Part 29: (Part Three, Chapter 1) In which we do pretty much the same thing as in the last chapter

The fortresses of Flaguerre and Mugill are both key to the defense of western Begnion and have figured for many years in the military plans of Gallia, Crimea, and Daein.

However, the Laguz Alliance knows that, if they are to win this war, Mugill must fall. Ike and his companions march on, though thoughts of the medallion and the dark god entombed within fill their hearts with dread.








If only every enemy army fought like Elincia, Haar, Marcia and Nephenee, huh?. It's kind of a wonderful accidental irony that the laguz of Gallia, who Ludveck & co hated so much, would've been the most at ease trying to sack Fort Alpea. Ah well...


Our general, ladies and gents.




Soren, as ever, is the only one who actually says what everyone's thinking.










Haaand Waaaaaave!



Y'know, I kinda pity Gallia. They find themselves with a burning need to make war, but they're not very good at it generally, and they have no one to lead their army besides Skrimir. But they can't not go to war, because Begnion were just too big a bunch of assholes, and the laguz are pissed. The only person in all of Gallia who seems to even comprehend the disaster they're about to waltz into is Ranulf, who immediately sets about hiring someone competent. Fortunately, the people he hired were the Greil Mercenaries, who a) owe Gallia a favour, and b) have Ike and Soren.
Take-away points:
1) Gallia is not in nearly as strong a position as it likes to believe
2) Ranulf is actually smart.








Soren has a bit of an issue with the laguz. It's probably just an incidental character trait and not at all anything to do with aspects of his past that come up in support conversations with Ike in Path of Radiance.





And here we are in the Base! We still don't get the Market, but there's always conversations!
There's



































...right.
Continuing:



As much as I love using her in battle, I don't really like Mia's characterisation on the grounds that it's basically no deeper than Ilyana's. Mia's single subject of conversation with anyone ever is...

That said, this one single character gimmick works a lot better than the single character gimmick other characters are stuck with. Mia often manages to come across as dedicated rather than simply over-enthusiastic (like Kieran), and her dedication is consistent with both the archetypes associated with her class and her overall gameplay experience; her being a unit that is weak at first but in possession of an awesome talent that can be awakened though a bit of combat.




See? Though her manner and character are an easy subject of humour, she herself is actually taking this seriously, and thus comes across as a genuine, though simplistic, character. Unlike Kieran and Ilyana, who come across as "THIS IS THE COMIC RELIEF CHARACTER" characters.
If you want a more extreme example of a character who's both funny and genuine... look at Makalov (especially in Path of Radiance). Seriously.












And finally, since we're on the subject of characters expressing their defining traits...

Gatrie is all about the wimmens...






...and Shinon is a complete asshole.


...a complete asshole.

Admittedly we're being a little unfair to Shinon here. He is, at least, a nuanced asshole, with character traits actually established during Path of Radiance and not just there already. His whole thing is that he respected Greil but never liked Ike that much, and so threw a big tantrum when Greil died and Ike took over, and walked out on the mercenaries at a crucial time for them. He seems to hate everyone except Gatrie, whom he merely tolerates (but still berates constantly), although he has a soft spot for Rolf. He also now has a grudging respect for Ike. To everyone else, however, he is just an asshole.



The hell?
I'm not really sure if it's a coincidence, but on the whole, tigers seem to be total pushovers in all contexts other than combat. This is amusing because cats are combative as fuck but generally aren't very good at fighting. It's also slightly worrying in this context, because what the fuck, Kysha?







...




...oh.



...right.
You may have noticed, in this conversation, another weird casualty of the US -> EU localisation changes; Kyza has been renamed "Kysha". Why? What was wrong with Kyza? Who knows?
Erm, let's do some admin or something.

For want of anything better to do, we're supporting Boyd and Mist. This works out pretty nicely for both of them.

Turns out I was wrong about having missed the Crossbow. It seems that, when an "Other" or "Partner" unit kills an enemy that drops something, it gets sent directly to the convoy rather than to the pocket of the unit. So that's nice. Rolf will take this, since it'll compensate for his (current) lower strength.
Because Shinon

Provoke is destined to end up on Gatrie. It's just too perfect a combination not to use. He's definitely able to be attacked constantly, and it'll give him experience, so he gets levels, and he'll get speed because he's Gatrie, and then he'll just become an automated killing machine and level up even more. I love Gatrie. With him, you're like to kill more enemies in the enemy phase than in the player phase.

