Completed in 10 turns (92 total). In the menu before maps 17-2, 17-3 and 17-4, the player is allowed to call 2 reinforcements among the unfi...
Completed in 10 turns (92 total). In the menu before maps 17-2, 17-3 and 17-4, the player is allowed to call 2 reinforcements among the unfielded characters. They're also the only characters who can access the convoy and bring more weapons - you can't trade between your current party members. Though offered 2 extra party members in the previous chapter 17 map, I cheat a little and reinforce 11 characters instead - Volke and Devdan who fights like 10 men. And really, this is probably the only map where Devdan makes a memorable contribution, even in 0% growths where his stats are pretty damn good compared to most of the party (because being mounted in Fire Emblem matters this much folks). This is a defence map, and you can't really speed up its completion. I don't see any point in sandbagging or conserving weapon uses, so I just rout the map while pulling weakened party members so that Mist can heal them. This is Mist's staff rank self-improvement map, pretty much, with 10 turns to use any staff she pleases. I go for Mend each time though, as Ward and Physic are finite and can't be spammed as freely as you would in Blazing Sword or something (though they cost a lot if you buy too many of them anyway, but here I believe you just have one of each in an efficient run). The enemy density is some of the highest we've seen, with the south in particular being invested with mostly mages, but also myrms, soldiers, archers and a fighter. There's a sage class generic enemy but he's ... Less