Sister Thread: Effortposts Around Units We Like
Well, the units thread is going well, and Doing Thangs mentioned there should be one for maps, so there’s going to be one for maps.
I believe we should talk about custom campaigns more, partly to unpack and understand what makes them great in order to help us (or inform others to) build our own, partly just to gush about how great they are. In this thread, we are going to talk about our favourite chapters from custom campaigns, in detail. ‘We’ means ‘you’. Talk about whatever strikes your fancy, though be conscious to put major story spoilers under, well, a spoiler (and anything that’s going to be contingent on ‘I love the final chapter of such and such because of all these plotlines I’ll have to explain’ might not be a good fit, though a smaller character arc might well be). And yes, you can make multiple. There’s a lot of chapters out there.
One caveat: please offer both chapter number and name, if applicable. A lot of people will only remember one or the other. I’d also recommend at least one visual for the map itself.
TABLE OF CONTENTS
- 1-9: Thunder’s Call (Vision Quest) by Parrhesia
- 1/72: Battle of Kin (The Last Promise) by LeskLyfield
- E-2: Imprisoner of Magic (An Unexpected Caller) by Retina
- 9x: To a Dark Place (Absolution) by RandomWizard
- 10: Hollow Kingdom & 11: Maze of Gold (Souls of the Forest) by AlexMPG
- 14: Capricious Valkyrie (Shackled Power) by KrashBoomBang
- 7: Unyielding Conviction (Legacy of Sorrow) by AuraWolf
- 25: Within the Dark (DLATMOL) by ElPinguinot
- 3: Chevauchee (Drums of War) by RandomWizard
- 1-6: Law of the Land (Vision Quest) by MegaCowsaMan
- P: Comrades (Home by Winter) by ArcherBias
- 20: The Dream on Fire (Curse of Lagdou) by AlexMPG
1-9: Thunder’s Call (Vision Quest)
This is my favourite chapter in Fire Emblem.
So when I hit this map, I was feeling tense. I was ironmanning the run, and fresh off some damaging losses - a troubadour went down and took the Rescue staff with her (hilariously, dying in a dream sequence that wasn’t even her dream to begin with), and I’d lost mediocre earlygame mage Lera and, more importantly, the lockpick she’d happened to be carrying after a convoluted trade chain. Some of my key investment units had rolled poorly (not naming any names, Vagelis) and I felt like I was running on fumes.
You get three new units in this chapter. Titus and his retainer, Helga, who both come in swinging hard. Helga’s maybe the best unit in the game, a wyvern knight who lives up to the billing with big stats and a good energy. Just a fast, powerful bruiser that your squad is crying out for at that time. Titus, your secondary lord (it’s his thunder that is calling in the chapter) is no slouch either, a mage armour who, at least for me, hit a satisfying groove of leaning hard on his brave Prf before getting to a point where he can double on his own. I don’t remember where Titus gets his Prf, though. But he does come with Bolting, and that’s a particularly nice thing to have on a very tight map that’s very small as the crow flies where the timer is tight. I hoard siege tome uses to a fault, but I think I used it twice, here; the ‘a stitch in time saves nine’ principle was very much in effect.
As you can see, there’s a lot to do in the small space, and the timers are, while far from unforgiving, certainly present. Four chests to grab across two flanks. Otilie is the third unit, a nominal enemy thief who can be recruited by talking to her, and while in the macro sense she’s mostly a failsafe for if something terrible’s happened to Esfir (or, in my case, her lockpick), she’ll always be a sight for sore eyes here.
It looks simple on the surface, but the enemy put up a firm resistance, with all chest rooms fortified and a constant bombardment from behind walls. You really do feel like you’re breaking into a strongpoint. And the pressure of needing to move up is felt, believe me; you need to push and take fights before you feel ready to, making the best of a bad hand, and every action is key. You have 14 guys in a tiny fortress, and it’s proper knife-fight-in-a-phone-booth areas, and it’s exhilarating.
And there’s a preparedness and a deliberateness to the enemy placement. Magi on the flanks, archers in the chest bunkers, a bolting guy in the north. A promoted officer on each wing. Armour block the easy ways out of the starting area you’ve been funnelled into, and breaking out with the fragile wall will wind up making the eventual back reinforcements have a quicker path to you. This doesn’t feel like a bunch of units placed randomly or, at best, with a vague idea of overlapping ranges; this feels like they’ve been placed to stop you progressing, and when you know you’re on the clock, that’s real incentive to make the most of your every action.
Even the chest contents feel well thought-out. The north two, which the thieves make a break for, contain a wyrmslayer and a blue gem. These are nice. Very nice, in the latter case. But, critically, it’s the easier chests that contain the better stuff. A Restore staff - and, yes, a blue gem can buy many Restore staves, but if you use vanilla status then you really want to be sure the player has a Restore on-hand - and an irreplaceable early Earth Seal, that now the rest of the act can be designed around assuming an at least reasonably ambitious player has secured even if they didn’t 100% the map. The wyverns provide a little extra encouragement not to lag behind, but it’s really the thieves which push you forward.
Once you’ve secured the chests, you converge on the throne, and while you’ve basically won the map by that point, it doesn’t feel entirely like a free win. The officers on the flanks are tough, the wyverns are pushing up - again, faster if you saved time in the south by cracking open that wall - and aforementioned Bolting Guy in the throne-room is slowing your pace. But it knows not to drag it out too long; taken at the decent clip it heavily encourages, this chapter probably doesn’t go over 10 turns.
Small things: it’s a really nice palette, and it even fits the grey and teal colour scheme of the enemy faction. And it looks like a small, pokey fort, nevertheless one that an outlaw warband is going to have a hard time pushing into. I really like how you can either use doors or break through cracks in the central rooms, too.
Flaws with this mission:
- I don’t recall and can’t find any indication Otilie was cropping up on the right flank (and thus Esfir should immediately go down the left), that might have been nice
- The garrison commander’s name is… Garrison
That’s about it.
It’s tight, it’s well-crafted, it introduces and encourages you to lean on three new characters, and the rewards are tangible. You don’t want to push through a tough enemy dug into their fortifications, but you know you’re going to have to. It was hard, but going in without a lockpick and coming out having picked the place clean, you’d better believe I was feeling smug about it.