More FE6 notes in which I ramble far too much. The playthrough is done!
Battle in Bulgar (7 resets)
Roy, Astohl, Cath, Raigh, Shanna, Ward, Geese, Gonzales, Oujay, Bors, Barth, Miredy, Noah, Fir, Larum. Level ~16.
No healer again, ack. Good thing I stole those elixirs. (I steal one more from the frontmost Nomad Trooper on this map, too.)
The initial part of the map isn't too bad; there are some nomads (including a trooper), but I know how to fight 'em by now; Miredy with the Delphi Shield takes out the ones in the west and a combined force led by Oujay's offence takes out the rest; the armours and Noah can also tank them reasonably. A bunch of wyverns show up during this; Gonzales hops on a forest to handle the ones in the west, and a combination of axemen, Wyrmslayer, and Raigh deals with the ones in the east. On turn 8 a bunch more nomads and wyverns reinforce, and being ready for this is key, but similar tactics apply. Also during this, I bait out the Sleep Staff user (mobile) from inside the city, pulling him southward. I try to get him to target Raigh who he's got unreliable accuracy on, and Geese ends up as an unrestorable victim as well.
The trickiest part of the fight comes on turn 12 onwards where the main door opens and a bunch of sword-users (including swordmasters with their crit), nomads, and mages stream out. I kite and retreat during this, but more nomads and wyverns show up as reinforcements during this process, which complicates matters! Eventually, the winning strategy proves to be to, after taking out the frontmost waves from the city (the former sleep staff sage with Raigh, a few myrms with my lance-users), to annihilate all the mages in the group with Bors and Barth and one other unit (whom I can rescue away using Noah or Shanna). Then, Bors and Barth can tank a nearly endless number of nomads and swordmasters. Miredy does pretty well too, but her defence isn't as good so the swordmasters are still quite scary to her. One of the myrms has a lancereaver and this is a pain, and a later one comes out from the city with an armourslayer, but by the time he can be a problem I've killed enough of the key dangerous units (the nomad trooper and both swordmasters) that other team members can safely swoop in. Bors and Barth hit Level 20!
Whew! Once that's done the inside of the city if routine and easy... until the boss. A 23-speed swordmaster with FE6 boss evade bonuses. *cries* Fortunately, Larum brought in some spare promotion items, and I promote Barth. Who can now null the boss's damage at melee range, and eventually takes him down with a Slim Lance (for maximum hit). Yes.
Reached Level 20: Barth (promoted), Bors, Zeiss
The Silver Wolf (5 resets)
Roy, Cath, Sophia, Hugh, Fae, Alan, Dieck, Dorothy, Saul, Clarine, Ellen, Wendy, Thea. Level 16-17.
Even more than Laws of Sacae, the hardest part of this fight is the very start. Bolting mages. Mobile Bolting mages. Mobile Bolting mages on a fog map. Mobile Bolting mages on a fog map who are hidden in an unreachable courtyard so they're almost impossible to kill even once you figure out where they are. whyyyyy.
Okay so. There's a bunch of axe users who charge in immediately. Sword-users can bait them out of course, but uh Bolting combines with almost anything else to 2HKO my sword-users. The key, I realize, is that the two centremost squares that are just inside your starting room can be used to bait the axedudes while keeping just outside of turn 1 Bolting range (not that you can reasonably know this without trial and error or a detailed enemy map). I place two other bait units beside them who DO draw the Bolting mages forward. After drawing forward the axe-users and killing some with Killing Edges, I then charge forward on the next turn to wipe the remaining axe-users out.
Now, here's the key part. The Bolting mages 2HKO almost anyone. So how do you deal with that? Well, if you have a bait unit exactly 10 squares from their special snowflake hidden courtyard, the first bolting mage will go for your bait unit, and the second Bolting mage won't be able to get within 10 squares to follow up. Some trial and error teaches me that they'll go for Hugh (doing his max HP minus 1) as the bait unit, so he assumes that position. Cath can't advance yet, since she's OHKOed.
Oh yeah and during all this there's a Berserk Staff user from a DIFFERENT hidden courtyard, because of course there is. Fortunately I have Restore this time. Also for some reason he usually goes for Niime anyway, whom he usually misses.
