What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
The Bargain Ring village is the only one in the series that immediately comes to mind for pain-in-the-ass villages, yeah. All the others have items that are more often than not just neat little extras that are nice to have, but won't seriously impact your playthrough in a noteworthy way.

Of course, applying that logic everywhere inevitably ends up costing you some promotion items and sweet, sweet permanent stat boosts, not to mention some genuinely good weapons (and sometimes THE WARP STAFF), so, y'know. General policy is to make sure to secure the villages before they get completely Brigandry'd. Given that, I'd say addressing the bandit problem on display here sooner rather than later would be for the best.
 
There is that one house in Engage Chapter 13 that is intended to be destroyed on Turn 1 enemy phase because it's completely on the other side of the map as your deployment area and, well, the bandit (who speaks on Turn 1 right before they go to destroy it) talks about looting and such. Oh, and this is one of Engage's rare fog of war maps and IIRC in Engage's Fog of War you can not enter any obscured tile - it must be made visible to enter/cross.

But if you are sufficiently determined enough and set up an incredibly complex warp chain with what I think might be the only warp staff you have available at that point - using all 5 of its charges and pretty much every unit's actions in various positioning/position altering skills/trading the warp staff around (not to mention classes that can use warp staves) to keep the chain going - you can just barely get a flier far enough across the map to use an Obstruct staff to place an obstacle on the house's tile to keep the bandit out that turn. Then - and keep in mind this places this flier deep in enemy territory - if you survive you can get that flier to the house on Turn 2.

Or if you get the DLC I think that gives you access to some skills that, again with a similar chain, allow you to get the flier to the house on turn 1 player phase.

And your reward for all this? an Elixir
 
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There is that one house in Engage Chapter 13 that is intended to be destroyed on Turn 1 enemy phase because it's completely on the other side of the map as your deployment area and, well, the bandit (who speaks on Turn 1 right before they go to destroy it) talks about looting and such. Oh, and this is one of Engage's rare fog of war maps and IIRC in Engage's Fog of War you can not enter any obscured tile - it must be made visible to enter/cross.

But if you are sufficiently determined enough and set up an incredibly complex warp chain with what I think might be the only warp staff you have available at that point - using all 5 of its charges and pretty much every unit's actions in various positioning/position altering skills/trading the warp staff around (not to mention classes that can use warp staves) to keep the chain going - you can just barely get a flier far enough across the map to use an Obstruct staff to place an obstacle on the house's tile to keep the bandit out that turn. Then - and keep in mind this places this flier deep in enemy territory - if you survive you can get that flier to the house on Turn 2.

Or if you get the DLC I think that gives you access to some skills that, again with a similar chain, allow you to get the flier to the house on turn 1 player phase.

And your reward for all this? an Elixir

"How the fuck did you get here? I was supposed to be the glorious sacrifice to warn you of the danger?"

"Well, I don't have some legendary treasure, though by the Laws of the universe, I have to give you something. Here, have a bottle of my finest potion and Fuck right off while I contemplate my lack of purpose in life"
 
We should probably get to voting.

[X] Plan Shock Cavalry and Awe
-[X] Ryza will use bolting to keep the enemy main camp busy. Belle, Kelton, and Alejandro's group will protect Ryza, act as an emergency reserve if any friendly group gets into trouble, and guard the path of retreat down the road.
-[X] Artemis will lead the friendly cavalry except for Count Sobeski's group on a raid of the enemy's siege engines and probable engineers in Group 4.
-[X] Count Sobeski and the pegasus knights will pin down the enemy cavalry of Group 2 while friendly infantry not guarding Ryza engages them, in a hammer and anvil approach. They don't need to defeat the enemy cavalry, just keep them busy so they cannot reinforce Group 4.
-[X] If things go well, and the main enemy camp proves unable to reinforce effectively, Artemis' group can reinforce Count Sobeski and the Infantry and then move on to the enemy in Group 3.
-[X] If the enemy wyverns engage a friendly group, the pegasus knights will disengage from their fight and move to the friendly group to assist.
-[X] If Ryza's group is engaged, she will cease bolting to defend herself, shifting as needed.
-[X] When the enemy siege engines and accompanying men are eliminated, Artemis will sound an orderly retreat up the road.
 
