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.