Part 11: Foreseer - Battle
Chapter 6 Battle
The final selections are in. Donny's in because the thread keeps voting for him, so might as well make you guys think about the others. Then again, that resulted in Virion being here.
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Maribelle will carry the Rescue Staff to help with our wall strategy, and Lissa will use the Physic staff since she has the rank required. Miriel's equipped with Wind and Fire, and the rest have their usual gear.
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This is our starting location. The real problem is the right side since it can't be blocked off with just one unit and a lot of tough enemies reside there.
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This is who we have to protect. That is one terrible pre-promote.
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Marth won't move and engage any enemies to help us, but at least her defeat here won't change anything.
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This is the chapter boss, Validar who looks pretty familiar. He has really good stats and the first boss to really challenge the Shepherds. Elfire is a 5 Mt, D rank Tome. His ability is Anathema, which reduces Avoid and Crit Dodge by 10 in a 3-tile radius. Very dangerous.
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This Thief looks interesting.
Let's start the battle.
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*cut to Emmeryn*
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*cut to Validar*
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*cut to Marth*
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Yeah, don't worry. I'm pretty sure Chrom is going to murder half of these troops like he usually does.
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First order of business is having Lissa support Robin so she can one-round that middle Fighter.
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Step one of barricading the middle entrance complete.
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We'll mark Gaius's range so we don't accidentally counterattack him on the enemy turn.
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Step two of my plan: Rescue Marth so she's blocking the middle way.
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Best plans are usually the simplest. Marth's beefy stats will hold the entrance long enough while we work on the left and right side.
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Chrom will stand outside of Gaius's range, while Sully gallops to the right side and help out the barricade there.
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Kellam moves forward to take the brunt of the wave, while the others surround him to give some support bonuses.
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Interesting. Most people don't live to tell the tale of Chrom the Butcher. Chrom leveled to B rank Swords for that bout.
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Kellam's massive defense makes dangerous enemies like Thieves into fodder for lesser units to gain EXP from.
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Even Fighters with the strongest weapon types and triangle advantage can barely dent Kellam.
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Marth doing an okay job at holding down the fort so far.
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At least she has the stats to live through all this. Sully probably couldn't unless she had Kellam with her, and he's needed for the right side.
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All the enemy units except Validar moves toward us.
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Marth gets some revenge as she deals great damage at the Thief.
*A new unit arrives in the back*
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She also tried to kill you, but who keeps count?
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We'll get to Panne in a bit. Right now, Miriel's got some enemies to blow away (to death).
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The Archest of Archers gets the table scraps and kills the Thief.
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Kellam will heal the damage off with a Vulnerary. Vaike will close off the right entrance, then Donny will sandwich between them to give the +10 hit bonus whenever they battle.
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Sully will ride to Vaike's aid and give him some extra defense. Maribelle heals Marth to keep the enemy in check.
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Robin snipes the middle Thief and gains a massive EXP boost from killing a Thief combined with Veteran.
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Excellent level! And...somehow she rolled the 30% for Def again.
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You look recruitable.
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So. We got Gaius, our first Thief. His class is more along the lines of utility, though he can still give a good fight when forced to. Thieves are very useful for missions that have chests and multiple doors, plus they give movement bonus when paired as the support character.
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Chrom takes the lead and attacks the biggest threat on the left side, a Flux Dark Mage.
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Panne is a Taguel, a class that can only attack when they have a Beaststone equipped. Her base stats are decent, but being a transforming character means her stone's bonuses apply. Her total stats are a lot higher than most of our characters. Her ability is Even Rhythm, which increases Hit and Avoid by 10 on even-numbered turns.
Panne moves to the bottom and ends the turn.
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Chrom counter-kills the Fighter and gains a...sorta useful level.
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Chrom gets a Support Defend to negate a Wind Tome attack, followed by a Thief that gets killed by Gaius's Dual Attack. What a nice fellow.
Chrom's Spd along with Gaius's bonus is enough to double Thieves now. That's pretty damn fast.
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Vaike's holding his part of the bargain.
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Marth's doing her job well.
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Welp, spoke too soon.
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Like I mentioned before, you don't lose anything if Marth bites the dust here.
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The last active Dark Mage moves up and strikes at Panne.
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Chrom starts taking on some Cavs that are coming from the bottom.
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Kellam weakens another Cav, then our turn starts again.
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Robin takes out the Dark Mage in front, then Miriel weakens the Fighter below.
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Panne transforms and takes out the Fighter without much trouble.
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Taguels are creepy as well. And yes, that is a giant rabbit. Or bunny. Or demon.
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Archest of Archers chipping for EXP.
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Maribelle heals Vaike for a good level. She's turning out very well.
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Kellam kills the bottom Cavalier, gaining his Iron Lance in the process.
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Too late there, Vaike.
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Chrom the Butcher kills the last mortal that can harm him. Also got a free Wind Tome, yay.
