Part 22: Chapter 2, Part 10: Sea V
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Let's go take out some wizards.
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Seven wizards, two chokepoints. A rather interesting setup, but Celica's army has a lot of units with high Magic Defense so we shouldn't have too much trouble here.
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All of the wizards have Recover and Dora. The one on the right of the front line is level 3, the rest are all level 1. 11-12 magic damage per attack, but not enough Speed to really be threatening. A physical attacker with high Magic Defense is the best option here - think we have anyone like that?
Turn 1
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May's high Magic Defense and possession of the Holy Ring make her all but invulnerable here. She gets started with some long-range lightning, but it's too heavy for her to get in a second attack.
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Boey's the only one on the left side, so he's just going to make sure that the wizards don't break through over there this turn.
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Leo is one of the few in our army without enough Magic Defense to really hold his own here, but he gets double-lucky with a dodge and a crit.
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Another wizard singes May for 1 damage. May lands one attack for 5 damage herself.
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Boey dodges both wizards here, paying back for all of his earlier misses.
Turn 2
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Leo attempts to finish off the wizard that attacked him last turn. He misses his first attack, eats a nasty counter, then gets the kill with his second attack.
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Not particularly helpful for an archer.
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May moves up a tile, trading blows with the wizard again while still blocking the bridge.
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Jenny is the safest she's ever been on this map - with her 13 Magic Defense, she literally can't take more than 1 damage from the enemies in this battle. Unfortunately all of the wizards have enough Magic Defense to limit her Nosferatu attacks to just 1 damage as well. Instead she heals up Leo.
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Boey pulls back to make room for the A-team, but still gets a crit on the way out.
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Saber has enough Magic Defense that, combined with the Holy Sword's free healing, he can tear through the wizards without much trouble. Another crit doesn't hurt, either.
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Saber and May hold the two bridges.
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Celica dodges, then lands two fireballs of her own for 14 damage.
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Seriously, something other than Skill and HP, please.
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Saber takes a fireball to the face, but will heal all the damage next turn.
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A waste of time all around, here. Jenny takes one damage and then misses both of her attacks.
Turn 3
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Saber starts off with another crit.
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Celica moves in to soften up the next wizard.
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Leo and May together can't finish off this wizard, though.
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On the enemy phase, this wizard takes the opportunity for a free shot at Saber from range.
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Another wizard comes down to go after Celica, but she can fight back.
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The other two wizards retreat and heal each other up.
Turn 4
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Leo starts off with a quick kill shot.
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May gets in a couple attacks on the other wizard to keep it in retreat mode.
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Celica gets out of the way so that Saber can make with the wizard-killing.
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Just two left.
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May fends off one attack on the enemy phase. If she could actually land more of her own attacks this wizard would already be dead.
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Pretty much the only way to go after Saber. He shrugs it off.
Turn 5
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Saber gets another easy kill.
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He's already hit another level, too. It's not much, but he's just that much more unkillable now.
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The last wizard has 12 HP. May only does 10 damage with a pair of fireballs, but I really want her to get the kill since she's close to a level as well. The wizards count as promoted units so they spit out a lot of experience.
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The solution's actually pretty simple. I can't have Leo attack since if he lands both shots he'd get the kill himself. Instead I send in Jenny - even if she misses both of her attacks, the wizard will use up 1 HP to counterattack her, and another 1 HP to counter May. Then all May has to do is actually land both of her attacks....
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And we're golden.
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This level might as well be empty for all the good it does May.
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Oh well, another ship sunk.
Current Roster
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Next time:
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Time to wrap up the second chapter as Celica and company arrive at Sofia Port.