Fire Emblem Awakening Low Level: Chapter 14 - Flames on the Blue

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Published on ● Video Link: https://www.youtube.com/watch?v=-R4N_maiBHI



Duration: 38:54
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Lowest-levelled unit that isn't Olivia: Virion (11.82)
Highest-levelled unit that isn't Chrom: Sully (13.49)

First map where we have more characters on the bench than those deployed on the battlefield, though if it weren't for Lucina's forced recruitment it would've been two equal groups. Lucina is kinda unnecessary as far as units go. There's nothing she does differently from Chrom, and access to mother Robin's Veteran and class trees matter little when we can't level-stack as you do on your regular Awakening run. I'm not losing all that much by not allowing Lucina to be used in the playthrough tbqh.

This is a fun little chapter to play, though 'little' may not be accurate enough for what may be the longest video in the series yet. There are enemies approaching in a fashion that's not entirely overwhelming (hello chapter 12), and withstanding their assault while feeding kills to desired units isn't at all impossible of a task with the resources at our disposal. Having characters who can tank a lot of physical attacks from promoted enemies is highly valuable, and Nowi and Kellam both get surprisingly bulky when supported by Vaike and Sully respectively. Nowi's generally quite occupied with handling the foes who will at some point be baited from the south by what seems like sensors activating when moving to a certain part of the map, or perhaps it's turn order?

Kellam does a nice job OHKOing some of the northern pegasi on turn 1 with the help of his Beast Killer, then positioning himself to hold the chokepoint and blocking the enemies from the east from messing with our army. The two mages and the great knight aren't all that easy to deal with, and Kellam himself would rather not fight them at all. A nice way to choke the point without suffering too much punishment is provoking the Short Spear cav to attack Kellam at 1-range. His attack is worse compared to the other foes and he doesn't double, so Kellam laughs at the damage done. If more damage is incurred, the AI is clever enough to retreat and let an enemy capable of one-rounding (the mages tear off a huge chunk of Kellam's HP) have a try at attacking instead, so caution should be exercised.

The reinforcements are three waves of pegasus knights, coming from the south, east and north - the same places they came from on turn 1 and with the same equipment to boot - two steel lance and one short spear. Sumia paired up with Chrom is very good at one-rounding them with steel lance (javelin action requires Chrom dual attack procs, as most good things in this game) and moving her around the field intelligently, including appropriate Rescue staff use from Lissa and/or Maribelle, is key to not endangering the whole party. Pegasi can also be OHKO'd by Virion and eventually doubled by Gaius, whose combat is still kind of reliant on crit procs. He's more useful for opening chests for free here.

Eventually, generals, great knights and mages will come out for final retribution, and this is around the time I unblock the choke point to let enemies in. I take extra time to choose what to do at this point, not quite always feeding experience to those who need it most - Chrom could've avoided taking the General, perhaps, and Robin didn't need to get the bosskill, seeing how she levels up from any promoted enemy anyway.







Tags:
moogleboss
3ds
fire emblem
fe
fire emblem awakening
fe13
low level challenge
lowest level run
mandatory maps only
no forges
no stat boosters
no tonics
no children
no paralogues



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