[X] plan: big thing that hits hard
[X] plan: rapid intervention

Approval voting.
 
[X] plan: big thing that hits hard
[X] plan: rapid intervention
 
Two-day heads up
Adhoc vote count started by SoaringHawk218 on Oct 16, 2023 at 7:07 PM, finished with 67 posts and 9 votes.

  • [X] Plan Rapid Intervention
    -[X] Secondary Objectives: Minimize civilian and friendly casualties, clear the skies, scatter the siege equipment.
    -[X] Cavalry: Charge the Imperial cavalry before they can react to our presence.
    --[X] Ryza: Strike the enemy cavalry with Bolting shortly before allied cavalry reach them, to distract them and disrupt any counter-charge. (Aim for the middle of the group, obviously.)
    -[X] Remaining infantry: Approach the village, both to interrupt looting operations and to take cover from aerial hostiles.
    -[X] Pegasus knights and Ryza: Move to take out the Wyvern Riders after Ryza finishes casting Bolting.
    --[X] This should go without saying, but Ryza is to use Arcthunder for this part, not Bolting.
    --[X] Do NOT chase the wyverns into enemy archer range.
    [X] Plan Big Thing that Hits Hard
    -[X] Secondary Objectives: Minimize civilian and friendly casualties, clear the skies, scatter the siege equipment.
    -[X] Cavalry: Charge the Imperial cavalry before they can react to our presence.
    --[X] Ryza: Strike the enemy cavalry with Bolting shortly before allied cavalry reach them, to distract them and disrupt any counter-charge. (Aim for the middle of the group, obviously.)
    -[X] Remaining infantry: Approach the village, both to interrupt looting operations and to take cover from aerial hostiles.
    -[X] Pegasus knights: Be ready to intercept wyvern riders once they move to intercept one of the other groups of soldiers.
    --[X] Do NOT chase the wyverns into enemy archer range.
    [X] Plan Shock Cavalry and Awe
    -[X] Ryza will use bolting to keep the enemy main camp busy. Belle, Kelton, and Alejandro's group will protect Ryza, act as an emergency reserve if any friendly group gets into trouble, and guard the path of retreat down the road.
    -[X] Artemis will lead the friendly cavalry except for Count Sobeski's group on a raid of the enemy's siege engines and probable engineers in Group 4.
    -[X] Count Sobeski and the pegasus knights will pin down the enemy cavalry of Group 2 while friendly infantry not guarding Ryza engages them, in a hammer and anvil approach. They don't need to defeat the enemy cavalry, just keep them busy so they cannot reinforce Group 4.
    -[X] If things go well, and the main enemy camp proves unable to reinforce effectively, Artemis' group can reinforce Count Sobeski and the Infantry and then move on to the enemy in Group 3.
    -[X] If the enemy wyverns engage a friendly group, the pegasus knights will disengage from their fight and move to the friendly group to assist.
    -[X] If Ryza's group is engaged, she will cease bolting to defend herself, shifting as needed.
    -[X] When the enemy siege engines and accompanying men are eliminated, Artemis will sound an orderly retreat up the road.


With two days to go, currently Rapid Intervention's in the lead.
 
Vote closed
Scheduled vote count started by SoaringHawk218 on Oct 11, 2023 at 8:40 PM, finished with 73 posts and 14 votes.