I can, it turns out, kill the Bolting mages, because on turn 3 Dayan shows up to be recruited by Roy. I can trade him a Longbow and Dayan then 2RKOs the Bolting mage, who he can just reach. Of course there are OTHER unreachable mages who will Physic him! Of course. But I eventually learn that Niime can (with some luck) hit the Bolting sage with ECLIPSE (10-hit HP-1, actual hit goes a bit over 50 due to Niime's high skill against the mage's bad evade, plus WTA). Followup with Longbow, profit.
I have little to say about the rest of the map. There are some ballistas to worry about (on an indoor map, WTF) but since Bolting is gone by this point and they don't OHKO Cath or my one flier (who has the Delphi Shield of course) it's not a big deal; I even bait one of them away from his ballista. I grab all the treasure and the boss's Red Gem. Fae breaks her weapon on this map (reaching Level 19), including chipping down the boss for Alan to finish.
Reached Level 20: Alan, Dieck
Became unable to gain exp: Fae (Level 19, no weapon remaining)
The Bow of the Winds (4 resets)
Roy, Cath, Chad, Astohl, Clarine, Rutger, Fir, Noah, Lance, Wolt, Lott, Thea, Sophia, Larum. Level ~17.
Another map where the worst part by far is the start. The game decides that some artificial challenge is in order, and what better way to do that than by separating your forces into three separate groups despite there being no plot justification for it? Don't do this, games.
One group in the northwest gets bumrushed by Nomads. For this job I tap Noah, Fir, and Larum; Noah can somewhat (but not indefinitely) tank Nomads at a bridge chokepoint and respond with a javelin, Fir can double them with her Wo Dao, and Larum adds to my offence when necessary. I'm even able to bait some nomads to cross the river and into Fir's waiting arms. While tricky this is not the problem.
The east contains the problems. There are three wyverns which may fly north or south, I eventually bait them to mostly flying north (where Wyrmslayer Rutger waits), except for one who charges with its javelin towards Wolt in the south. A wyvern lord near the centre and a nomad trooper in the south both head towards Wolt's group as well; Wolt and Lott combine to take the wyvern lord, but I have to be careful (and missing is uh bad). Then I run from the nomad. Into the range of berserk.
Oh yeah, did I mention that? There's a Druid mini-boss in the east with Berserk. So I have to kite that, as my only healer is Clarine, who is in the northeast (I do try to have Sophia, also in the northeast to bait out one use turn 1). But as I try to escape the Nomad, that's not an option, and Lott gets berserked. This proves surprisingly harmless since he ineffectively flails at Astohl. Killing the Nomad Trooper is the tricky part but I'm able to rejoin with the northern group and do it. I'm never able to safely Restore Lott, but it doesn't really matter in the end. Finally, the east group is able to join up with the Noah/Fir group in the west, where Thea is able to bait the sleep staff from a second druid mini-boss from a spot on the river due north of him and other units are able to safely bait over more Nomads.
The bosses? There are six, all with identical portraits (both to each other and to the one previous Sacaen boss in Chapter 18) because they're all Sacaen I guess? Kinda racist there FE6. Anyway three of them are Nomad Troopers who start with a bow out; I fight them at melee and rescue so they don't switch to their sword which has crit. They have hella evade but Rutger has loads of hit and is able to eventually bring him down. I seize with Roy at the start of the turn which brings out some reinforcements, I'm able to kill them all though. The second boss is a Druid; though they hit hard they have no crit and much less speed/avoid so are actually a fair bit easier. The second gate I seize is the one which ends the fight, thank you glorious RNG.
Reached Level 20: Clarine (promoted), Fir (promoted), Noah, Rutger
The Binding BladeRoy, Astohl, Oujay, Wendy, Gonzales, Geese, Lott, Ward, Ellen, Saul, Dorothy, Sue, Shin, Shanna, Thea, Treck, Lugh, Hugh. Level 18-19.
Murdock's map! This map has a reputation of being pretty tough, and with good reason. But Murdock doesn't want you to know this one trick that will win it for you!
Actually I'm pretty lucky and get a fairly strong team for this map: two mages who can use Aircalibur (well Hugh unlocks it midfight but ehhh), three archers, and four axe-users. These aren't always positives, but with the enemy makeup here, it is. The map overwhelmingly consists of wyverns; I fight over 60 of 'em. As well as a dozen lance-using paladins. And not one of them uses an axereaver.
