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Binding Blade Race

After looking through the spoiler boxes, Lilina was definitely a reach on my part. Normal enemies should make her speed issues less severe, so I am happy to have her over Hugh given when they show up, the financial savings, and the fact that I'd need to pull her out of mothballs anyway to recruit Gonzales, but I could easily have let her ride.

On the other hand, my next two picks both seem to have been perfectly timed judging from the spoilered reactions, so maybe it didn't matter that much. At worst maybe it's the difference between Oujay and Echidna.
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I'd say that Fenn has the fastest team, I have the slowest team, and Katon has the best overall team.

In hindsight, I should have picked one of Treck/Noah when I still could. Also Fir should have been left for last, I was just out of ideas at that time, and only later realized that there were still solid units up for grabs.
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I haven't played Normal mode in forever, but I feel like my team is going to be offensively challenged in the late game, and with Warp banned it's harder to just skip over inconvenient enemies. I'm going to be relying on Thany, Sue, Alan and Noah hitting their growths, because otherwise I don't have many units who are good all-rounders.
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Okay, for the first round let's play through chapters 1-4.
We'll probably start fast when the hype is through the roof, then slow down. Would be cool to advance at least every week though.
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Teams sorted by order of appearance for context:
version 2

Team Jowy:
1: Roy - Lord
1: Marcus - Paladin
2: Merlinus - Transporter
2: Dieck - Mercenary
3: Chad - Thief
3: Lugh - Mage
4: Clarine - Troubadour
6: Dorothy - Archer
9: Fir - Myrmidon
10/11: Geese - Pirate
10/11: Tate - Pegasus Knight
10/11: Echidna - Hero
10/11: Lalum or Elphin - Dancer or Bard
13: Percival - Paladin
15: Igrene - Sniper
16: Fa - Mamkute
21: Yodel - Bishop

Team Katon:
1: Roy - Lord
1: Marcus - Paladin
1: Lance - Cavalier
2: Merlinus - Transporter
2: Ellen - Priest
2: Lott - Fighter
4: Rutger - Myrmidon
7: Noah - Cavalier
8: Lilina - Mage
8: Oujay - Mercenary
9: Shin - Nomad
10/11: Gonzales - Brigand
10/11: Lalum or Elphin - Dancer or Bard
12: Ray - Shaman
12: Cath - Thief
13: Miredy - Wyvern Rider
16: Fa - Mamkute

Team Fenn:
1: Roy - Lord
1: Marcus - Paladin
1: Allen - Cavalier
2: Thany - Pegasus Knight
2: Merlinus - Transporter
6: Saul - Priest
6: Sue - Nomad
7: Zealot - Paladin
7: Treck - Cavalier
8: Astohl - Thief
10/11: Lalum or Elphin - Dancer or Bard
14: Cecilia - Valkyrie
16: Hugh - Mage
16: Zeis - Wyvern Rider
16: Fa - Mamkute
19/20: Niime - Druid
19/20: Juno - Falcon Knight

Team Forever Alone:
1: Roy - Lord
1: Marcus - Paladin
1: Wolt - Archer
1: Bors - Knight
2: Merlinus - Transporter
2: Wade - Fighter
8: Wendy - Knight
8: Barth - Knight
10/11: Klein - Sniper
10/11: Bartre - Warrior
10/11: Lalum or Elphin - Dancer or Bard
14: Sofiya - Shaman
15: Garret - Berserker
16: Douglas - General
16: Fa - Mamkute
19/20: Dayan - Nomad Trooper
23: Karel - Swordmaster

If anyone feels like challenging themselves, run a shadow playthrough with the last team wink
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If you use the shadow team, you'll have all the pieces for the series' one and only Knight Triangle Attack! How can you resist?
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I'm lurking this, can't wait to see how this goes.
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Dang, was hoping this would be a speedrun competition. That said, I know an English patch recently dropped, and depending on how much I hate myself may or may not shadow it up. Though I heard this is also one of the hardest FE games, so...yeah. I'd have to hate myself a lot. Will be interesting to follow, anyway.
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Chapter 1: (I'll post them separately, at least the first one was surprisingly interesting and took some time)


Chapter 1

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Straight out the gate with Eliwood and Hector mentions! bow
FE7 was the prequel to this game. Kinda makes sense to play them this way around huh.

Roy is Eliwood's kid. Lilina is Hector's. Lance and Alan look just like Kent and Sain.
Old Marcus! alright

Time to dispose of some dastardly bandits!

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Just one note of interest here: The village gives you 5000 gold. However, I only have two units to work with: Marcus and Roy.
Roy is a Lvl1 Lord who uses swords. Marcus is a Lvl1 Paladin (pre-promoted Cavalier) who you might remember from FE7.

