Gallian Crossfire - Marberry Shore Expert Skirmish (A Rank Full Clear)

  Рет қаралды 236

dainegai

dainegai

Күн бұрын

In which we rock the metaphorical boat. Also in which we clear a minefield in the best possible way.
This strategy is the first to feature prominently one of the Edy Skirmish Ace Weapons, which have been repurposed to have a particular gimmick with situational strategic value. The Earthquake, obtained from Jann's Challenge, has 777 Range, and causes everyone around the user (including the user) to be "shaken" as if hit by a mortar, knocking them out of crouching/crawling positions (if they don't "dodge" the attack); causes all units, whether or not they "dodged", to turn toward the user; and usually deals 1 HP of damage, unless the affected unit has high Defense (like an Ace, tank, or fixed structure). The fact that this affects allies is in fact unbelievably useful in this stage -- with a Level 19 Alicia, Valkyria can be proc'd both on Turn 1 and the first time on Turn 2 without excessive actions being spent preparing!
There are a few other key points regarding this strategy, mostly regarding proc'ing Valkyria. In Alicia's action in Turn 1, Country Bred must proc in order to delay the application of Stand Ready until after Alicia is hit by the sniper bullet, and Mysterious Body must not proc after shooting down the far Sniper with the Gallian-A20 -- only when these are the case does she have a chance to proc Valkyria off the Gatling Bunker. The Shocktroopers, turned by Largo's use of the Earthquake, should then be used to kill the Ace using interception fire to avoid the problem of his ridiculous evasion. Alicia clears a path for Rosie toward the western part of the mined section to have Rosie avoid interception fire from the Heavy Tank Gun, which normally would kill her before making it through. By proc'ing Valkyria off the Heavy Tank Gun when at full health, Alicia can have the two Tank Destroyers dealt with using the interception fire of the Invulnerable Guns, and capture the camp in the southwest before reinforcements arrive.
This attempt also features an on-the-spot strategy change, using Marina to take out the third Shocktrooper in Turn 1 and Hector team-attacking with Vyse to remove the Sniper. This made Knute obsolete -- my decision to use him to heal Rosie and have Rosie take out one of the Shocktroopers was probably not the best idea. But thankfully, I had my other Shocktroopers outfitted with the FoG 07 (chose Coby for Strengthen, just for added security), and this strategy leaves a good amount of breathing room in Turn 3, so the run wasn't lost.
(I'm just glad this stage didn't have a 15+ minute penalty in between unsuccessful attempts...)

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