To the east, I send Shin, Sue, and Lugh, who between them can kill wyverns pretty good. Unshockingly they promote after not too much time. Treck, Lott, Ward, and the pegasus knights go with them, but they're much less effective. Nobody here can tank wyverns for that long (Treck comes closest), but the sheer offensive blitzing is good enough.
To the south, I send various other PCs. The only thing you really need to know is this. Gonzales can climb on peaks, which give +40 avoid. He gets a further +10 from WTA on lances, which basically everyone has. And then... hardly anything can hit him. So his job is to intercept almost any enemies. He doesn't reliably hit but he can distract like a champ. I let a few deliberately sneak past by baiting them with other units, but this is just so Gonzales doesn't get all the exp. He still gets a crapton, promoting and then reaching Level _10_ by the time the map ends. Otherwise, Dorothy snags some kills in this group, being an archer, as does Oujay, being generally good, and Wendy is decent enough at baiting and surviving some enemies who get past.
That's really the meat of the fight, although it takes a while, especially Gonzales's group. And there's a 30 turn limit to worry about for this fight to unlock the side-chapter, and it definitely matters! Approaching the Shrine of Seals itself is relatively tricky; there are two tough manaketes (Oujay's Wyrmslayer does good, his high luck nulls their crit, Lugh helps) and big swarms of wyverns appear (8 a turn 3 turns in a row, plus another 5 led by Gale, who has a Spear) at this point, but again the same basic groups (including a now promoted Geese, who can do similar things to Gonzales) do their things, with Hugh promoting and also snagging some high-offence wyvern-killing of his own.
Meanwhile, Oujay, Lugh, Astohl, and Roy lead a charge around the far side of the Shrine, away from the wyverns, trying to reach the boss before the time limit. The shrine includes a sage with Bolting, so Lugh provides healing. Astohl also needs to steal the Knight Crest from Murdock (after Sue arrives to rescue him safely). Promoted Oujay can fight Murdock very safely with his Armourslayer, Murdock having a Tomahawk means the Armourslayer claims WTA, and Oujay's hit against him is actually... ~70! Pretty sure that's the highest hit I've seen against a boss so far. Roy seizes on turn 29.
Also in this map, I buy all the remaining promotion items I'll need, after having sold a bunch of superfluous stuff (obviously things like stat boosters and gems, but also higher-value items like blades, some reavers, the overkill-healing Recover staves, etc.) There are still two more I have yet to get, which are stolen from Zephiel and Brunnya.
This is the first map where I know there are several PCs I will never use again due to hitting decently high (like uh 3+) promoted levels. As it turns out I never end up using Barth again either, though.
Reached Level 20: Astohl, Dorothy, Geese, Gonzales, Hugh, Lugh, Oujay, Shanna, Shin, Sue. All promote except Astohl.
The Silencing Darkness (4 resets)
Roy, Wendy, Lott, Ward, Thea, Wolt, Ellen, Lilina, Raigh, Larum. Level ~19.
I'm kinda embarrassed at the reset count here because this map is really not that hard. But it has darkness and I make multiple stupid mistakes.
The start is probably the hardest, as you're rushed by a hero, sniper, and two myrmidons from each side, some of whom have special weapons. After some experiments I decide the best thing to do is charge everyone to the left to take out the first group (which includes a brave sword hero who can puree most of my army and has good speed/evade, Lilina + Larum is a great combo against him though), then meet the group from the right as they come to me. After that I stay together as a group and move slowly around the map. Lilina and Raigh both promote quickly which gives me two more healers, which is nice.
A lot of enemies don't move, which makes the map mostly simpler than it probably should be. There are also a bunch of traps which either do 10 damage or, in the case of spikes, 10-YourDefence damage, which is largely laughable, except the one time I forget about them and the tiny bit they do makes the difference in killing me. >_<
There is treasure which randomly contains either elixirs or manaketes. I open four of the six chests total, one on the very final turn after killing the boss so I don't have to kill the manakete that pops out. Manaketes are kinda badass but I do have two mages which goes a long way. Lilina is definitely MVP in this fight.
The boss has Nosferatu, always a pain. Wendy with her Lilina support can dodge, double, and do decent damage, though it takes some luck with him missing of course. I deliberately hold Larum back a bit so she doesn't reach Level 20 and I can use her next map.
Reached Level 20: Everyone except Larum, i.e. Roy, Ellen, Lilina, Lott, Raigh, Thea, Ward, Wendy, Wolt. All except Lott promote, because I don't have the final Hero Crest yet... I'll get that next map.
