Part 46: Chapter 18B: The Law of Sacae
Chapter 18B: The Law of SacaeThe Djute clan, the most powerful clan in Sacae, had joined Bern after suffering defeat. Not standing a chance against the joint force, the other clans were quickly decimated. Although Dayan, the chief of the Kutolah clan known as the Silver Wolf, was fighting back with guerilla tactics, the situation looked grim. Sacae had become a territory of Bern.
As Roy entered the plains of Sacae, the warriors of the Djute clan stood in his path.
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Its another regular convention of assholes in here. Who knew?
Actually, you know what? How did Bern conquer Sacae anyway? The bulk of their forces are wyvern riders, going against a coalition mainly made up of nomad troopers. That should have been a bloodbath in favor of Sacae.
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Lookit all dem nomads. Fortunately, the main threat here is sheer numbers. All of them are packing Short Bows, and the Nomad Troopers have Steel Swords, none of which are particularly threatening unless they gang up on someone. As long as you're full up on dodgy or tanky people, this chapter is a bit of a joke.
And after all the hype, too. Im almost disappointed.
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First things first, Roy grabs the Silver Card and hits the shops and HOLY SHIT THEY'RE SELLING PHYSICS BUY BUY BUY and I guess some thunder tomes or something, fielding three sages uses a lot of tomes up
And its not even a secret shop either! The one nice thing about the early, asshole-ish Fire Emblems is that they do offer the player a few nice things too. The current Fire Emblems dont let you buy Physic staves until like the last chapter (although you can steal them, so...)
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Igrene takes the southern point to distract the nomads that start there. Might as well thin the herd before they reach the main forces.
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Gonzales gets a shiny
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Shin breaks out the Silver weaponry and draws first blood.
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The armory stocks Killing Edges, Lances, and Axes, so we pick up a few of each. Strangely enough, it does not stock Killer Bows, despite being in Sacae.
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Visiting any of the houses on the map results in this...interesting statement. It's supposed to be a warning to the chapter's gimmick but A) Every reinforcement is labeled as a Djute unit so you don't get to see the whole "clans coming together to defeat an outside force" thing and B) It tells you fuck all about the gimmick.
I frequently wonder about some older games that do asshole-ish things and vaguely refer to them (and call it foreshadowing). Do they honestly think theyre providing fair warning, or is it just some kind of mistake? Early videogames are weird sometimes.
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Just an interesting thing to point out, but Snipers are another class that can move through rivers. At this point, I wouldn't be surprised to find out that Paladins are the only promoted physical unit that can't move through rivers.
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Silly wyvern, this is nomad country.
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Lugh attracts a fair amount of attention, but most of his encounters end rather abruptly after they eat two Aircaliburs to the face.
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Bastard, walking on water with that cheating horse.
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Okay fine, defense for Shin isn't bad. But still.
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Lugh and friends clean up this mess of nomads.
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Go Gonzales, you can do it!
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Oujay cleans up behind him.
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Thanks Lugh, you're the best.
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Igrene continues to play cat and mouse with our river-crossing friend.
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He was at 2 HP you bastard
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Physic Assholes are almost as annoying as regular Staff Assholes.
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Not so funny now, is it?
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And with that, it's now turn 6 and everyone but Monke is dead.
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You know, it has been a chapter or two since IntSys reminded us how much they hate us. Monke is packing both Brave weapons, so there's really no way around dealing with them, but fortunately, he's not fast enough that you'll be at significant risk of being quadrupled. It also helps that Brave weapons aren't really that strong. Even with the stronger Brave Bow, he's barely putting up 25 Atk.
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Hm... Yeah, I think we can make this work.
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Now, the chapter's gimmick. Upon crossing the circle of huts, every other turn for 10 or 12 turns spawns three or four nomads around the circle more or less at random.
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Like so.
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Buddy, I don't think your trap is going to be able to save you at this point.
This feels kinda like a precursor to all those maps where you cross the line and all hell breaks loose, except that the line is a bit too close to the boss and the trap kinda falls a bit flat, I guess. Still, in principle, this is still a classic IntSys Gambit here.
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Gonzales no like horse man. Hard to hit with axe.
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Oh I'm sorry, was that suppposed to hurt? Let me show you how it's done.
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Rutger cuts down a nomad trooper for a shit level.
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Much better, Lugh. Now with that taken care of, all that's left to do is wait out all the reinforcements.
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In addition to the randomly spawning reinforcements in the center, the southwest, northeast, and southeast corners also each have a set of reinforcements that pop up every few turns.
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And that's a wrap. On to the next chapter.
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Fucking hell, Merlinus.
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*Merlinus leaves*
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Well, we FE7 players already know the answer to that, but Merlinus had to be a dick and ruin the story. Next time, we retake Bulgar!
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Bonus:
Sue vs. Monke
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Shin vs. Monke
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