FE9 0% growths LTC: Chapter 13 - A Guiding Wind

FE9 0% growths LTC: Chapter 13 - A Guiding Wind

Defended/routed in 7 turns (66 total). Challenge playlist:    • FE9 0% growths - Low Turn Counts Playthrough   Chapter 13 is a rout chapter disguised as a defence one. The player is prompted to defend the green square for 10 turns; however, what isn't revealed immediately is that fulfilling certain requirements ends the chapter prematurely by turn 7. These are: by turn 6, open every single chest on the map so that the Raven Laguz free (the reinforcements are thieves while the two starting ones are more interested in getting the defend square/killing people) by turn 6, all the human enemies (including the boss) are routed somebody stands on the defend square With nothing left to do, the Ravens will escape and you'll be done 3 turns earlier. The requirements aren't terribly hard to meet on 0% growths, even though mounted unit with growths would have even less difficulty achieving the 7-turn. Turn 2 is messy when you're overwhelmed by all the enemies who invaded Astrid's ship but once that is out of the way, you can focus on opening the chests and invading the enemy ship in return. The battle is different every time you restart really. With three armies fighting each other, turn 1 enemy phase/ally phase will always turn out differently than before and you'll have to modify your actions accordingly with the situation. Astrid can be recruited on turn 1 if Ike is Shoved/Smited enough times, following Gatrie's recruitment but I didn't find it to be a good idea at all to be honest. I'd rather have Lethe secure the access to the defend square (a stray crit against the allied party could expose it to the opposition) and I prepare all my fighters for the biiig attack on turn 2, which is when it's best to do the recruiting. Gatrie left as a hero; doubling the 0 AS scrubs (which grow rarer with every chapter) in chapter 7 and earlier but rejoins getting doubled by a lot of stuff now. Good thing he can really tank some hits with 13 defence. Astrid is usually a solid growth unit whose growths don't take too long to kick in with Paragon but pretty useless on this playthrough. She's about as good as Oscar except less physically durable and not doubled as often since her iron weapon doesn't weigh her down. That means "not good at all" though. Marcia may not be much of a fighter when she doesn't level-up any stats but she's still good enough to be smited by Mordecai and take on the distant Ravens in the air that nobody else can reach for a while, reducing the danger of them being around. Laguzguard (that Jill arrived with) reduces their damage from 7 to 3, such a useful accessory. Meanwhile, every unit in my party capable of fighting, from aces like Titania and Kieran to Zihark and Lethe focus on taking the enemies out in a timely manner. Jill is a good candidate for our next promotion (with a sizable BEXP investment) so to cut the amount of BEXP she'll eat up later on I try to feed her as many kills as possible on this map, namely the boss (as a Sniper he's got a luck of crit but will never move so you can do whatever you want to him) and the Halbs. And I somehow messed up the looping of the OST in the video, sorry about that. :( Challenge playlist:    • FE9 0% growths - Low Turn Counts Playthrough