FE7 Reverse Recruitment "Athos Hard Mode" LTC - Chapters 11-13
I noticed I had videos of this lying around on my hard drive. I recorded them quite a while ago, and the reason for leaving the run be is connected with the usual FE7 stuff like having too many annoying defence chapters (they're a real PITA for LTCing with its OCD tendencies of wanting optimal levelups and turn counts). I still have the saves on my new PC so I could always return to it if I feel like it (there are better things to return to when I have the time, though, such as runs where I've made more progress).
The concept of this should be familiar to those who watched my (still incomplete) FE6 RR run found here - https://www.youtube.com/playlist?list=PLbSv8zSDR9c0vdilWtzzTZ-LQnP2krgFm
It's another old Reverse Recruitment mod where late-joiners are switched in availability with the earlygame characters, so the novelty of being able to use Nino, Farina, Vaida and, of course, Athos as your lord justifies playing through the patch, since these four are either fully or essentially absent from an efficiency run otherwise (I guess Athos is valuable in the Final map at the very least).
Chapter 11 is cleared in 7 turns.
Athos and his friend Renault try to escape a castle. Renault cannot fight (but gains exp at an astoundingly accelerated rate for some odd reason), so Athos takes an extra turn to allow the two to move forward when the wall is broken.
Renault opens some doors, sometimes spamming his Unlock staff for exp (and because there are so many uses), while Athos counters enemies at all ranges and emerges with good levelups.
The map can be 6-turned if one rigs a crit on the boss. I didn't really feel like it.
Chapter 12 is cleared in 3 turns (10 total).
A lot of new characters join. There's Pent and Louise (an actually useful archer that isn't Takumi) up north, mostly getting in the way of Athos wrecking face of the enemies there, and there's a bigger squad consisting of Vaida and a bunch of foot units to the south of the map.
Pent and Nino share join time and have similar statistics - this seems like an opportunity to train up a legit Warp!Nino that I didn't want to miss so I slowly started training her here. More durable units get more done here right off the bat however, and Jaffar has the best offence for one-rounding things - having him switch places with Marcus is refreshing as your Jeigan unit is no longer mounted. With Vaida around though, we can carry Jaffar over the mountains and drop him in the boss's range. Jaffar gains double experience when proccing Lethality so I have him do that against the boss deliberately so that he's closer to his second levelup.
Vaida? You'd love a flier with her durability and potential this early into the game, but there's somebody even better joining us in the following map. Vaida's main problem is her speed, of course; she takes a bit to start doubling.
Chapter 13 is cleared in 4 turns (14 total).
Guy's replacement is Farina who can aggro our units from the other side of the map. I contemplated some sort of risky 3-turn clear that involves Vaida dropping Athos in seize range on turn 2, but fighting enemies to clear way and actually surviving are problematic factors there. A 4-turn is a lot more reliable and gets extra things done, such as the lovely Killer Lance crit on the boss giving Farina a nearly perfect levelup.
Much like Guy in vanilla, Farina gets Hard Mode bonuses, so it's hard to think of reasons to prioritise experience for Vaida and not her when her offence is so much better. As earlygame fliers who are this good, both are hard to underestimate however.
Oh yeah, and the risky af 3-turn clear also misses out on visiting Merlinus's village...
The next map is the Merlinus defence chapter, so it's no surprise I procrastinated and moved on to some other run at that point (and I imagine I started this while procrastinating on something else, too... you get the idea).
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