FE6 Reverse LTC Chapter 6: Traps

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Chapter 6 completed in 4 turns (28 total).

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A few years ago when I attempted a low-turn run in vanilla FE6 HM, I managed to 4-turn this map with some effort (and a robe on Roy to survive the three mages attacking him at once).

Here, I recruit a dancer on turn 3, which would supposedly simplify this objective this time around, and my units are generally stronger than those you have in vanilla FE6 (lacking Rutger and his Killing Edge would be the exception). I'm also forced to use Karel who, even after gaining another level up towards making himself a usable unit, can't be dropped on turn 3 like I used to do with Roy - he just gets slaughtered. So some specifics vary, but there's no way the map can be 3-turned at all - not with Elphin (Sue's replacement) recruited, so what the addition of a dancer does on this map is give me some space for self-improvement and accumulation of money (a hard thing to get in this run).

I send Karel and a bunch of mounted units to the left side of the map where Elphin is, and another part of my army heads north to clear that portion of the map. Sofia is used instead of Niime because Niime is unable to take an attack anymore (oh wait, she couldn't do that in chapter 1 already, could she?).

Karel doesn't really have any chance to fight much here, but he does grab a Mercenary kill on turn 2, granting him his 3rd level-up. He's even more usable now, though there will still be enemies OHKOing him on the next map (even soldiers...). So he still has a long way to go even if he's lucky with +2 stat growths.

More accidentally than anything, Hugh gets a lot of action in this map and a lot of enemies suicide unto him on enemy phase. As a result, he grows quite nicely afterwards. This was mostly unintentional - I saw that Hugh was surviving every time and the enemies wouldn't kill themselves on Miledy or Percival (units I cared more about) instead, so I took what I got.

I hadn't really paid much attention to this and Hugh wasn't a unit I seriously considered raising, but beginning with the next chapter you'll see how I find myself compelled to rely on Hugh soloing enemies to the best of his abilities (somewhat high defence for a mage isn't really worth much with low HP) just so that the enemies actually die (a big problem in the next chapter with hoards of bulky enemies and two Physic priests).

Miledy grabs a very unlikely kill against the boss, levelling up a total of two times during this chapter. As of this map, I still have no idea which unit out of her and Zeiss will be favoured longterm as my main flier. Percival, on the other hand, just grabs a decent +hp/spd level-up and doesn't look like a unit that can ever impress; not with his levelling speed at such a high level anyway.

The new units? Ray may be a wielder of Nosferatu (and probably the only possible one in this run), but he's not really worth the time. He doesn't hit as hard as Niime or Sophia, but he's better at taking hits... a tiny bit. Bartre (who has Igrene's name for some odd reason) is very similar to Garret, with less HP but more strength/defence. After helping me clear the soldiers on Karel's way to recruiting Elphin, he just opens the two chests for a total of 8K money. Cecilia is pretty useful here with her Unlock staff, what with our lack of a thief for a longest time in this challenge.







Tags:
fe6
hm
hard mode
ltc
low turn counts
rr
reverse recruitment
moogleboss
challenge
fire emblem
binding blade
dancer
elphin



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