It's Part 3 of my All Girl Challenge. This time we start with a fresh army, the Greil Mercenaries. The units used for the challenge are Ike, Mist, Titania and Mia. At the same time, I'm planning to complete Soren's secret conversation, so I'm also using him from time to time.
Prologue [sadly, I forgot to take a screenshot]
The prologue chapter is very simple, just have Skrimir reach the enemy's seize spot. Of course, we would want to make our units stronger for the next chapters. Since Titania is already a high level unit, I would focus on making Ike, Mist and Mia stronger. Ike and Mia would do the fighting, with help from Soren, and Mist heals, while using Florete while given chances)
Chapter 1
The Greil Mercenaries infiltrate the enemy base by making the guards fall asleep.
Under the challenge, this chapter is a difficult one, when I focus on the allowed characters. Even with the addition of Lethe and Lyre, them moving on their own does not help. Even my increased base stats for Mia and Ike from the transferred PoR file did not help. I had to repeat the chapter once. Since using only the ladies is hopeless, I had to use everyone. Since this is a pre-deployed map, I can use them as I want. Of course, I would still have the ladies land the final blows whenever possible.
Too many tough enemies like Halberdiers and Generals |
Chapter 2
Some more attacks by the Laguz Alliance with the Greil Mercenaries
This is the chapter where the game is getting started to tip to my favor. Some more units join the team. Nephenee and Heather are formidable units from the previous part, while Ilyana is on her low level 2nd-tier class, but her thunder magic is good against the wyverns, making her useful for this chapter.
Since I'm not confident with my team's durability, I had my team approach the enemy slowly, with Ike and Nephenee in the front lines because of their higher defense. I'm just careful not to step into the boss' danger zone. If that happens, the boss would attack, making me force to defeat him quick, and losing all the exp from the remaining enemies. If I would ignore the boss attacking, there's a high chance of losing a unit because of his high attack.
More units for my army! |
Chapter 3
This mission is a race against time. With limited turns, and tough enemies, in addition to not using Haar, the only flying unit, full force is needed. Heather also comes in handy here, since she can steal the items held by the fleeing senators, and she has the amazing Pass skill.
Heather's buzzer beater supply burning |
Chapter 4
Skrimir receives a one-on-one challenge from General Zelguis. Ike and Ranulf rush to stop Skrimir from doing any more reckless moves.
This is a mission which involves a lot of climbing. The enemy also has long ranged defensive weapons. The good thing is, you have laguz reinforcements, which the enemy would probably be wasting their ballista ammo on. The only challenge is climbing up the cliff without getting owned on the enemy phase.
Poor Titania, the only one who cannoot climb. |
Chapter 5
General Zelguis defeats Skrimir on a duel, and gives the Laguz Alliance three days to retreat. The Laguz started their retreat. The Greil Mercenaries, now free agents, decided to stay in an abandoned castle for the meantime. However, the enemy has other plans.
How nice it is to defend a castle using a very small army. It's very tough! I just wished Lethe and Lyre did not leave sooner. They would be a great help in defending the castle.
Moving on. We've known "Frederick Emblem" from Awakening when playing on Lunatic and Lunatic+. For this mission, I call for "Titania Emblem". With her high level and good defenses, I can make her defend the main entrance on her own. I was able to promote her to Gold Knight in this mission, making her defend even better.
Having Mist as the only healer is also not helping. I just made the other units carry their own healing items.
The castle has a lot of climbing points, so the best trick to pull off is to block them using units with ranged weapons. The enemy would attempt to attack them, only to miss because of elevation lowering hit % and then get countered.
Of course, I can't charged and finish off the boss, because of my units being busy blocking the entrances. So I just waited out until I reach the turn objective.
Some more secrets revealed.
This concludes Part 3A. Part 3 is very long so I decided to split them into two parts. Part 3B is where things start to get pretty serious.
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