Fire Emblem 5, Thracia 776. Chapter 20: "The Scion of Light"

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For this chapter it is necessary to know several things, the first thing is the reinforcements. Depending on the turn, they will send some units or others, but in a certain turn they will send you ballistas and Iron ballistas so ....... if you are caught off guard you can lose several characters. (And yes, here I got killed and had to start over, because I thought there was only 1 round of ballistas when in fact there were 2 rounds, that's what happens when you don't play the game for a long time, but that's the fun of the game).

So, I will start by giving information about the reinforcements first as it is very important, also note that the position of the characters is ALSO important at the beginning.

Enemy reinforcements: these will come out at the start of the enemy turn and start moving.

Turn 3: Armor Knight, Priest and Bishop come out. The Bishops have Unlock Staff, and will open the doors they can open, preferably the north door to the right (they can even open the chest that contains the Master Seal).
Turn 5: Mages
Turn 7: 4 Ballistas (3-10 Range) Be careful this turn!
Turn 10: 2 Iron Ballistas (3-15 range) You have to be more cautious, if you have to retreat to avoid being hit by the ballistas, retreat.
Turn 12: Mages with Meteor Tomes and Armor Knights. Try to put the units that don't have good magic resistance at the back of the map.
Turn 13 and 14: Armor Knights.
Turn 15: Mages with Meteor Tomes and Armor Knights.

Note that the 15th turn is not only one of the requirements to finish the chapter. In addition, the boss will start to move, and you have to kill it. And it is only over if you have passed the 15 Turns, killed the boss and finished the turn after fulfilling these 2 requirements.

Try to visit the house upstairs that gives you Silence, very useful if you are facing against magic users and the Master Seal from the chest.

STRATEGY:

There are 2 strategies for this chapter, one aggressive and the other more defensive.

1º For the defensive strategy, it is best to take a specific area and use the most units that will not only hold, but also kill. Therefore the left side is not only the best part to defend, but also to protect the throne, which is the objective. If it turns out that there are units that can't withstand ranged attacks of 3-10 range, when you see it necessary move those units as far up as possible, or move them to the upper centre where they will be safer. Try to take 2 THief or 1 Thief and several Key Doors to open up the castle, the outermost part of the castle is the most vulnerable part, so putting the strongest units is a good option not only for endurance, but also for killing until someone opens the door and you can get out.
Try to take not only mages, to fight other mages but also units that can take Armorslayer or Hammer to fight against Armorknights, it is possible to use a mage with good evasion, to face not only other mages but also Armorknights, but for that you will have to use Support, Nanna + Kingmaker. But it all depends on the composition you bring.

Try to bring some Physic, in case you need to heal from a distance, if you are in a bad position or because of the risk of being attacked from a distance (3-10 or 15 range).

This is the safest strategy

2nd For the much more offensive strategy, this means immediately facing the enemy reinforcements, for this you can use 1 single group or 2 groups (one for each side).
Try to bring units with good AVOID, and with good survivability for the ballistas. Bring Nanna + Kingmaker and if possible have Support with someone to give more AVOID boost and try to be whenever you can be in forest effect terrain, bring units with authority to increase more AVOID whether you are going to use it or not. Example: Finn, Glade, Xavier, Amalda or Conomor. (Including Leif, too)
The only thing you have to take care of is not to carry weapons whose weight is higher than the constitution otherwise your AVOID will be affected, so try to carry a good versatility of weapons for the Armor Knight, but also ranged weapons whose purpose is to attack but without leaving the ground effect. (Some of the Armor Knight have Hand Axe, so they will abuse as much as possible the ranged attacks and always attack those units that cannot counterattack and the weakest).
Try to bring Physic Staff in case you don't have Healers in the group, who are dedicated to the offensive.

If you decide to steal the Scroll, try to have a thief nearby to steal it when you have the chance as long as you are not going to kill the boss or expose the thief to danger. You can use Tina's Steal Staff. Or put the boss to sleep, to remove it as a threat and then steal it later without any problems.




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