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An Arrive map, meaning Ike doesn't need to be dragged all the way to the seize point. This is nice, but I think this playthrough has shown that Ike @ base stats (facing risk of death as early as chapter 1) isn't so hugely detrimental to turn count with good rescuedropping and careful positioning. Concerning that, we get Saviour skill in this map, which enables to carry Ike and others without skill/speed penalty, letting the carrier dish out accurate blows without getting doubled. Haar will probably get this, but Tanith should also be considered due to having received the Boots - but this would imply giving up Reinforce which could have situational use in the tough maps ahead (though I tend to find that reinforcements start in a position that prevents them from really distracting the enemies at the pace I play at).
So one mobile character needs to arrive. Tanith got the Boots, and with +4 defence from both of my Dracoshields and a Full Guard on, she's not the worst tank you could desire, probably comparable to an average Jill a player would have trained by this point. Tanith moves 11 squares, and she's 43 squares away from the Arrive point, so that means Reyson needs to be shoved on the first turn (when Tanith is still close enough to the others) and give Tanith extra 10-11 squares of movement. I can't exactly distract the numerous enemies close to the starting position so all that's left is rescuing Reyson afterwards (can't kill them because everybody is busy Shoving).
I found that crossing the river and placing Tanith just northwest of the forest is a perfect place, as this keeps the eastern Cavs away (they like to Canto right in front of her and clog up the space so that she can't simply kill one and continue moving northwest) and also baits the Myrmidons/SM to suicide unto Tanith (the SM is sometimes fast enough to not be doubled though), which tends to free up her progression on turn 2.
Tanith does face existent chances of death, but not too high I should think, and leaving her with a lance is probably the best choice against all the enemies she engages sans the Warrior (whom she can later finish off with a Silver Sword without taking a counter, opening the path to the Arrive square).
Now that leaves the question: what do the others do? Somebody should get the Saviour village, and since we don't want the enemies to stand in the way, a flier - Haar - is our best bet. He'll eat a ballista and some very minor chip damage from enemies on turn 1, but he should be able to survive unless really unlucky.
Besides the map objective and getting Saviour, I also kinda want to build up Rhys's staff rank. I want him to get to A rank staves/light magic (they share the same weapon type), after which I can get him to S rank for Ashera with a single Arms Scroll use. I promoted Mist earlier, leaving Rhys stuck with the unpromoted cap of C for staves for a while, so I need to hurry. Rhys spams Silence and Recover for some very needed staff WEXP and gets about halfway to A staves when the chapter ends.
We get three new characters here. Bastian is pretty much an improved slower Calill, but one that is actually faster with siege tomes due to his +4 strength. Lucia is in all ways to Stefan and will most likely not see any action in this challenge, but we'll see... we'll see what happens. Geoffrey is a much-awaited update to Titania/Kieran who have been contributing a lot from early to midgame, but the next chapter is a swamp so he doesn't get to see any action. Still, a third mounted unit with competent bases for combat (after Tanith and Haar) is a must. I guess you could count Ranulf with a Knight Ring as a fourth good mounted unit for 0% growths endgame? Dude needs to be whacked to transform on turn 2, though.
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