Chapter 10A:
First chapter of the A route. There's only one way to go and one village to visit.
My first test attempt got it done in 7 turns, except on turn 5 I saw the Geese spawn and knew I had to redo everything.
According to my calculations 6 turns was possible while still recruiting Geese with a mighty rescue chain. Except I was one tile off! There was something I could do to fix it. I could promote Treck right now at level 10 to bridge the gap.
Okay, that's fair, I have make up turns in this race. That said.. Rather than sacrificing our powerhouse pick, we're going to sacrifice our last pick and even gain a second turn out of it. In other words, we're skipping the Geese.
That's karma for ya, shouldn't have gone south when I was waiting north, shouldn't have gone north when I was waiting south. You bastard.
Marcus, Treck and Dieck will kill an axe a piece. Zealot hurts one of the swords.
The axes aren't much of a threat with their low hit rate, which is why I chose to attack the sword despite not being able to kill it.
He will now spend two turns healing up, effectively removing him from the battle until then.
This is the special unit we could have killed instead. We'll kill it with a counter.
It's an interesting contrast: In our no-death run, we were scared to hell of anything that could "get lucky" and kill us. With this format, the enemies that wither us down by always connecting their hits are the real threat.
Treck leveled up btw. Speed is nice. He doesn't double very often.
We end the turn like so.
Zealot gains a health point and is quickly approaching Marcus status
Shin is fairly hurt. He was hit by a sword, a bow, and the ballista. He will retreat and heal up.
Other than that, we need to clear the way for Marcus and Zealot, as well as move Roy up the max movement allowance.
Lilina kills one blocker and levels up. She also needs SPEED but doesn't get it.
Roy kills the archer, which will allow Dieck to attack the swordsman.
Treck killed the other blocker. The bridge is now clear.
Marcus will have to sacrifice some silver lance charges to kill the archer, then Zealot can go full speed ahead and park himself next to the big guy.
Zealot then killed a hand-axe enemy, not the big guy. Ranged units can be annoying as they'll block paths and you can't counter-kill them without equipping a weak ranged weapon.
Chad leveled up after killing an axe previously weakened by a Lilina counter.
Somehow he continues to be useful in his own way. Every little bit helps.
This is how we ended the turn. Merlinus sacrifices himself for no gain whatsoever. Let's say it's tradition.
We needed to kill the axeman to clear the way, but also not block Roy's square next to Marcus. Problematic!
What I did was trade Dieck's Light's Brand to Roy. Roy could then kill the axeman himself. This weapon switch proved critical later on..
With the way clear, Marcus rescued Roy, then Zealot moved next to them, took Roy, used a vulnerary, and moved up one more square, now in range of Roy drop-zone.
Treck took a potshot at the big guy. He leveled up countering someone else.
1 speed is better than 1 anything else, so not too unhappy about that.
Zealot killed the weakened big buy with a counter. The shaman went after Treck.
Here we tricked the enemy AI. Zealot and Roy (thank you Light's Brand!) equipped ranged weapons, Marcus equipped a melee weapon.
This way the enemy will attack Marcus and won't block our path to the castle.
Treck went to grab a Swordreaver (an axe that is strong against swords) from the village. Probably won't ever use it, but we can sell it if nothing else.
Dieck leveled up after countering. Good level up. I should probably promote him soon. I had a free turn to do so next turn, but I'm greedy and didn't.
Marcus critted the boss so Zealot wasn't even needed this time. There were many different combos that could get the work done. The most likely being two silver lance attacks and 1 of 2 javelin hits connecting.
The boss' last words were as boring as the entire story this chapter. Marcus had a very Marcus level up.
Lilina grabs one last level up before we seize the gate. Treck arrives at the village.
5 turns! That is the lowest you can go, I guarantee it.
Only two enemies were left standing. The ballista operator and a random pirate off the west coast.
We freed a handsy woman from jail. Roy succumbed to her ways.
Oh yea we got this sword. It's not legendary or anything. Something tells me that next map will have wyverns.
