Fire Emblem Fates: Conquest Lunatic - Random Reclass / Chapter 20

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One of Conquest's (and I guess Fates' in general) infamous gimmick maps. While you may be used to advancing at your own pace when you play Fire Emblem, you're in for a treat if you plan to normally play out this chapter. The constant winds repeatedly send the party drifting south and northwards, and while this can be abused for a shorter completion (I 2-turned the map on my Girls Only LTC run) this makes getting from A and B seriously difficult when your aim is similar to mine on this run... the maximisation of experience.

Are we man enough to prevail against Fuga's wild ride? The winds aren't stopping us from having our way with our bronze forges and underlevelled units.

The RNG for the map:

Corrin 2/34 - Master of Arms
Shura 19/33 - Hero
Keaton 12/24 - Fighter (again)
Felicia 25/31 - Dark Knight
Arthur 18/23 - Dread Fighter
Jakob 24/33 - Sorcerer
Beruka 20/21 - Witch
Benny 3/23 - Spear Fighter
Laslow 31/33 - Grandmaster
Effie 22/31 - Wyvern Lord
Elise 9/21 - Apothecary
Peri 19/21 - Dark Falcon
Gunter 22/33 - Wyvern Lord
Flora 13/31 - Mechanist

For the first time since like chapter 7, there aren't that many skills to learn, a tendency that I'm sure will become the norm this late into the game. We're still interested in babying underlevelled folks and they catch up quickly when fed promoted enemy units. Elise, Benny and Keaton all take a Master Seal in the middle of the chapter (closer to the end really) and will shortly be available in a multitude of advanced jobs.

Naturally, the better units also level up more as a result of me relying on them to get by. Effie especially stands out with her Beastkiller access and godly raw stats compared to the rest of the party. Felicia gets to wield tomes as a DK and is at her best ever in this run, chipping off huge amounts of HP thanks to Life and Death + Trample. Warp is also invaluable, and can help in all sorts of logistics - from transporting units from one area to another (where the enemies are) to "rescuing" somebody who was carried by the wind to a place where they can't independently get away from the enemies.

Overall, my party is far from self-sufficient and you can't just send your best people into crowds of enemies and expect them to rout as you close your eyes as you would in a regular playthrough. Teamwork is vital, and somebody like Dark Falcon Peri is actually one of the more viable units around (just because of the easy doubling, really). Effective weaponry assisting with Falco/Kinshi slaying is much-appreciated, be it bows wielded by Elise and Flora, the Beast Killer, or Arthur's Hunting Knife which he starts using after ranking up kunai. Arthur and Peri also pass the L20 threshold in this map, and thanks to this will not require Master Seal money due to having passed the transition while in a special class.

Of more interest than the peculiarities of exp feeding is the grandiose map design presented here. I like to think that, in spite of breaking my personal record for longest videos yet again, I went about the arduous task of keeping people alive and training them up at what people call "a brisk pace".

The first couple of turns are visible memorised since I had to repeat the map a couple times until I liked what was going on, but for most of the chapter I sorta had to learn how to generally approach the various challenges that arise. Initially, my principle was to kill everything that moves on the map, but I found myself really overwhelmed by the waves of enemies coming at me from literally all directions at once - blocking the reinforcement point with Felicia on turn 3/4 or so stopped the 4 Grand Masters from joining said waves of enemies and made the map so much more playable. I may have lost 2 levels worth of experience there, but I also didn't have to keep resetting due to failing to manage with the incoming threats.

Having three fliers was very helpful here, as was having Warp on Felicia. If a helpless foot unit is sent to an area where they will inevitably die to the enemies around them, Felicia warps for the rescue, pairs up, then is switched to in order to teleport away out of attack range. The same applies to flier units who also transport people, though they are nowhere as invincible and ought not be neglected. Without flight/Warp, I think I would've had a rougher time and been more careful with my actions so as to avoid being carried by the wind into fatal outcomes.

Overall, this is a fun and different map that's completely manageable once figured out. I didn't push myself too hard by trying to act quicker than I should, because my resources are understandably quite limited on this run and units can't rambo without the rest of the army available nearby to offer assistance. Doing so seems to lead to persistent game overs unless the approach is rethought entirely.

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