Eirika and her funky bunch. There's a lot of ground to cover in a very short amount of time for these first two turns.
Wolt and Eirika tag team the first enemy, the latter getting an unnecessary but no doubt satisfying critical.
Rebecca goes up and deletes this guy with her crazy stats. She's got the highest overall range with her move and bow, so she's gonna be the one to take out the thief. I need that bartard dead.
End of turn 1. Spot my error.
Ding ding ding! Mercifully, he missed, but still. Poor placement on my part (it only gets worse from here).
Thief on the move.
Rebecca snipes this mage (who had a stealable energy drop but, y'know, Sothe) and she hits level 20. In Green Patch, the level cap for all units is increased to 30, with the minimum level for promotion being level 20. This means a unit can get up to 58 whole levels worth of stat growth procs. This is entirely unnecessary in Normal Mode, but it's nice to try and gamble for an extra move or something on a unit that hits their caps early. That being said, Rebecca already has a disgusting amount of Move and she's already reached her highest cap, so there's little reason to keep her unpromoted for ten more levels. Her previous gains are so good that she could probably gain nothing every other level from here on out and she'd be valuable all the way to Endgame.
Nothing else of real importance happens on this turn other than moving Safy out of ballista range. The wyverns can't touch Rebecca, but she can't counter them with her 2 range lock. This won't be much of an issue considering Wolt and Eirika aren't far behind her.
Thief keeps moving, and the wyverns begin to engage my forces.
The wyverns have a massive range and respectable bulk, but Nephenee demonstrates how few fucks she gives. She's also now in Wrath range, which means she's got even more crits to throw around.
Rebecca is gonna need that extra bit of move from having a mount to reach the village in time, and as mentioned before she's not really gonna be any less of a destructive force if she promotes early, so what better time than the present?
If this were any other game, Sniper would be a genuine consideration. But Ranger has mounted movement and a secondary weapon in the form of swords, and Rebecca can be a destroyer of both enemy and player phase with swords. And as mentioned before, her previous gains are going to hard carry her for a long time.
Until then, however, she's got a thief to kill.
This ballista is beginning to piss me off.
I was genuinely scared here, but Nephenee doesn't want to die on me just yet, it seems.
Magic and speed are never unappreciated on Wolt. Shame his magic cap is so low until tier 2 (15). His super trainee has a cap of 40.
Rebecca finally catches up with the thief. He drops a Stiletto knife but Sothe is dead so its sole value is taking up space in the convoy as a memento for Eirika or something.
With the thief dead, the major timer on the map is gone. Rebecca moves back into a corner to let the swarm of cavalier reinforcements from the northeast desperately try to hit her, while everyone turtles up and attempt potshots on the remaining wyverns and cavaliers nearby.
Bleh levels all around.
Lance is playing a dangerous game with these crit counterkills, as he doesn't have the raw bulk to take on all the enemies in one turn. This is exactly how Orsin died.
Case in point. Each one wears at him substantially. This is going to be a bad enemy phase, I can feel it.
Lance pls stop
I don't want to lose you
Goodnight, sweet prince. You took an entire squad with you to the afterlife to prove you had value despite not being a safe unit.
You will not be missed.
But you will not be forgotten.
The next several turns involve Bors going on a post-death rampage to cope with losing Lance, while Safy heals him up after each tink.
Finally, Rebecca reaches the village.
You need a female unit to recruit Sain, which is why I was so concerned for losing Elincia (aside from the obvious cons to losing her, i.e. flying healer, two leadership stars, something much later on that she gets), since getting to the village before the thief without a flier is a bit of a tall order. Nonetheless, I made it, so our 100% recruit rate remains intact. I can't wait for the game credits to list off every last one that was sacrificed or otherwise slain in battle.
Now then, Sain:
At first glance, he's a bit all over the place with mediocre bases for his level save HP and Strength. He isn't anywhere near as balanced as Lance is (er, was), but his growths put him into the role of a power rider than anything else. Seriously, if left to his own devices, he's going to cap Strength, no questions about it. His best defense is making sure his target is dead before they even know what hit him.
The wyverns south of the village take notice of Sain's recruitment, and they decide to charge. Eirika and Sain profit significantly.
Despite Sain's benefits, his most glaring of flaws becomes apparent: his hit rates are atrocious. I compare him to Eduardo from TLP a lot in that they can't hit for shit, but when they do hit, boy does it hurt. Shame Sain doesn't have Charge! like Eduardo, but he can make do without a prf just fine.
Her speed is getting up there, but I really hope she gets some defense sooner or later.
This is the part of the chapter where Guy gets insane. He's got a low level and Eirika sorta invalidates him right now, but Guy has the potential for some crazy shit. He has an incredible base skill loadout with Pursuit, Adept, and Vantage, and his class/promotion will capitalize on his potential for Vantage Adept double crit kills before the enemy can even touch him. If he avoids the wrath of the RNG gods for long enough, he may very well be one of the best not-safe units on the roster.
But that's a big if there, as his bulk isn't anything to write home about and he's in the land of steel lance/Javelin cavaliers.
Bors will choke this point.
The drawbridge lowers, and the elite squad from the south begins charging forward.
As a reminder, this is their commander. He's the real boss of this chapter, Murray is just the guy they hired to sit on the castle.
Repeat this image for four more turns.
Hey, a Safy level that isn't awful! Look at that!
Powering up the bass cannon.
Initiate Phase One.
And there we go.
Bors and Guy clean house, and the enemy forces is reduced to Murray. Somewhere in the bloodbath, Guy fought his way down south to check out that armory.
Remember how I said there were some nice things to buy there?
I may have overstated that. There's buyable Stilettos off screen, but that only furthers the realization that the shop is kinda wasted now that Sothe and Raigh are dead. Furthermore, the monsterslayer weapons, while fun to use, are heavy. Everyone but Bors would take a massive AS hit to use them, leaving my units much slower than I'd feel comfortable with. And since there won't be monsters for several chapters until now, I'm just gonna write this armory off as a wash. Shame, too. Luna is back to its old glory in Green, complete with ridiculous hit and crit.
In the end, Sain gets the killing blow on Murray. Again, his Skill isn't doing him any favors whatsoever.
And he doesn't seem like he wants to improve it. Still, of all the stats to get, those three are the nicest for him.
And there we go. We lost a cavalier, gained a cavalier, slew dozens of cavaliers, and watched Bors and Guy go super saiyan during the carnage.
Up next, Renvall.
Oh god, Renvall.