First chapter of the A route. There's only one way to go and one village to visit.
My first test attempt got it done in 7 turns, except on turn 5 I saw the Geese spawn and knew I had to redo everything.
According to my calculations 6 turns was possible while still recruiting Geese with a mighty rescue chain. Except I was one tile off! There was something I could do to fix it. I could promote Treck right now at level 10 to bridge the gap.
Okay, that's fair, I have make up turns in this race. That said.. Rather than sacrificing our powerhouse pick, we're going to sacrifice our last pick and even gain a second turn out of it. In other words, we're skipping the Geese.
That's karma for ya, shouldn't have gone south when I was waiting north, shouldn't have gone north when I was waiting south. You bastard.
Marcus, Treck and Dieck will kill an axe a piece. Zealot hurts one of the swords.
The axes aren't much of a threat with their low hit rate, which is why I chose to attack the sword despite not being able to kill it.
He will now spend two turns healing up, effectively removing him from the battle until then.
This is the special unit we could have killed instead. We'll kill it with a counter.
It's an interesting contrast: In our no-death run, we were scared to hell of anything that could "get lucky" and kill us. With this format, the enemies that wither us down by always connecting their hits are the real threat.
Treck leveled up btw. Speed is nice. He doesn't double very often.
We end the turn like so.
Zealot gains a health point and is quickly approaching Marcus status
Shin is fairly hurt. He was hit by a sword, a bow, and the ballista. He will retreat and heal up.
Other than that, we need to clear the way for Marcus and Zealot, as well as move Roy up the max movement allowance.
Lilina kills one blocker and levels up. She also needs SPEED but doesn't get it.
Roy kills the archer, which will allow Dieck to attack the swordsman.
Treck killed the other blocker. The bridge is now clear.
Marcus will have to sacrifice some silver lance charges to kill the archer, then Zealot can go full speed ahead and park himself next to the big guy.
Zealot then killed a hand-axe enemy, not the big guy. Ranged units can be annoying as they'll block paths and you can't counter-kill them without equipping a weak ranged weapon.
Chad leveled up after killing an axe previously weakened by a Lilina counter.
Somehow he continues to be useful in his own way. Every little bit helps.
This is how we ended the turn. Merlinus sacrifices himself for no gain whatsoever. Let's say it's tradition.
We needed to kill the axeman to clear the way, but also not block Roy's square next to Marcus. Problematic!
What I did was trade Dieck's Light's Brand to Roy. Roy could then kill the axeman himself. This weapon switch proved critical later on..
With the way clear, Marcus rescued Roy, then Zealot moved next to them, took Roy, used a vulnerary, and moved up one more square, now in range of Roy drop-zone.
Treck took a potshot at the big guy. He leveled up countering someone else.
1 speed is better than 1 anything else, so not too unhappy about that.
Zealot killed the weakened big buy with a counter. The shaman went after Treck.
Here we tricked the enemy AI. Zealot and Roy (thank you Light's Brand!) equipped ranged weapons, Marcus equipped a melee weapon.
This way the enemy will attack Marcus and won't block our path to the castle.
Treck went to grab a Swordreaver (an axe that is strong against swords) from the village. Probably won't ever use it, but we can sell it if nothing else.
Dieck leveled up after countering. Good level up. I should probably promote him soon. I had a free turn to do so next turn, but I'm greedy and didn't.
Marcus critted the boss so Zealot wasn't even needed this time. There were many different combos that could get the work done. The most likely being two silver lance attacks and 1 of 2 javelin hits connecting.
The boss' last words were as boring as the entire story this chapter. Marcus had a very Marcus level up.
Lilina grabs one last level up before we seize the gate. Treck arrives at the village.
5 turns! That is the lowest you can go, I guarantee it.
Only two enemies were left standing. The ballista operator and a random pirate off the west coast.
We freed a handsy woman from jail. Roy succumbed to her ways.
Oh yea we got this sword. It's not legendary or anything. Something tells me that next map will have wyverns.