FE6 Reverse LTC Chapter 7: Rebellion at Ostia
Chapter 7 completed in 5 turns (33 total).
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One of the game's maps notorious for their difficulty. We take it on with a very different army than usual, and the presence of multiple fliers (capable of combat at that) and a second dancer addition makes it a different experience. While those things may make it easier, the objectives are also harder to meet as we are now able to get a significantly lower turn count in this chapter (compared to a realistic 7-turn I achieved on a vanilla run some years ago when I first low-turned this game).
The enemies are still hard to face and too numerous - there's nobody quite capable to be planted in a forest for enemy phase combat and ORKO things right, left and centre. Zeiss and Miledy may be really bulky whenever archers are not involved, but they whiff far too often, have trouble doubling still, and can't effectively deal with durable enemy types such as knights or wyvern riders. Yuno has Silver Sword access, but can't use it at range and runs out of uses too quickly. There's also Hugh who has been mostly underappreciated in this run up to this point with me not really going out of my way to invest into him. This map showed why that is, in fact, a good idea - a combination of bulk passable for a mage (low HP is a bummer when the good defence base insists on growing occasionally), nice meaty chip targeting most enemies' weakest defensive stat and a speed stat that is "almost there" when it comes to doubling. Hugh had a slow start when characters using axes/lances were more proficient at one-rounding soldiers but a few mag level-ups was sufficient to change that. The enemy types here are far more difficult to deal with too - all those cavs, riders, knights...
The presence of a second dancer (Echidna arrives with Lalum on turn 2) demands that we speed up our playing to achieve the same in fewer turns, but the enemies just refuse to die - Hugh is capable of 2HKOing just about everyone, but is still short of doubling things. I have him try to solo the left side of the map, making sure he is slightly injured when he does this, so that the enemies focus on attacking him and not Yuno (who does too little damage in return).
The rest of my folks head east where they have a rather rough time against enemies coming from different directions, some of whom can be ORKO'd on player phase by the likes of Dayan (who has been gaining strength every level-up by now, but not many other stats to be an all-around good unit) nevertheless.
The sheer number of enemies implies the party needs to slow down so as not to get underwhelmed by so many enemies ganging up on vulnerable weaklings like the newcomer Lalum at once.
Double dancing is going to be the theme of this run, and you're going to see them dancing each other a lot to cut turns for me. Here though, they mostly assist the cleaning up of enemies that threaten us imminently. Karel gets a couple dances that get him a long-awaited level-up, and it's a good one indeed - +2 in strength and speed, most notably. He almost looks like a usable unit now! The change really is evident (even when he's still OHKO'd by some steel lance wielders in the following map).
Echidna is for some reason an unpromoted Fighter, even though she's meant to be replacing Zealot, a promoted unit - one of the several odd choices made by the person who made this mod. It's a pity that I don't have a luxury of using a Hero at this point of the game, but you can probably guess how much mounted units will be dominating in this run.
The last two turns of the map are full of important actions of all sorts. I send Miledy to get the highly important Barrier staff in the most distant corner of the map, and she needs to take an Elixir to get ready for taking two rounds of combat against a powerful mage after eating an accurate arrow "chip" from an enemy archer. A lot of other units try to visit as many houses as possible (I still do miss out on Physic and Horseslayer villages, but both are items that are available thanks to character joining with them (Saul in C12 and Tate in this very map).
Speaking of Tate... She replaces Noah, and her starting level is quite high (9/-). Aside from being a 4th flier, there's not much more to her - being an extra mounted unit is always nice. Her bases don't allow her to be much of a combat unit, but we already have a sufficient number of these by now.
On the 4th turn, nearly a half of the army heads for the throne, where we want to kill the boss (and sadly, face the enemies near the boss because Miledy heading up for the Barrier chest provokes them anyway), and also shop so that we actually have something to open the door with.
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