FE8 - No Mounts Low Turn Counts Run: Chapters 6 & 7

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Chapter 6 - cleared in 3 turns (40 total).

Easy 3-turn with Seth (and I'd argue not too tough with Franz or Vanessa around), this map is very hard to 3-turn with an infantry team lead by the magnificent 6 move scrub Colm.

The rescuedrop chains that I have to pull off during the first two turns are very limiting, as they need to be done in a specific way (first Colm is dropped on a mountain which gives him a much safer enemy phase, then Colm needs to drop Eirika so that both of them can reach the boss on the last turn) and restrain the opportunities to snowball some of the important units' growths - namely there's no time to drop Artur or Ross on the fort in the centre of the map where they can take on a bunch of enemies at once. Artur barely gets one level-up and freshly promoted Pirate Ross gets none at all (he has quite the levelling party ahead of him in the next few chapters though).

Since Colm doesn't ORKO anybody with 4 strength and E swords, I need a bunch of units to remove the enemies blocking the way to the boss as well as those that could later target Colm and Eirika with 2-range weapons like Javelin - this secures a turn 2 enemy phase that they're a lot more likely to survive. In the recording, Eirika dodges a mage that would otherwise KO her (she has high speed and luck stats so this isn't a huge issue) and Colm keeps all his HP. Dropping Eirika in a different direction results in higher risk of death since she'll also get attacked by an armour.

The last turn is the final opportunity to feed people experience, grab some items (I go for the Elixir instead of the Merc's Iron Blade) and KO the boss. Colm weakens him, allowing Eirika to finish off and get the bosskill exp.

Even scrubs like Neimi and Lute are useful when you have a shortage of units to field. They should stay topical until Innes/Gerik/Tethys join up.

Chapter 7 - cleared in 4 turns (44 total).

A 4-turn strategy is very surprising considering the absence of Vanessa - whose wings allow her to skip a large portion of the map with ease - and Seth - who can easily kill the boss in one round of combat. A 3-turn exists and assumes a huge blessing and/or tremendous luck with dodges and crits featuring just the two of Vanessa and Eirika (see my Females Only clear which displays this strategy), but a 4-turn is usually more realistic. Here I end up 4-turning without Vanessa or Franz. I even end up stealing the Energy Ring which is very helpful for lategame warping ranges.

The key to the 4-turn is the usage of Ross and Colm, emphasis on the performance of the former. Ross enjoyed the luxury of very fast level-ups early on, and since the level-ups were of high quality, he surpassed his dad. In fact, Ross is a lot more valuable than Garcia as he can cross rivers and seas (and eventually mountains as a Berserker), though an average Ross that gets no earlygame favouritism fails to match his father's strength, but I quickly realised how beneficial a competent Ross would be and put all my eggs in the right basket.

Ross can move 2 squares per turn on water, 3 as a Berserker (likely never seen in this run), which is better than than Eirika's or Colm's 1 square per turn. Ross just jumps in the river to take on two soldiers and a mage while my army rescuedrops Colm just behind Ross, preparing to pass Eirika to him on the next turn.

Ross is about to die so the mage targets him over Colm (who cannot counter) - this is important because the mage will otherwise block their way to the gate. Ross's high luck really helps him dodge more likely than he otherwise would. The mage survives with 1 HP so we can steal the Energy Ring - Colm isn't weighed down by Eirika to an extent of being doubled so he can afford carrying her for another turn while Ross provokes one of the archers, doubling him with the Hatchet and getting a bad level-up.

The tough conditions concerning the RNG up north limit Artur's activity in the south, which would otherwise belong solely to him as his training ground. With a lot of effort, Artur could start chapter 8 promoted, but the conditions of the run have prevented his levelling to really snowball (the tough-to-fulfill multiple objectives limit our freedom with the RNG). Garcia rescues Artur which causes the RNs to allign in such a way that Ross dodges the mage's fatal attack.

An important part of the strategy is Ross dropping Eirika at 2-range from Murray. Initially armed with a Steel Sword, the boss will aim at Eirika with a Javelin. He goes from WTA to WTD against axes, which translates into +32 hit and +6 Mt for Ross's Halberd, allowing him to chop Murray's head off at 52 hit (compare this to 20 displayed hit if he kept his Steel Sword). The OHKO is no longer any hard to connect and Ross even gets a great level-up in the process.




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fe8
sacred stones
fire emblem
challenge
no mounted units
infantry
no cavalry



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