Uploaded November 2013 | Updated September 2026, 53 minutes ago
serenesforest.net/forums/index.php?showtopic=43122 - Thread with rules
So we're now on the Ilia route. With one flier, this map is pretty annoying and hard to finish before the reinforcements spawn (which is typically my main goal on most maps). I ended up 9 turning.
The main strategy revolves around Thany clearing out the top half whilst Dieck clears out the bottom. However we have some problematic enemies, and trying to use multiple units to clear chokepoints is hard due to the large amount of forest and sea (with lack of fliers) . Fae tanks the Purge Bishop beacuse FE6 AI means the bishop prioritises her due to her low hp and doubling, even if she takes 0 damage. Dieck annihilates everything with some handaxes and feeds some kills to Fae who is down there anyway.
Thany meanwhile Javelin/Horsekillers everything to the North. I originally tried to get her to ferry Dieck across the gap and then Roy but the fact is with one flier, that many mages, a sleep bishop and an aggressive moving purge bishop they can't handle everything there and I can't get healers into position to restore and the like in time. It was just really messy. A lot of events are arranged out to get hits where I need it (although almost nothing is below a 70% on the map, even the boss!, DieckxThany support helping in that)
Everyone else sits in the arena. My own rules mean I can't give that much exp to anyone in particular but I give basically everyone a level, and more importantly, a lot of WEXP. My arena battles are manipulated for as much WEX as I can get. I ended up realising that since I'm tentatively rigging arena battles via exiting and reentering that I'm basically rigging the growths anyway so I figured I'd record a video to prove I'm not path tracing or RN burning rigging for this.
It's possible to kill the boss without any path tracing, Dieck crits once and Percival has to connect a 20% disp hit hand axe. However it costs 2 turns because I need to make sure Marcus isn't targeted by a Ballista on turn 7 EP, so I figured it isn't really worth it.
Since reinforcements start on turn 8, and the ones near the boss spawn regardless of if he's dead, I plugged the forts on turn 8 so turn 9 is empty.
serenesforest.net/forums/index.php?showtopic=43122 - Thread with rules
So we're now on the Ilia route. With one flier, this map is pretty annoying and hard to finish before the reinforcements spawn (which is typically my main goal on most maps). I ended up 9 turning.
The main strategy revolves around Thany clearing out the top half whilst Dieck clears out the bottom. However we have some problematic enemies, and trying to use multiple units to clear chokepoints is hard due to the large amount of forest and sea (with lack of fliers) . Fae tanks the Purge Bishop beacuse FE6 AI means the bishop prioritises her due to her low hp and doubling, even if she takes 0 damage. Dieck annihilates everything with some handaxes and feeds some kills to Fae who is down there anyway.
Thany meanwhile Javelin/Horsekillers everything to the North. I originally tried to get her to ferry Dieck across the gap and then Roy but the fact is with one flier, that many mages, a sleep bishop and an aggressive moving purge bishop they can't handle everything there and I can't get healers into position to restore and the like in time. It was just really messy. A lot of events are arranged out to get hits where I need it (although almost nothing is below a 70% on the map, even the boss!, DieckxThany support helping in that)
Everyone else sits in the arena. My own rules mean I can't give that much exp to anyone in particular but I give basically everyone a level, and more importantly, a lot of WEXP. My arena battles are manipulated for as much WEX as I can get. I ended up realising that since I'm tentatively rigging arena battles via exiting and reentering that I'm basically rigging the growths anyway so I figured I'd record a video to prove I'm not path tracing or RN burning rigging for this.
It's possible to kill the boss without any path tracing, Dieck crits once and Percival has to connect a 20% disp hit hand axe. However it costs 2 turns because I need to make sure Marcus isn't targeted by a Ballista on turn 7 EP, so I figured it isn't really worth it.
Since reinforcements start on turn 8, and the ones near the boss spawn regardless of if he's dead, I plugged the forts on turn 8 so turn 9 is empty.










