Part 35: Welcome To Wizard Hell (Prep)
Chapter 15: Welcome To Wizard Hell (Prep)Today we embark on a beloved Fire Emblem tradition.

Its a gimmick map.






We have full deployment slots for this map because no allies will be joining us. Ive put all of our fliers in because the terrain on this map is a killer.


For the same reason, I temporarily reclassed our Cavs into Myrmidons.

Why am I going to all this trouble?

Its the customary Desert Map that nobody likes.

There are mages everywhere. Our starting position here actually doesnt count as a desert, so movement isnt impaired, but Ill talk about Desert tiles real quick.
Desert tiles slow everyone down except Magical Units (Tome/Staff users) and flying units.
Most classes have their ranges chopped in half, having to pay 2 movement points per tile crossed. Paladins, Archers, Ballisticians, and Generals pay 3. Cavaliers pay 4. Horsemen have to spend 5.
You can probably see why this is incredibly annoying. In some previous games, thieves could find treasures buried in the sand. That doesnt happen in this one.

The enemy is taking advantage of this by fielding mostly only casters and fliers. More of the former, which can be tricky because of the sheer lack of Resistance in this game. Still, theyre mostly quite low level. If I were to promote Maria and give her a tome, she could probably solo tank them and not take a point of damage.

These thieves are the only enemy units affected by the terrain, but well still want to take this guy out before he loots the treasures on this map. But Ill get back to that.

The boss here is a nameless bishop. Hes got the unholy offspring of the Ballista, the Swarm Tome, which is a Ballista but magic. It really doesnt do much damage, though, and with this guys pitiful defenses, hell melt as soon as one of our physical fighters reaches him.

The maps also lightly peppered with Dracoknights, though theyre a bit gimped by only using Javelins, which arent particularly powerful. They shouldnt be too worrisome.

The treasure chests for this map are in the southeast corner, which is being guarded by a Sorcerer.

Specifically THE Sorcerer, Gharnef himself.
We do not want to fight him. Imhullu renders him completely invulnerable to any attacks. So just leave him be and give him space. Theres a way around this.
This ones not so bad as far as desert maps go.
Bonus Content
We saw most of Catrias supports last LP. So I grabbed one of Pallas.





Pallas implied to have a bit of a thing for a certain fellow green haired mounted unit. Its not Sedgar.


