FE6 Reverse LTC Chapter 4: Collapse of the Alliance
Chapter 4 completed in 5 turns (20 total).
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This map has a certain level of notoriety for how tough it is in vanilla FE6 on Hard Mode. The cavs are fast enough to not be doubled, bulky, healthy and the waves of them coming at you just don't stop, easily overwhelming the party and making it difficult to keep squishy units out of enemies' attack range. Well, okay, the waves do stop coming, but when you're trying to rack up low turn counts, the entire passes as you face one incoming wave of enemies after another.
The first thing to do is change Percival's equipment. The Steel Sword he's got isn't that essential and could go to Karel, helping him deal more than 0 damage to some of the cavs here and finally getting some long-awaited experience. Karel will gain a level here, notable for the fact he got +2 defence instead of the usual (+2 str/spd would of course be preferred but I took the best out of what I was offered here). With 12 hp/3 def, Karel is now close to the border where some of the weaker enemies fail to OHKO him (they are still likely doubling him).
Still, Karel is a bit too weak and can't be dropped near the throne/gate as comfortably as you'd drop Roy next to one within seize range. For this reason and also because we don't employ manipulation / rigging in this runthrough, the map can't really be 4-turned even though it should happen if one just counts the squares and imagines all the enemies die, Karel survives and the boss just explodes (say, to a Yuno Silver Sword crit or something of the sort).
But the enemies are tough enough, even though our team is also noticeably more powerful (generally speaking) than the vanilla FE6 team is at this point. We're still quite vulnerable to archers, as our main frontliners - Yuno and Zeiss, notable for doubling and bulk respectively - take substantial damage even from iron bow archers.
Killing the boss is quite hard indeed - it is commonplace for vanilla low-turn runs low on manipulation to wait until Rutger comes on turn 6, and then use his Killing Edge to defeat the boss because it's hard to deal sufficient damage otherwise. In this run, Rutger's replacement is Cath who's quite a horrible unit aside from neat her thieving utility and decent HM-boosted stats but - she does bring a Killing Edge if you wait long enough!
While a Killing Edge might be capable of helping is cut some turns in the earlygame, I found it wouldn't cut two in any context and we'll be getting the second available KE from one of the houses in chapter 7 anyway.
A unit who does join us in this chapter is Miledy, replacing Clarine. For some reason, she starts immediately as a player unit and not as a guest, not even flying to Karel's position as she does in chapter 13 vanilla. This was probably too hard to edit in? I dunno honestly.
Miledy is as good as you'd expect, though owing to her lack of HM bonuses in this one, and a rather low base level, she's not soloing the game by any stretch. She'll be competing against Zeiss for the party's premier flier and we'll still have to find out which one of them will grow into a better unit so that I could promote them early and use them for bosskilling and all that. Zeiss does have the upperhand of having gained some really good (two) levels prior to this map ending, while Miledy mostly ran utility in the two turns she existed here (visiting the Angelic Robe village was especially important, even if we might end up selling the thing).
A unit who ends up especially good for helping kill the boss is... Hugh, surprisingly. I never invested into the guy, but his bases were just good enough and he gained some good levels previously because I needed another wallbreaker / somebody to ORKO a Knight in the previous chapter. Hugh can be dropped in boss's Javelin range on turn 3, way before it is realistic that Karel is dropped anywhere near seize range. The one obvious advantage Hugh has over others as a bosskiller is piercing most bosses' weakest defensive stat with nice damage, not getting doubled and striking really accurately.
Some luck was needed to ensure Hugh and Yuno don't die on any of the turns (Yuno can dodge arrows rather nicely however, but you still need to manage the amount of punishment she is taking during one turn, and heal her constantly).
As for Percival, he was just kinda there the whole thing, taking not-too-powerful hits, chipping in and things he doesn't double and using the most out of his horse and 7 movement. I suppose when I get the Knight Crest, he'll be a slightly stronger Marcus/Zealot with less accuracy and bulk and still a pretty good unit but I never really invested into him much on this run because of how poorly he uses the experience he gets. Seriously, just 7 exp for a killed mook? Utter bollocks I tell you! He'll be better when he has 8 move, though.
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