TearRing Saga Minimum Recruitment LTC - Skirmishes & Chapter 20

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0:00 Fort Ligria
It is closer to a standard chapter than a skirmish, as your starting positions are fixed and it's the same the the enemy ones.
The biggest issue of this map is the boss, who is very bulky, doesn't move, is protected from all sides and only has 1 range. After using my Spirit Potion, Sasha has enough stats to ORKO him with a Levin Sword, making a 2 turns clear trivial.
Apart from that, Juni and Katri got free skills for later maps, and Kreiss was on an arena arc to get closer to level 10. I want his first fight to be worth more than 1000G (high risk, high reward) since it's my first action of the map, but less than 1000G (low risk, low reward) for his turn 2 fight.

6:26 Mountain skirmish
Unlike standard skirmishes, all 8 entombed are guaranteed to spawn, and all of them are in random starting position, while usually for skirmishes there is only one guaranteed enemy who has a fixed starting position.
My units however follow the normal skirmishes deployment, which is easy but important to understand. Holmes has a fixed position, then the rest of my units are deployed at a random tile up to 5 tiles away from Holmes, following the deployment order.
For this skirmish, I put Sasha and Martel last in the deployment order, as it maximizes the chance of them starting in the mountainous area, since previous units were necessarily deployed in less desirable tiles.
My main aim was to 2 turns the map while giving as many kills as possible to Maruj, as entombed are always worth 80 exp and Maruj is struggling to find places to train. While the entombed start at random tiles, it is very uncommon to have several of them close enough to be killed on turn 1, so having all 8 of them in this situation is at best very unrealistic, at worst impossible.

9:01 Mermel Caves skirmish
Optional skirmish which is usually not done in LTC because it's not worth the turn cost, but for this LTC it is incredibly worth it, since on the first visit of this skirmish, one of the chests has a 1% chance to contain a Swift Potion, to give a permanent +3 movement to one unit.
To open the two chests in 6 turns, Maerchen and Juni must start north-west of Holmes. The enemies can sometimes block the way but it should be ok most of the time thanks to Raffin and co.

15:13 Aerial Caves South
Very luck reliant chapter. There are only 3 out of 20 possible starting positions that allow Juni to reach her chest by turn 3. Furthermore, for 2 of these, the fixed position enemy will attack and block Juni, which can only be prevented by summoning zombies with Katri and hoping they can take his focus instead.
Monsters summoned will spawn up to 5 tiles from the summoner, so I blocked as many of the "bad" tiles as possible to maximize the chances of success.
I need to get the Thief's Dagger from the chest, which is a 2% drop. Due to how the chests RNG work, once one chest is opened, the 3 other ones from the Aerial Caves will have a fixed item which cannot be manipulated anymore. In this attempt, I got disgustingly lucky and got the Secret Potion and Darkthunder from them. Since this is far beyond a reasonable luck, I will assume I didn't get them and I won't use them at all.

19:24 Aerial Caves North
Holmes and Juni can easily reach their chests on turn 3, so my only aim was to get some free exp to my units, in particular to Kreiss

23:01 Chapter 20
With his 9 movement, Holmes can't be blocked by the gargoyles. Kreiss finally reached level 10 and was promoted.







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