FE7 Reverse Recruitment LTC - Chapter 18: Pirate Ship
Chapter 18 is cleared in 2 turns (47 total).
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0EW9k5hENYCcgKZTzQ22cl
The first (but not last?) clear whose turn count is not possible in vanilla FE7. The idea is far from complex - our dancer lets our flier move further away and engage the boss a turn earlier.
Now what is perhaps more interesting is my struggle to acquire all three of Pure Water, Elysian Whip and Guiding Ring. The latter two seems especially prominent in this run, with Nino serving as the intended Warper instead of Pent (who probably isn't the optimal choice for an LTC anyway). We can buy Pure Waters later, but the promotion items are kind of a big issue, especially seeing how fliers often replicate cavalry's role in vanilla (where you get lots of Paladins without that much effort).
We've got three very competent fliers all of whom should ideally be promoted so that the party can enjoy good mobility for all sorts of purposes while retaining flight. All three whips have some sort of "but" when it comes to their acquisition in this run, somewhat compromising my hopes of having a proficient main army.
The Guiding Ring situation doesn't seem any better. I need to promote Nino at some point, preferably when she's leveled up enough magic already and opportunities to staff-spam are plentiful. I imagine I wouldn't mind promoting Renault either, as his accelerated growth in this hack makes him a good unit in maps like Cog of Destiny way ahead. Renault can always promote with an Earth Seal if all three fliers have been promoted successfully. If not, well, he stays unpromoted.
Anyway, Legault stealing both promo items just isn't possible and I tried different things for hours. The dark mages block the way to the boss for the Guiding Ring to be stolen, and the way Legault needs to travel from the pegasus holding the whip to the boss is way too long, and even by rescuedropping Ninian far enough, she is still too far away. It just doesn't work out. I even tried carrying Legault to the southern ship, baiting the whip peg to attack him there. Even if he survives, he can't get to the boss with his 6 mov.
So in a nutshell, we have to choose between the ring and the whip. Because Nino is not warping anytime soon, but we may require an 8 mov unit, or specifically an 8 mov flier, soon enough, I go for the whip, which relieves me of having to steal from the boss at all (travelling there is a good bit longer).
To a lesser extent than in the previous map, we are limited by a low number of deployment slots. Nevertheless, Nino comes back to help out with her good combat (it's not a big contribution but she's one of the few units being trained longterm) because much of the party isn't travelling very far, and Ninian's second dance is pretty much just self-improvement for whoever I deem necessary to receive it.
I go shopping again here and buy more javelins; could've bought way more of than in Noble Lady but derped, so this deprived Nino of a kill or something? Not a big deal, but suchlike things really piss me off.
Heath is improved considerably by the two level-ups he gets here (he was really lagging behind prior to this and wasn't self-sufficient), and everybody else gets nice ones as well, except Farina who the RNG decided should either swallow an HP level-up or die to the boss's Luna crit. Needless to say, I much prefer the former.
I could've sacrificed a round of combat and some good level-ups for a second Pure Water by dropping Legault unequipped so that a second Pure Water dark mage is close enough to get to the pegasus knight afterwards (without two more units losing actions to carry him AGAIN), but I didn't bother. Because I don't want to rig low% crits, we should be buying more pure waters soon.
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