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Fire Emblem Three Houses Insurmountable

"Every bit Edelgard works to reorganize the ground forces afterwards merging with alliance troops, she receives and urgent bulletin from Duke Goneril, whose forces guard Fódlan's Locket"
—Opening Narration

Insurmountable is Edelgard's Paralogue in Burn down Emblem: Three Houses. This chapter takes place in Fódlan's Throat, and is only bachelor on the Cherry Flower route after chirapsia Affiliate fourteen.

Story

Initial enemies

  • Nader
  • 3x Warrior
  • 3x Sniper
  • 6x Bow Knight
  • 2x Mortal Savant
  • 4x Wyvern Rider
  • 4x Wyvern Lord
  • 3x Giant Bird

Reinforcements

On Normal:

  • 4x Wyvern Rider (plow 4)
  • 2x Wyvern Rider (turn 6)
  • 2x Wyvern Rider (turn 8)
  • etc...

On Hard/Maddening:

  • 2x Wyvern Riders from the due north-east and south-east corners of the map, every turn

Items

  • Silver Shield (northern sniper)
  • Goddess Icon (bow knight, must be stolen)
  • Energy Drop (wyvern lord, must be stolen)
  • Seraph Robe (wyvern lord, must be stolen)
  • Aurora Shield (Nader, must be stolen)

Battalions

  • Holst's Chosen

Strategy

Secret Book (Artwork).png

Subjective: The following role of this article is based upon the editor'due south personal experiences and opinions, and therefore may not exist applicable for all readers.

This is i of the near difficult paralogues to defeat using conventional strategies, particularly on the higher difficulties. Almyra has read the strategy guide that Wyvern Lords and Bow Knights are very skilful, so if yous hold dorsum and defend, you'll have to deal with an onslaught of units with absolutely massive threat range, making it very difficult to safely position your units. As usual, fliers are very useful for maneuvering quickly around this gap and forest filled map if y'all choose to endeavour to defeat everything, but exist ready with the "Dismount" control if there's a Bow Knight in range of where the flier ends up, which there probably will be.

Some allied Goneril soldiers dot the map at the beginning of the mission, merely their presence is meaningless as they immediately withdraw before turn i.

The weakness in the Almyran ground forces lies in their lack of weapon diverseness. Aside from a couple of tome users, all of their units use either axes or bows. Bringing sword-wielding units with Axebreaker and tome users with Bowbreaker significantly reduces their threat potential. Bringing some archers is also a solid answer to the sheer number of flying units on this map. Putting a high avoid unit of measurement (Ferdinand is a good candidate for this) with an Evasion Band, Alert Stance, and/or Sword Avert +twenty in a thicket effectively ties up dozens of enemy units, while the rest of the army can maneuver around enemy clumps to kill off stragglers. Having a strong unit or ii guarding the entrance is even so useful for picking off the occasional wyvern passenger that tries to make a dash for the objective.

3 units with stat boosters dot the sides of the map, and only characters with the Steal ability tin can grab them. Killing two of these units stops one-half the wyvern reinforcements from spawning. Killing the wyvern lord with the energy driblet and the wyvern lord with the seraph robe halts the reinforcements from the northeast and due south-east, respectively. After stemming the menstruation of wyvern riders, mopping up the balance of the enemy forcefulness is like shooting fish in a barrel in comparing. Nader himself is unremarkable for a boss unit of measurement: while he is on a healing tile, he is hampered by the forests surrounding him compounding his axe class's inherent inaccuracy, and sufficiently speedy thieves tin steal his Aurora Shield off of him. Equally he doesn't move, and only has ane-ii range, any character with iii range or more can attack him without fear of retaliation.

If yous're okay with missing out on the items to steal, a more sanity-preserving way to win is just to immediately endeavour to consummate the objective of defeating Nader rather than withstanding the onslaught. Nader is a concrete defense tank, simply his magic defense is very bad. The safest and easiest way is to motion upwards to the center of the map using Step on turn 1, then get for a plough 2 victory with a long-range magic user and another Stride use. Warlock Dorothea with 2 Meteors and a Dancer to let her Falling star twice on plow 2 is probably the safest fashion. Hanneman also packs Meteor if you've congenital him but not Dorothea. If yous want to get up-close and personal, Linhardt's Warp spell on plough 2 tin can help a Pace'd mage also get in range of Nader (Lysithea as well, if you recruited her). If you're set on stealing the Aurora Shield, Warp can also exist used on a thief to ready that steal earlier raining magical flaming rocks on Nader.

Fire Emblem Three Houses Insurmountable,

Source: https://fireemblem.fandom.com/wiki/Insurmountable

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