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Miriel gets attacked by the Dark Mage. Miriel retaliates with Panne producing a critical from the support.
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Well, I guess one Tome user had to bite the no-Mag bullet. At least she got D rank tomes as a consolation.
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Chrom gets saved again by Gaius against a Flux.
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Vaike gets up and personal with a Dark Mage of his own that wandered in too close.
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Chrom kills the rest of the incoming Cavs on the enemy phase. Kellam weakens the last Cav on the right.
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Our first move this turn is having Sully kill off the Dark Mage with a crit.
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Kellams kills off the Cav and gains a great level, gaining every stat except Spd, Mag, and Res. He also learns Indoor Fighter, which increases Hit and Avoid by 10 when in an indoor area (So right now).
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Well, at least you're better than Vaike.
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Donny will close up the gap on the right side. Maribelle gallops over to the middle and heals Miriel.
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Chrom finishes off the last Dark Mage and still refuses to gain some power. Fast as hell, though (19 Spd already). Beefy defense, too at 15. Weird Chrom for this LP.
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The rest of the team fans out to the bottom middle while Chrom counter-kills the Fighter.
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Donny barely survives his role as a wall.
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Virion chips out the Fighter, Maribelle heals Donny to full, then Donny himself finishes off the enemy.
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Hmm...Guess he needs more defense. The low Skill is starting to hurt him, though.
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Chrom moves back towards the chest. Robin separates from Lissa and steps on an Event Tile to gain a new Tome.
Celica's Gale is our first Brave-type weapon, which doubles the available attacks. So if Robin can attack twice on an enemy, she can now strike 4 times. The Tome itself is 4 Mt and C rank required. Only 20 uses, though.
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The next few turns involve moving the team back to where Emmeryn is and healing along the way.
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Whatever Lissa is trying to be, it is not a healer.
Healtouch adds 5 more restored HP to any heal staff. Helps people like Lissa who refuses to gain Mag (1 Mag in 9 levels! Just 1!)
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See! That's a healer's level! (Also, what the hell? Str?)
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Junk, since we're not grinding in this LP.
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Gaius opens up the lone chest in the map for a Secret Book. This item permanently boosts Skill by 2, so it could go to Donny. Maybe.
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Robin starts the assault.
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Robin didn't do much damage thanks to Validar's high Res. Miriel saved some damage, which actually stole free EXP for my healers....
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Why not, Chrom's killed everyone else.
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Got a free Heal staff, too.
http://www.youtube.com/watch?v=P8z94e1oeGk
*after the battle*
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*cut back to inside the castle*
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*cut to...somewhere*
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*a figure approaches*
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*back at the castle*
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Next time: Incursion
extras
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Gaius
Starting Class: Thief
Weapon Ranks: Swords (D)
Abilities:
-Locktouch: Open doors and chests without the need of keys
Thief Support Bonus: +2 Skill/Spd, +1 Movement
Base Stats (Growth Rates)
HP-22 (85%) Spd-15 (70%)
Str-7 (60%) Lck-6 (35%)
Mag-0 (20%) Def-5 (30%)
Skill-13 (70%) Res-2 (20%)
Gaius, despite being in a lackluster class for combat, is pretty good at fighting. Good Str growth for a speedy character, but will probably fold like a chair if he's touched more than once. He doesn't have the combat abilities like Lon'qu to help out his fragility, but he'll last long enough to open those sweet chests and doors for free.
Official Bio: A cool and capable Ylissean thief who will take any job for the right price. He is absolutely obsessed with sweets, and hides 50 varieties of "emergency snacks" in his cloak. The most frequent nose-bleeder.
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Panne
Starting Class: Taguel
Weapon Ranks: None
Abilities:
-Even Rhythm: Hit rate and Avoid +10 during even numbered Turns
Taguel Support Bonus: +3 Str/Spd, +2 Skill
Beaststone bonus: +3 Str/+5 Skill/+5 Spd/+4 Lck/+1 Def.
Base Stats (Growth Rates)
HP-28 (100%) Spd-10 (75%)
Str-8 (60%) Lck-8 (40%)
Mag-1 (15%) Def-7 (50%)
Skill-9 (70%) Res-3 (20%)
Panne puts the already speedy Lon'qu and Gaius to shame. Taguels use Beaststones attack, which increases her decent bases into one of the better Shepherd members. The downside to a Beaststone are not having any weapon bonuses, no way to improve the Str by forging, and are permanently stuck attacking from 1-range. That makes Taguels a good early-game class, but by the mid to late game they start to fall behind. Panne's growths are good enough to carry through that, though, and her excellent Support Bonuses don't hurt.
Official Bio: A nationless shape-shifter and the last of the Taguel. While cool and sensible by nature, she shows little interest in finding a partner and remedying the fate of her face. The fastest at wolfing down a meal.