Attempt #1: Sent Marcus for the castle and Roy for the village. Restarted when I discovered that I need Roy to seize the castle.
Decision time. Skip 5000 gold to save turns? Let's find out how many we'd lose.

Attempt #?: After a few tries I found a route that takes 5 turns without the gold.
Attempt #?+: With the gold, 7 turns. Not bad.

This is a race though, so we're skipping the gold. We'll manage, I'm sure.

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Sent both as far as they could move. Marcus cleared three bandits with doubles.

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Marcus rushed ahead while Roy "deals" with the two closer enemies.

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And by "deals", I mean gets his ass kicked and runs away to Marcus to be rescued.
Marcus cleared the bandits on the inter-turn.

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Next we'll skip an enemy wave and sit our ass right next to the boss. Roy gets dropped next to Marcus.

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Boss attacks Marcus and gets countered to half HP.

Roy takes hits from the riff raff but survives. He's got around 80+ XP from the map which is very nice.

[Image: ShJEG1b.png] [Image: B08NnYk.png]

Marcus kills the boss and Roy seizes the throne on Turn 5.


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My Chapter 1 update is a little longer than usual, so I'll post mine too:



Here we go! As a reminder, the goal of this competition is to complete the game to the true ending using your drafted team (+ some freebies) in the fewest turns possible.

My team is very mount-heavy; much moreso than Jowy's or Katons. One thing that sets FE6 apart from the other GBA games is that every chapter uses the Seize victory condition; the Lord must traverse the map and step on the throne or gate in order to complete the chapter, for every chapter. Combine that with FE6 having much larger maps on average than its successors, plus Warp being banned, and mobility becomes essential.

At least, that's my thinking. I'm running a little light on combat units, having chosen quite a few units mostly for their utility, so I may have problems fighting large groups of enemies later in the game. Still I'm confident I can build up enough of a turn lead in the early-to-mid game that this won't be an issue.



Chapter 1 starts you off pretty simply - you versus a bunch of axemen and an Archer, with the Gate to the north and a Village offering 5,000G to the east. Let's take a look at the three units we can use:



Roy's starting stats are subpar even on Normal difficulty, and his unimpressive growths don't help either. His Rapier picks up 3x Might versus Knights and Cavaliers, but otherwise Roy is mostly limited to tickling enemies and getting carried to the objective.



Marcus has aged since his Blazing Sword days, but he's still a great asset here. He's strong and fast enough to ORKO generic enemies for quite a while, his Skill gives him good accuracy with almost any weapon, and he has the usual perks of eight movement and three weapon types.

It's not all roses for Marcus, however - has base stats won't be exceptional for long, and won't be sufficient for the later stages of the game. Since he has a hard time gaining experience from normal enemies, so he tends to shift to a more supportive role as the game goes on, relying on Horseslayers and the Silver Lance to do damage.




Alan is our Strength-focused Cavalier. He's not fast enough to double the Fighters on this map (pictured), but he can 2-hit them and can take a few hits, so he's handy to have around. Hopefully he'll turn out well, but even if he doesn't an eventual Paladin is always good.



That's enough preamble, on to the chapter itself. Alan takes Lance's Javelin and Vulnerary and hits the SE Fighter. Marcus and Roy move up, with Roy taking Lance's Iron Sword to conserve Rapier uses.



Alan finished off the first Fighter on enemy phase, and moves up to chip another. The Archer is approaching, and I don't want him to snipe at our units since only Alan can counter him, so Marcus moves to Iron Sword him to death.




Roy attacks the Fighter that went after him, but he only 3HKOs them so can't quite kill. From his advanced position, Marcus will counterkill several enemies on their turn; sucks to give him generic kills, but it's necessary to clear a path to the gate. Alan got injured attacking his Fighter, so he draws most of their ire in the south, giving him a good level.

No more fighting for Alan this chapter - he spends the remainder doubling back to the village to pick up the 5000G.




On Turn 3, Marcus grabs Roy and runs as close to the gate as possible. He's in range of the two Fighters flanking the boss, but weighed down with Roy can't ORKO them, which will let Roy take the kills next turn.




Turn 4, Marcus stops in front of the gate and drops Roy. Marcus cleanly kills the boss in two rounds with the Iron Sword, while Roy faces three Fighters and an Archer. None of them are especially threatening and he comes out the encounter a level richer.



Marcus finishes off the boss on Turn 5, and Roy seizes.

Chapter 1 - 5/5 Turns

A 4-turn clear is possible with more aggressive use of Marcus, but that strategy is more risky, requires him to burn several Silver Lance uses and doesn't offer a level for Roy and Alan, so I went for the more conservative strategy.

@System Error, FE6 isn't too tough on Normal Mode, unless you actually play it with Team Unpicked.
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