Mia remains equipped with Vantage/Adept, a wonderful, powerful combination that can end enemies before they even get an attack in during their turn. Adept also allows Mia to get a much needed damage boost at a point in the game where her damage output is lacking.
Finally, we put Titania's Counter skill on Boyd. He's perfect for it - he's got lowish defence but really high health, so he'll take more damage without being in more danger, and when it triggers it should be quite effective.
Also, we give Rolf a BEXP boost such that one more EXP will level him up.
Let's move out!

Funny story: they know exactly how much trouble they're causing.



Hmm?

(in case you can't tell, the other two are Lethe and Lyre)







I cannot believe that worked.





Well, here we are. All of the Greil Mercenaries are here, and are joined by Lethe and Lyre in the bottom left corner. We've met Lethe already, so let's meet Lyre:


Lyre is a joke. She might just be the worst unit in the game. Even for a cat, her stats are terrible. She can't hit for shit. She can't take a hit. She can't even double most of the enemies on this map! Lyre requires a ton of effort to even bring anywhere near usable in her transformed state. And when she's untransformed, she might as well be dead already - and the enemy will gladly arrange just that. It'll take all of two hits (in one round, of course) to finish her. Even Meg and Leonardo will eventually reach a state where they can remain indefinitely able to take one or two hits, but Lyre spends half her time being mediocre and the other half being fatally allergic to the very idea of taking damage. Keep benched at all times unless you're on some kind of crazy challenge run.
Naturally, Lyre has no innate skills.

Our objective is to rout the enemy in 12 turns or less. This is complicated by the fact that there are a few enemies who will hide in corners and not pursue us - so you'd better be careful to search carefully. On top of that, there are a few asshole enemies who can mess you up if you charge in blind - the best strategy for this map involves picking opportune moments to switch between pushing and defending. Remember - a good defense can often result in more kills than a good push. The trick is knowing when these times are. It's got a lot to do with paying attention to the enemy formation - but of course we're in fog of war so that's easier said than done. Multi-layered difficulty!

Ike gets the party started...

...that a kill might be fed to Rolf.

Very nice indeed.


Gatrie and Oscar form a defensive wall.

Meanwhile, Titania goes socialising.


"Actually, we-"
[Received a Blue Gem!]
"-Nevermind."

There are another two or three enemy generals hiding in the shadows here. They can screw you right over if you don't see them coming.

Let's see how this goes.

Immediately, Gatrie's Provoke skill starts its work. Gatrie takes 5 damage from this guy.

Then comes a Halbardier, who immediately loses two thirds of his health.

This guy right here? He's why you don't start this map with a charge.

He's got a Killing Edge, and if you let him get near anyone who doesn't have sky-high defence, that's a ~40% instant-fail chance right there. Fortunately, Ike is quite capable of surviving such, and it doesn't even trigger anyway. Sadly, being a swordmaster, this guy's actually too fast for Ike to double.

A general springs from the shadows to attack Shinon. He survives, but this guy is now an immediate priority, because if he's still alive at the start of the next enemy phase, he will probably two-shot Lyre.

One more guy can't resist attacking Gatrie. Gatrie doubles him.


Titania takes some punishment...

And some reinforcements appear from the north.

One nice thing about crossbows - despite their fixed attack power, they're very accurate. Rolf takes advantage.

More enemies than I am comfortable with will doubtless be coming around this corner in a few turns time, so Oscar moves to hold them off here. Oscar ain't too great defensively, but the thickets here will help him out a great deal.

After Gatrie murders the general immediately in front of him, Mia charges through to meet...

This guy. You don't want this guy anywhere near Gatrie. Even if Gatrie survives, the flood of enemies following him will do the rest of the work, thank you very much Provoke. So we send Mia to assassinate him. We're playing the odds here; if either of these attacks crits, the enemy will die. We have two 30% chances to crit, and on top of that, we have two 40% chances (Mia's speed + Best biorhythm bonus) to add an additional hit with an additional chance to crit, thanks to Adept. And if Adept activates twice, he's dead anyway. All in all, a lot of chances.

None of which matter, because the first hit crits.

The Wo Dao fits in really well with swordmaster animations.

The second hit crits too. Wonderful.

Right, since we're on such a great crit-roll, let's deal with this invading general.

Fighter crits are just plain ridiculous. Boyd is somehow able to hit the enemy while spinning the axe round in his open palm without dropping it.

He doesn't escape unscathed, however.

Soren finishes the job.

To demonstrate our commitment to holding this line, we send in Ike.

There is, however, the small matter of the enemy archer free to attack whoever - including, frighteningly, our healer (who isn't holding her super magic ranged sword right now). He won't kill her, however - and even that is assuming he doesn't just attack Gatrie.

