Fire Emblem Engage - Girls Only LTC: Chapter 13 - Heroes of the Oasis
Chapter 13 is completed in 4 turns (47 total).
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c2ZG3DZ0ImBfgXhBqeBuWEd
Things get really exciting in this map as we are joined by three characters, all of whom are female, with up-to-date statlines for the current point of the storyline. It's a long fog-of-war map with side objectives like securing the Rescue staff village, and not having either Micaiah, Celica or Sigurd makes it that much longer.
It's another map where we need to kill two bosses, each with two HP bars, and the easiest way to do it is having a single unit receive an acceleration in the form of staff usage to get a lot further. The unit in question needs to have proficient combat stats to survive the trip there and then have the offence to slay the bosses, ideally in 2 turns after getting into their attack range.
Pandreo brought a Warp staff last map, and that can be used to get to the destination faster. The Rewarp staff, whose second copy is now available in the store, is another way to move faster, but without Micaiah it fails to target anybody but the user. This means the bosskiller has to be a staff user. We have Alear, Ivy, and then also Celine, Framme... erm, yeah. Ivy may have bulk comparable to Alear's but doesn't really get crit weaponry. The deal-breaker for Ivy is coming two maps after we had the last chance to inherit Canter. Canter being used four turns in a row gives us a whopping increase in 8 tiles in mobility in this 4-turn clear. Alear using swords in a very axe-heavy environment and having killing edge access for speedier foes like swordmasters, who are blocking the way at times, and reliable boss-slaying makes her our unit of choice for this one, and you can see her snowballing wonderfully in the process.
Timerra and her retainers, both more proficient than Timerra herself, join the party actually ahead of my army. However, none have Canter or staff access for Rewarp, so Alear will inevitably outrace them all. Merrin is still a must in helping me fell both the bosses in two turns and gets to the bosses the soonest thanks to having 6 mov. She can use killing edges, which she can draw from the convoy with some outside help, but what we want is her to be able to fight at 1-2 range, for which I've brought a Lyn-engraved steel shuriken forge that sacrifices some Mt to turn the weapon into a killer dagger of sorts.
So who are the new units? Timerra is kinda underwhelming despite being deceptively bulky in her special base class and benefiting from Emblem Ike in defensive stats (only the physical one matters in this map). Being ready to promote makes her a lot more likely to go Sniper when Etie struggles to gain experience to build upon her high base strength. However, any other unit can do the same with better bases generally speaking.
Merrin, as far as absolute base stats are concerned, is the closest thing a Girls Only LTC has to Kagetsu - great bases right off the bat. As a Wolf Knight, her 1-2 range combat has the potential to be amazing thanks to knife forges. Moreover, she even has a magic stat for some armour-busting. Those base stats of hers could make her function well in any physical class, Griffin and Wyvern being predictable and safe choices, but I think having somebody fulfil a role outside being yet another combat flier could prove sensible.
The last new character is Panette. With a strength base of 25, she can OHKO enemies without requiring a ridiculous greataxe forge, and strong single strikes would be her unique form of utility when she's not doubling anywhere as reliably as the other combat units we have without some sort of Griffin reclass. In her join map, Panette assists by getting some stragglers out of the way and also trading the steel dagger forge from the convoy to Merrin. She doesn't get to self-improve much, nor is she safe to do so - she is weighed down by her silver axe so much that the enemy silver axe wyvern knights can double and 2HKO her. Not the best debut!
The rest of the party make a beeline for the Rescue village down south. Contrary to what you may think, 4 turns is still a very tight limitation for getting to the village when multiple enemies could be blocking the way. After using Draw Back (Eliwood's S-rank ring we've recently got access to) on Alear twice, we demolish all the property in our way. The enemy snipers threaten to OHKO Chloe, who is our frontliner thanks to her high stats, so Framme is brought back to Chain Guard.
Surprisingly enough, nobody really has the time or space to use Emblem Lyn, whether for Astra Storm or otherwise. The mages are busy using Dire Thunder, the physical units have Draw Back, and Chloe never has a chance to pull out Lyn's Killer Bow. She ranks her Lucina support level up instead.
The bosskill RNG is the hardest part. Alear's ones are easy enough to rig, as is the 4HKO on the Tomahawk boss, but the EP 6HKO in one round took a lot of work to arrange.
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