FE6 Reverse LTC Chapter 8x: The Blazing Sword

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Published on ● Video Link: https://www.youtube.com/watch?v=f5i_K75oPXk



Duration: 7:03
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Chapter 8x completed in 3 turns (44 total).

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This map is quite notorious for its structure as well as the difficulty of quickly disposing of its boss; having four fliers instead of just one and two dancers (instead of none at this point) definitely makes it play out differently.

One thing that should've become clear to anyone who watched the previous video is that having double dancers doesn't really mean we're skipping any particularly sizeable portion of the game. How many enemies are still alive and kicking when Karel seizes on turn 8 (as opposed to the usual 13 or so)? Right, not a single one survives. So it should quickly become apparent by now that in order to play in a skilled way in an environment where we have all this incredibly advanced logistics on our side, we need units with high enough stats so that they can take on whole armies of enemies. In contrast, a vanilla FE6 run usually forces you to have your own units team up to beat a single enemy unit, whose HM bonuses makes it far more powerful than most of your playable characters (especially early on).

What this means in practice is that when Yuno rushes ahead, she needs somebody to do the fighting her. It should come as no surprise then that this character right now can only be Hugh - accurate damage targeting res, easy 2HKOing, doubling most enemy types (fails to do so against the merc / myrm on this map however). Yuno herself might need to take a nasty steel bow attack though, which she can survive with 1 HP remaining. The steel bow archers will continue growing stronger while Yuno doesn't really grow any HP or def at all from this point onwards, so it's quite a problem avoiding their OHKOs since she hasn't got the durability of Zeiss / Miledy (Zeiss can even take a Silver Bow attack from a Sniper in, say, chapter 12, but you'll understand why and how when you see what Zeiss is capable of doing by that chapter).

Also, in order to give Yuno her second dance on the first turn, the two dancers actually have to go around pretty much the whole map. The turn 1 mutual dance is sped up 16x in my edited video, but in reality this part took 3 minutes. You can also try guessing how much time I spend just having Lalum and Elphin dance each other patiently as I keep practising my strats and trying to improve them to achieve my aims. Luckily for you, you only see the compressed final product thanks to the power of video editing!

On turn 2, Hugh is dropped in the boss's range (we can really get to places, and we haven't even got Boots or Warp yet!) and Karel is also carried to the boss. He is able to grab whole four kills on this rather short map (thanks to the fact that the Steel Axe guys are so easily doubled when weighed down and that the myrm / merc were previously left with low HP by Hugh who couldn't have possibly stayed to clean up), netting himself another level-up (+2 str is nowhere as nice as +2 spd but is definitely appreciated too).

The map layout allows me to carry units to the main area of action from all sorts of directions, and of course I choose the ones where fighting can occur.

It's quite tight, yet just lax enough for me to leave Zeiss in the south, soloing the enemies there for self-improvement. He doesn't quite kill them all by turn 3, predictably due to his high whiff rate as somebody who relies on Javelins for 1-2 range damage, but any good level-up he gets is a step towards him eventually becoming Yuno's replacement as the lead flier, as we do have our first Elysian Whip by now. Meanwhile, Miledy is kinda lagging behind, but I do try to ensure she's somewhat usable as a combat unit.







Tags:
fire emblem
fe6
rr
reverse recruitment
moogleboss
challenge
low turn counts
girls only



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