
FE6 Tutorial in 7 turns
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I rigged the first Archer miss because if Roy gets hit too much he will die. Bors's miss and the second Archer miss were coincidence. I think the movements are straightforward enough otherwise.
I doubt turns can be feasibly removed since even if I were to rig it so Roy crits Bors multiple times(Roy doubles Bors and deals 3 damage with his Rapier), he cannot reach Bors in less than 6 turns so this wouldn't actually save any.
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