  • [X] Plan Rapid Intervention
    -[X] Secondary Objectives: Minimize civilian and friendly casualties, clear the skies, scatter the siege equipment.
    -[X] Cavalry: Charge the Imperial cavalry before they can react to our presence.
    --[X] Ryza: Strike the enemy cavalry with Bolting shortly before allied cavalry reach them, to distract them and disrupt any counter-charge. (Aim for the middle of the group, obviously.)
    -[X] Remaining infantry: Approach the village, both to interrupt looting operations and to take cover from aerial hostiles.
    -[X] Pegasus knights and Ryza: Move to take out the Wyvern Riders after Ryza finishes casting Bolting.
    --[X] This should go without saying, but Ryza is to use Arcthunder for this part, not Bolting.
    --[X] Do NOT chase the wyverns into enemy archer range.
    [X] Plan Big Thing that Hits Hard
    -[X] Secondary Objectives: Minimize civilian and friendly casualties, clear the skies, scatter the siege equipment.
    -[X] Cavalry: Charge the Imperial cavalry before they can react to our presence.
    --[X] Ryza: Strike the enemy cavalry with Bolting shortly before allied cavalry reach them, to distract them and disrupt any counter-charge. (Aim for the middle of the group, obviously.)
    -[X] Remaining infantry: Approach the village, both to interrupt looting operations and to take cover from aerial hostiles.
    -[X] Pegasus knights: Be ready to intercept wyvern riders once they move to intercept one of the other groups of soldiers.
    --[X] Do NOT chase the wyverns into enemy archer range.
    [X] Plan Shock Cavalry and Awe
    -[X] Ryza will use bolting to keep the enemy main camp busy. Belle, Kelton, and Alejandro's group will protect Ryza, act as an emergency reserve if any friendly group gets into trouble, and guard the path of retreat down the road.
    -[X] Artemis will lead the friendly cavalry except for Count Sobeski's group on a raid of the enemy's siege engines and probable engineers in Group 4.
    -[X] Count Sobeski and the pegasus knights will pin down the enemy cavalry of Group 2 while friendly infantry not guarding Ryza engages them, in a hammer and anvil approach. They don't need to defeat the enemy cavalry, just keep them busy so they cannot reinforce Group 4.
    -[X] If things go well, and the main enemy camp proves unable to reinforce effectively, Artemis' group can reinforce Count Sobeski and the Infantry and then move on to the enemy in Group 3.
    -[X] If the enemy wyverns engage a friendly group, the pegasus knights will disengage from their fight and move to the friendly group to assist.
    -[X] If Ryza's group is engaged, she will cease bolting to defend herself, shifting as needed.
    -[X] When the enemy siege engines and accompanying men are eliminated, Artemis will sound an orderly retreat up the road.

EDIT: Alright, plan Rapid Intervention seems to have won pretty decisively.
EDIT 2: Things are going well so far, rolling for a few responses to your incursion: 1 is Imperial Infantry, 2 is Imperial Camp, 3 is Starhelm
EDIT 3: Well, people are sure on the ball...
SoaringHawk218 threw 3 20-faced dice. Reason: Responses Total: 55
15 15 20 20 20 20
SoaringHawk218 threw 4 6-faced dice. Reason: Reinforcements (2 Imp, 2 Star) Total: 10
1 1 3 3 5 5 1 1
 
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Yeah, at the end of the day, the Siege Train is something I'd like to hit, but actually doing so without walking into a beartrap would be tricky.

That being said, my head kind of checked out with how nasty this battlespace was, so...
 
Mistake Correction
I was reading back over my post, and I just realized that there was one other character I forgot: Phoebe the Cavalier.

Phoebe (Level 3 Cavalier: Steel Sword, Iron Lance, Cavalry)

Since she has a clear place to slot into the plan (with the rest of the cavalry) I'm thinking of just putting her in and going from there. If people really want to make a change, we'll work something out, but after recent delays I kind of want to get back into things.
 
Yeah, each of the individual groups seem just beefy enough that I was dissuaded from my initial instinct to split the party to pursue the village and siege engines simultaneously. So it became one or the other in my mind and we started talking about villages in Fire Emblem so I ended up leaning that way.

The equipment seems to me to be less important than its personnel though. Presumably the equipment gets wiped out/captured once our main army arrives unless they manage to turn it all around and leave the field with it before they get here. I don't know if they can turn that whole operation around quickly enough.
 
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