...nevermind. (He misses.)
The surviving general also attacks Gatrie, giving up his life, and also a level:

Gatrie, ladies and gents. Gotta love that 60% speed growth.

Down south, one general attacks Titania (and misses), the other attacks Ike, to predictable consequences.

...whatever. It's not like Ike's going to not cap nearly everything at Lv 20.

Ike has the weirdest (and most awesome) crit animation ever. It ends with him landing, face down, sword first on the ground, and then somehow managing to backflip out of it before the rest of him lands. It's like, fuck you physics, I'm Ike.

A Halberdier with a Short Spear comes out of nowhere to do nothing to Gatrie.

There's a longbowman around here somewhere. He misses Oscar. Oscar continues holding his little chokepoint.

Our turn again, and Ike's going to weaken this guy so Soren can finish him off.

Or not.

With the help of Adept, Mia brings the remaining enemy archer down to 1 HP, and Rolf gets the last hit. Gatrie and Soren take care of the Halberdier.

No matter how Soren levels, he will always have amazing magic and resistance. His growths there are just too good.

For his part, Oscar keeps poking away at the enemies in the chokepoint, and continues dodging like a champ.

Well, we've cleared out our corner - now it's time to charge.

Oscar dodges the archers going after him, but this guy is luckier. He still dies, of course, but now Oscar is in something approaching Actual Danger.

Fortunately. that's all the damage Oscar takes this turn.

This guy was hiding out in the southeast corner. He wastes his advantage on Titania.

Oscar heals up and continues holding. Note the new enemy reinforcements in the north.

You picked the wrong attack-range to stand in, my friend.

Let's abuse a game mechanic!

Titania was able to move to this spot without issue. Had there been an enemy here, her turn would have ended prematurely. Since it didn't... we can just cancel the action...

...and move her somewhere else.
Fire Emblem's half-brother-series Advance Wars had a mechanic in place to discourage the player from pulling tricks like this. Besides all the other stats in play, units had "fuel" - rationalised as being either literal fuel or rations - that was consumed based on how far you moved in a turn. It would be consumed at the end of each unit's turn. However, in maps with fog of war, merely selecting a spot to move to would consume the appropriate amount of fuel, and even if you cancelled, you've lost the fuel, and would lose more if you picked another place to move to. Given that units would either become immobilised or crash and die when they run out of fuel, this is rather a big deal. Fire Emblem has no comparable mechanic, however, so we can abuse this as we see fit.
There is much healing, and...

Well, at least she can heal better.

Gatrie moves on forward.
Rolf goes to visit the central house.


















...the hell was that all about? Was she someone important? Well, this definitely won't be the subject of an Info conversation next chapter.

Now, we have something of a problem regarding Lethe and Lyre. Namely, they're about to get rushed by reinforcements, and they're awfully likely to die without our help. We're going to have Mia, Soren and Boyd hang back to help out, while Gatrie, Ike, Titania and Rolf forge ahead and Oscar keeps on holding his little chokepoint.

This mission is about to get interesting.

Gatrie keeps the enemy distracted...

As does Oscar...

And now we're in trouble.

Three point plan:
1 - direct Lethe and Lyre to run the fuck away.

2: murder.

3: GOTO 2.

A bonus. Nothing like not maybe taking 16 damage.

Hmm... this guy is still alive. Oscar is needed at his chokepoint (and can't Canto back either), Mist is nowhere near powerful enough, and only Shinon (unarmed) and Rhys (Rhys) are in range...
There is an (awesome!) solution to this problem!


Shove!


Shove!


...fuck.







Since we have a chance, let's cancel the previous order and have Lethe and Lyre move somewhere useful instead. Maybe we can at least take advantage of their vision.

We Ike this pesky mage out of the way. Mist comes over to heal Gatrie...

And Gatrie takes up the charge. Despite unfavourable odds, both hits connect.

Oscar is sloooowly making progress on his side.

Things are looking up, aren't they?

Gatrie is rendering enemies useless...

Oscar is continuing to hold the line... things are good, right!

Wrong. We've got more work to do down here.

Mia plays the numbers again.

She wins.

Big. To the uninformed eye, Mia looks just like another Edward; strong, but poor defence. She has 40% defence growth, which is nice, but not a guarantee of survivability. But, once she's capped HP, skill and speed (which will almost certainly happen around Lv 16), you can BEXP that shit right up to insane levels.

Killer weapons are awesome.

Like, they're just great.

Boyd helps out with a great dose of axe...

And Soren does the rest. The south is now completely clear.

Ike punches a hole in the line of enemies in the northeast...

