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Completed in 4 turns (27 total). Challenge playlist: • FE11 H5 No Forge & No Warp LTC (COMPL... Deployment slots are really limited in this map; you get to field only 10 units, which makes sense when you see Hardin's army starting out in the western area. He brings Wolf, Sedgar, Roshea and Vyland into our army. Considering we've been routinely killing off units, not only because we need to in order to enter more gaiden chapters but also because it facilitates low-turning and getting other advantages, this is a welcome arrival. Hardin himself might be the most valuable member of the five new Aurelis units. Much like Jagen, he also starts with D swords B lances, enabling silver lance use, but his ranks are actually superior since lance rank is his own and doesn't come from Paladin bases. He also has good bases, rivalling Abel in strength even though we've made sure Abel's level-ups were satisfactory. He does lose a good bit in speed however, and the difference becomes more pronounced as Abel starts doubling countless enemy types (hasn't happened just yet). Roshea and Vyland are duds. Both are cavs with E swords D lances and base stats not at all better than the ones Abel and Cain joined us with in chapter 1. They have high movement and access to Class A jobs so we're keeping them alive for now. Wolf and Sedgar are interesting cases and remain unique in their status of... prepromoted growth units? There hasn't been anything quite like them in FE since they were given far better growth rates in this remake. Besides having much better odds of proccing growths in every single stat, 2 in HP, Wolf can level 2 points of strength as Warrior/Berserker, whereas Sedgar has a 10% chance to do the same in defence. Because of the Class B job set they're restricted to, they get to enjoy nice base stats in very few classes (General and Hero only, really) and good weapon ranks in none of them. The LTC consensus on Wolf and Sedgar is that they aren't worth using or investing into. Indeed, neither is going to ever end up as a 10 mov unit using effective weaponry and the right weapon ranks, but reliably proccing +1 everywhere and even having +2 growths in stats that aren't exactly the least important around create some unique utility for these two. I will concentrate on using one mostly, but it is important to note that it will not happen at the expense of the key units - Shiida, Abel, Hardin, Barst, to an extent Marth and later Jake. Marth can get to the gate rather quickly in 4 turns; the main challenge here lies in the three archers, the two cavs and a pegasus knight standing in the way during the last turns, something that diverting the opposition's attention with Hardin's army can prevent. It's tricky, because we also want Hardin to move out of the forests surrounding the area and start killing enemies for experience, which does include the chance of being fed meaty thief exp as well, but it can be done without anyone dying (we do want multiple cavs for the next chapter). There is another, sixth, unit available to us here that I haven't mentioned. It's Wendell, one of the game's most treasured units. Wendell has the rank to use Excalibur at base and can assist with staves with better mobility than Lena before her promotion but is able to assist in almost any given role thanks to having a whopping 8 base speed. Whether he be a Paladin, Dracoknight, Swordmaster or Sniper, he'll have great doubling potential and high class base weapon ranks thanks to being in Class A jobset. The bad news about Wendell is that he's not recruited in a low-turns run due to Merric costing a turn. Merric could recruit the good old pope without a turn penalty, but visiting his village in chapter 4 would've cost a turn, so it doesn't happen. We lose out on two tome users, Excalibur and a jack-of-all-trades-and-possibly-also-master-of-some, too. We can however get the Barrier staff he's equipped with to drop for use in future strategies. Abel and Barst hang around the starting area and lure Wendell's group out, easily securing the kill with iron weapons in one player phase. 70 exp is also appreciated, as promoted enemies yield more exp than thieves. Abel should be hitting C lances really soon now after all the action on both player and enemy phases. The save points are useful after the luck-reliant early turns are over. Barst struggles to chip a cav; Ridersbane often misses; there's that issue of some of the enemies unexplainably ignoring Roshea and Vyland and endangering Marth and others - the pegasus knight ORKOs Marth and any two enemies similarly threaten him with a KO. I actually bait one of the archers with Pirate!Bord (waterwalking) on turn 3 EP to ensure Marth's entry to the gate is not blocked. Saves help me get better levels, and also make the unreliable boss kill at the end possible. Shiida is incapable of taking the boss's counterattack, with no HP levels and needs to crit ASAP.