Fire Emblem Path of Radiance Girls Only HM: Chapter 13 - A Guiding Wind

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Another fun map where being a flyer is such an advantage that Marcia has a huge party killing all those enemies. Though we have Jill with us now, Marcia is high-levelled enough to perform better (Jill has trouble doubling even with that Speedwings we gave her, but if she catches up with Marcia in level, she will hit harder and be a little bulkier) so I went ahead and gave her a Dracoshield, upping her physical defence. It's so high now that the enemy Archers don't bother attacking her, prioritising the allied units (whom they double) instead.

The usual challenge here is recruiting Astrid and then getting all the chests before the chapter is over. Astrid is an allied unit, and fragile enough to be KO'd before you recruit her. Ike needs to be pushed thrice, which is not too hard to accomplish with Volke around (we're allowing thief utility), then he can reach her on the first turn. She should get the hell out immediately, after chipping at something at hiring Gatrie.

Astrid seems to fit the Est stereotype, somewhat. She joins at lv. 1 with pretty bad base stats, and is locked to bows before promotion, which prevents her from having an enemy phase for a while (hell, you don't want her scratched at all until she gains some levels). Her growths are good, nothing spectacular (compared to other Ests like Nino and actual Est in SD) but what makes her unique is her Elite skill (I forgot what it was called in this one game but you get what I mean), which dramatically increases her exp gain rate, both in combat and by BEXPing. At the level she joins, it's actually a better distribution of resources available to you to feed her actual kills, when possible, instead of giving her BEXP because she gains proportionally more experience for a lower price due to being so underlevelled at this point of the game.

Astrid is worth training simply because Paladins dominate this game about as much as fliers do. Excellent movement, Canto, Sol, access to axes which lose their accuracy problem due to the option to forge them - all those things that make the other Paladins good make Astrid good as well, in spite of her low join level.

A thing to watch out for in this chapter are all those Ravens, yet again. The first two that you face on turn 2 want to occupy the node you're supposed to be protecting, so it's a good idea to have Lethe guard it as soon as possible (we don't really want to give her much combat experience anyway), but the ones that come later as reinforcements all go for chests instead and will not attack anyone as long as there are still chests around. This is why it's a good idea to keep some chests open to bait them, as long as we are able to take all those great items back in time, before the chapter prematurely ends (we don't even get to fight the last two Ravens that arrive and no, it has nothing to do with all the chests being opened because if you leave some unattended the map will be over anyway and you'll lose out on some items).

MVP: probably Marcia, or maybe Titania. Too bad Killer Lance never crits when I want it to.







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