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Completed in 5 turns (159 total). My 900th video so I postponed a few uploads until I'd be done with this map so that it'd be a really good one. CoD, or Cog of Destiny, one of the hardest Fire Emblem maps and a major highlight for this continuous low turns playthrough. A large number of status staves, seige tome users, powerful promoted casters, speedy Valkyries, reinforcement trigger zones and an uncrittable boss (unless you turtle and bring a trained Legault/Matthew which is obviously not happening in a low turns run) are among the impressive number of difficulties we face here. All those difficulties are pretty much quadrupled in severity due to the fact we are to rout this map by eliminating all the enemies - arguably the hardest map objective one could think of. It's way tougher than the rest of this game's rout maps too. Deployment slots are limited here and anybody who is fielded needs to really work to deserve being present on the field. You'll find that my usual party of the best of my mounted units, Pent and Ninian (her last chapter and she really makes a difference here) is here, even though this map is not very forgiving to low resistance units. For example, having 10 move Heath carry Sain with his 5 res is a bad idea because even with a Pure Water boost Sain faces 97% accurate sleep. Eliwood has 4 extra points of res and faces 77%, which can be arranged to miss and liberate our infrastructure on turn 2 to play more efficiently. The reinforcement zones are four total, all of them but one skippable (as you will approach Lloyd whether you want it or not). Having fliers carry your units can avoid the remaining three triggers; however, this method leaves too few people capable of fighting on turn 2 (people being carried) so I don't hesitate to trigger the Bishop and the Monks reinforcements - after all, they're so easy to deal with (especially compared to the 4 Valks that spawn northeast if you venture north. The status staves are no doubt the biggest of our woes in this map. They are spammed mercilessly and the 27 mag female Druids have by far the most luck knowing the staff accuracy formula in this game. You can get 3 units status'd per turn and possibly more if you're failing really hard at taking the abusers out. Sadly, I have just one Restore staff as I 1-turn'd Lloyd's version of chapter 24 and thus couldn't shop for more there. The staves can be passed along with the help of mounted units cantoing; obviously at the expense of that unit having a turn to kill something (which matters a lot in a rout). 1-2 range weapons like Javelins and Hand Axes are a must to dispose of mooks and guys like Druids, and I've actually been running low on Javelins (will have to tone my offence down in map 31 to have some left for Final), while the speedy Valks have anywhere from 14 AS (weighed down Elfire ones) to 23 (the higher levelled Thunder ones) so they're tough to kill. Arranged crits OHKO all, even coming from a low str character like Fiora, but brave weaponry is the way to go since you obviously can't expect to crit every single attack, and passing around brave weapons is a good idea to dispose of those pesky Valks with their high speed. Sain takes on Linus, 4HKOing him with Silver Lance. He is capable of doubling with the Brave Lance but only 5HKOs with it with cap'd strength, so the weapon is best passed around for others' benefit in the rout. Hector hangs back to recruit Vaida who will sadly need to nearly break the unique Spear and Short Spear weapons just so that the WKs die on time (Short Spear is sometimes just barely short of 2HKOing one of these dudes). Hector's 20 str doesn't enable him to 2HKO with Hand Axe, and while he can achieve that with a Silver Axe, he won't counter the Javelin WKs. At the end of the map, Hector's long-awaited promotion takes place. Lots of res is nice, as is more speed, but 5 move is still dreadful. Good thing Hector doesn't have to travel far away and there's always Warp and Heath to help his movement whenever necessary. Also, those of you paying close attention to the last turns of the rout will spot that a 4-turn should be possible on paper. In practice, I doubt you can achieve that without serious manipulation methods. With the tools available at my disposal (which I guess is just my brain, a good amount of patience and time, effort and those characters I've trained up) I tried out many more dozens of possible arrangements of actions and movement/positioning variations and the 4-turn victory is nowhere in sight. But if you watch the last two turns you can probably imagine how a 4-turn would play out assuming a serious level of RNG manipulation. As things are, even a 5-turn made me bust my ass more so than any other chapter thus far.