FE6 Reverse LTC Chapter 19 Sacae: Battle of Bulgar

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Chapter 19 completed in 2 turns (78 total).

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A 2-turn that necessitates the use of Warp in order to shave a lot of turns you'd have to waste otherwise. There's once again an absurd number of nomads that will go for Zeiss on turn 1 enemy phase (they cannot detect that he has the Delphi Shield), even though they can attack Karel without being countered, and Zeiss once again has no difficulty turning every attack of theirs into a ring familiar to users of the better armoured knights out there. Zeiss has enough mobility (or should I say -the sum of Clarine's warp range PLUS Zeiss's movement- is sufficient) to drop Karel right in front of the boss, then canto one square away so that the boss doesn't think about attacking Zeiss instead - Zeiss is doubled by the boss with significant displayed crit, and has atrocious hit rates with a Killer Lance; I'm talking about close to zero displayed hit. Thank God Karel can fight by now.

The bosskill is simplified by there existing a Brave Sword in this mod, otherwise unobtainable. Chad brought it to the party for the desert map and I do believe we're using it for the first time here. Unlike most of the previous bosses, this one cannot be doubled at all, and isn't doublable even if Karel were at max 30 speed (he's just one point away from the cap). We need a crit with a powerful weapon here. That could be a Silver Sword or the Silver Blade but Brave Sword gives Karel two strikes. He gets critted too; not a big deal when you've got 20 defence really. The enemies still gang up on Zeiss...

The rest of my party doesn't really do much here. Elphin getting deep into nomads' attack range requires the effort of like 5 units to get him and subsequently also themselves out of that area, leaving only Clarine to be targeted. She has enough magic to 2HKO some of them by now, doubling with ease, which she does to everybody not counting SMs around this time of the playthrough. We waited long enough for her magic to be high enough to snowball into kills, huh? Sadly, by now she's so high-levelled that the exp isn't that big anymore, however. She's the highest-levelled unit of the party, of course - what else would you expect? This will change when some 20/20s join us a little later on for the endgame maps; of course they cannot Warp and are therefore nowhere as useful. Clarine improves her tome rank in addition to her stats - she could even use Elfire in the last maps, but certainly not Forblaze. Karel really risks never having the sword rank to wield the Durandal too - to be expected with his starting sword rank and bases with which he couldn't really afford engaging in much combat to build it early on (when 1-range combat was coincidentally extremely viable).

Dayan wields the Brave Bow here, ORKOing some enemies he cannot double naturally. He gets, like, 6 bow wexp on the turn 1 EP and then 8 more on the last turn's player phase thanks to a dance (which Clarine doesn't really make particularly good use of).

What else? Dieck shows up for the first time; he replaced Fae as a lv. 1 Hero in the notorious chapter 16 3-turn, but there was no place for him in the party then, or in any of the following maps. He just chips an enemy to let Tate grab the kill (Tate's too weak to rely on, but levelling up helps us change the RN state).

Karel caps speed this time. Defence is next on the list (with an underwhelming Swordmaster cap of 22).

There's an Energy Ring house in this chapter. It'd definitely be useful, but Zeiss can't really reach it at all, in spite of the 10 move.







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