), and the Delphi Shield we stole last map should turn Zeiss/Miledy into a unit entirely impervious to bow damage - besides the occasional boss they shouldn't be fighting anyway. How will our Sacae adventure go? We'll find out very soon.







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