And then Gatrie just stands aside. We'll let Ike have some fun for a turn.

Next turn, we charge with everything we have.

The enemy phase contains rather a lot of missing, including this miss, done by a mage at close range to Oscar.

Idiot.

That's not how you're supposed to use that weapon!

That's not how you're supposed to use this weapon either, but at least it seems to be effective.

Even when he's tucked behind enemy lines, they can't resist attacking Gatrie. A unit with Provoke behind a front-liner is actually a great way to lure weak units like archers and mages into standing right in front of strong units like Ike here.

Someone damages Oscar again.

Our turn comes, and Oscar has had enough of that chokepoint. He retreats to be healed.

Boyd moves in to weaken this archer...

He takes a bit of damage in the process, however. That red light isn't the enemy getting a crit (thankfully)...

It's Counter activating! Sweet! Who wants a free kill?

Rolf does!

Ike continues decimating the foes on his side.

...
There are reasons besides how funny this is for my total not-caring about the fact that Ike just got two single-stat levels in a row. The first because he's goddamn Ike and now he's even faster. The second is because, in the Path of Radiance save I imported, thanks to the amount of obsessive preparation I did for that one certain fight, Ike hit Lv 20, as well as his caps in HP, strength, skill, speed and defence. I have repeatedly referred to this mechanic in a few past updates, but let's go over it in full, just so we're all clear; when you import clear data from Path of Radiance, returning characters in Radiant Dawn will receive bonuses to the starting values of any stat they capped if they finished the game at Lv 20 of their second tier class. For HP, this is +5, for other stats, it's +2 . This is why my Ike starts with capped skill - he doesn't ordinarily. Also, they get bonuses to their Weapon Ranks depending on what they finished PoR with, and if they had an A-Support it will become a Bond Support. In other words, Ike is massively boosted in the five stats that matter most to him. Now, his HP and strength are one point away from capping, and defence and speed are three. Ike has seven levels still to go. I think he'll be fine.
Anyway.

Gatrie finally charges through. Again, despite the odds, he hits both of his attacks and dodges the counter.

At the end of turn 7, we're finally tightening the noose.

Rather than attack Gatrie, this annoyingly sensible general runs away and heals himself.

The longbowman goes after Boyd, to no discernible effect.
Nothing else of interest happens.

With three great levels gained, Rolf is now officially in the doubling business. And hello there 2x 48% crit chance.



The charge through the gap is now being led by Boyd, who dutifully chips away at this generals health.

Meanwhile, Ike.

Also, Gatrie.

We're on a roll now. End of turn 8.

Well well. The boss has come out to play. He hasn't got in attack range, though.

This fool is provoked into attacking Gatrie, though. He survives the attempt - just barely.

Just because he's not holding a weapon doesn't mean Shinon can't be Shinon. The guy is surprisingly good at dodging and taking hits.

Boyd is hurt slightly, but it's OK.

Rolf comes with his own "unique" bow. It's not that great, but it's a tad more accurate and a bit crittier than the nearest regular bow of equivalent might. More importantly, his regular bows are now able to out-damage his crossbow.

His gains in speed and luck are also helping him dodge nicely.

That this is the worst level Rolf has had so far speaks volumes about how well he's coming along.

Mia does a few token points of damage.

Every little bit helps!

Then, Soren.

This guy can be trouble if you're not expecting him. Which you won't be, if this is your first time playing. Fog of war plus killer weapons (and effective weapons like Hammers) is a common Fire Emblem dick move.




Rommit, you magnificent bastard!


Fortunately, we've read his book, so we knew to send someone who can survive a crit to deal with him. If we'd sent Boyd, or worse, Mia, for example, this would not have ended so well.

Speaking of people who can survive crits, here's Gatrie to take the honours.


No speed this time - it's a more traditional general level. Still pretty good, though!

Mist looks around next to the torch and finds... a torch. Might've been nice to have a little earlier, y'know?

End of turn 9. Time to finish this.

Sadly, the fools attacking Gatrie do so from range, denying us our counter-kills.

Time for this trick again.

Clear!

Not clear! Fuck! We're not going to be able to kill him this turn. Well, there goes our perfect speed bonus.

We will have to content ourselves with merely murdering one guy this turn.

This corner's clear too. Well, let's get this over with.

This poor soldier's last action in life is to not really do much.

And now we're just taunting him.

Hehehehe.

Alright, it's really time to finish this now.
















We could've gotten 1000 BEXP for clearing in 10 turns. Instead, we did it in 11, and got 500. Oh well.
Next time: I guess we kill some more guys.