FE8 - No Mounts Low Turn Counts Run: Chapter 12 - Village of Silence

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Chapter 12 is completed in 7 turns (74 total).

First map in a while where speedy completion takes a heavy hit since the chapters involving Ephraim (hmm I guess chapter 10 without the flier skip was also a disadvantage). In this map we have... mountains everywhere, which makes it difficult to walk about. Fliers trivialise movement usually, and you have two in Vanessa and Tana, possibly one of them promoted (therefore good enough to take on the nasty unreachable +40 avo cliff spiders on her own), and here our alternative to flight is the shitty Berserker TM peakwalk which lets them move one square on a mountain per turn and if they're getting off the mountain also gives them two tiles to walk on the ground in whatever direction. Not cool at all.

Then again, we have a second Berserker in Dozla now, so the peakwalk option still provides a shortcut that can be made use of. Besides helping the party advance, peakwalk also enables us to engage the furthest spider up north in combat on turn 7 enemy phase (you can try hitting it with a hand axe on player phase at like 30 hit if you feel like it) assuming Dozla/Ross can climb the mountain on the same turn.

No flight also means a much later Barrier staff (turn 4 as opposed to turn 2), which is bad considering this is the perfect staff to build Artur's staff rank outside of Fog of War. Tethys is attached to Artur after turn 2, letting him use a staff twice per turn from then on.

The biggest difficulty for a party w/o fliers and cavalry is sending your combat-able units to opposite directions on the map. There's the gargoyle reinforcements who can't make up their damn minds in which direction they should fly (causing them to still be alive on turn 7), the aforementioned godforsaken spider and also an Entombed who will not move even if attacked at 2-range and has 13 luck so you can't feasibly crit him with something like Saleh's Thunder. All in different corners of the map too!

The infrastructure plan is simple in essence but pretty tough to execute. Dozla and Ross form a rescuedrop chain over the mountain with Tethys's help, helping Ross carry Colm (I know, not the most reliable of fighters but Ross only has 13 con) over the mountain to obtain the Barrier staff on turn 4, dropping it into convoy so that Eirika can retrieve it the same turn and pass it to Artur who proceeds spamming it non-stop.

Ross is the best unit to travel to the Entombed (because out of him and Dozla he is lighter and therefore the one to leave the mountain early) - arriving there one turn early even, while Saleh goes directly for the boss (Artur is busy working on staff rank and Moulder is busy working on magic levelling; meanwhile, Saleh just needs to have B staves until chapter 20 which is more than feasible with 2 uses of Hammerne not being in any demand until then; it's not like Moulder could fight anything either).

Dozla is the only one who has a chance to reach the northern spider on turn 7, but he takes his time getting off the mountain after transporting Ross and Colm so he gets there at the last moment permissible.

Things get rough on the last turn as Dozla first needs to crit a gargoyle from range (otherwise the gargoyle will attack Colm at 2-range, which he can't counter, as Colm has been helping Dozla out with clearing enemies) and then crit the spider on the enemy phase (Dozla is sadly too slow to double). Since connecting and critting with a Hand Axe is hardly possible, Dozla breaks a 1-use Hand Axe I somehow had at this point to equip a Killer Axe for the spider, critting him a lot more reliably (like 1/8 chance to connect and crit anyway, but it's better than nothing) while the second gargoyle goes for Colm who by now has even strength to 2HKO with the Lancereaver.

Artur and others hang around the southern parts where we started out, spamming staves and KOing enemies for better warp range with magic level-ups. After taking the Angelic Robe, Artur doesn't have much trouble surviving which is neat.

Overall, 7 turns is a pretty fast completion for a mountless army considering the abundance of terrain here and the imperativeness of moving quickly. 6 turns is the expected turn count for a full party, 5 turns being reserved for really skilled players with good preparation who have blessed Vanessa/Tana and really know what to do in this game.

Challenge playlist:
http://www.youtube.com/playlist?list=PLbSv8zSDR9c26lYu02EA8IaBJcmStZg47







Tags:
fe8
ltc
efficiency
low turn counts



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