The Neverending Dream (2 resets)
Roy, Chad, Cath, Dieck, Rutger, Shanna, Miredy, Zeiss, Lance, Noah, Treck, Sophia, Saul, Larum. Level ~20.
Most of the characters picked for this map are either Level 20 or Level 1 promoted with 0 exp (I have a lot of them, I use dicerolls to choose which ones get to join in). Within a few turns everyone is promoted except the thieves, Larum, Lott, and Saul. I decide to use my second-to-last Guiding Ring on Sophia rather than Saul because I really want a healer on each side. Sophia goes with the smaller group in the west, which includes Chad, Noah, Treck, Sue, and Rutger. They kite the Berserk Staff from the central Druid on turns 1-3 (no Restore on this side), then head up towards the treasure and the western switch.
Meanwhile, in the east, Miredy and Zeiss are fearsome, Saul can heal (including Berserk on the first three turns, then Sleep from a bishop reinforcement in the north later), Roy/Lance/Dieck/Shanna are all solid too. Miredy and Zeiss use swords to kill the Brave Axe Hero guarding the east switch. I don't really have any problems here. Cath grabs the treasure and then the whole group starts heading towards Zephiel's throne room.
One of the more frustrating sections of the map comes when Noah, Treck, and Sophia need to kill the Brave Sword Hero. Shouldn't be too bad, except a reinforcement Bishop shows up who can Physic him, and is so far away from any of my units at the time I decide not to hunt him down. So I have to abuse the fact that Physic isn't used until the hero falls below half health then get some luck actually hitting him, since he's pretty dodgy. With that done, I open the throne room on turn 26.
The throne room is by far the hardest part of the map. I'd mostly rolled it until now but things are serious. The second enemy phase after it's opened sees a bunch of ninja reinforcements from inside the room. The solution is to bait the heroes out the turn I open the door, finish them off on player phase and rescue people away to bait out the next closest enemies, which are the Druids. And from there, sweep in and kill the Druids, the Manaketes, the Sniper and Bishop, and the Hero and Berserk who showed up as the near reinforcements, while being wary of the Sniper and Bishop reinforcements heading down. Then kill them next turn and move as quickly as possible to COVER THE STAIRS (this makes so much sense, FE6) to prevent more reinforcements which arrive every 3 turns.
Zephiel. Oh dear. Well first off, Cath steals his Hero Crest and Lott uses it to promote, rescue her away. Then, actually killing Zephiel. He has 15 crit, which is non-zero on a lot of people, as well as high defencees, no weaknesses, lots of evade, etc., you know how this works. My best unit for the job turns out to be a Level 5 Dieck, who, with Shanna and Lott nearby for C supports, nulls the crit and manages decent accuracy (45% chance of doing 7 damage x2 with a Silver Sword). Zephiel meanwhile regens 7 a turn. I have Saul heal Dieck twice per turn since he's 2HKOed (Larum helps), rescue him with Lott/Shanna, repeat for a while. ALSO complicating matters during this is that 8 reinforcements enter the main doors at this point and I can't kill Zephiel before they reach me, so I have to deal with them without letting up on my Zephiel-killing strats or exposing the stairwells (Miredy and Zeiss are the most important for this). On the winning run I'm able to bait one of the groups towards Noah and Treck's group instead, who pick off the Sniper and Druid in turn through the walls before engaging with the Heroes.
Zephiel falls eventually. At 39 turns this is the longest fight in the game for me. I deliberately prevent Cath from reaching Level 20 so I can use her next map, and deliberately use Sue very little, because I know I'll want a good archer for Chapter 24.
Reached Level 20: Everyone except Cath, i.e. Chad, Lance (promoted), Larum, Miredy (promoted), Sophia (promoted), Saul, Treck (promoted).
The Ghost of Bern (11 resets)
Roy, Cath, Marcus, Zealot, Echidna, Garret, Klein, Fir, Alan, Bors, Ward, Lott, Wolt, Saul, Clarine, Hugh. Level 1 promoted, except Roy who is about 3.
One last tough map. It's not an easy map normally, but here the complication is as follows: Marcus, Zealot, Echidna, Garret, and Klein have joined. All of them (but especially Marcus/Zealot) have bad stats for their level. And I really, really want to get them some exp, because otherwise I'll have to use them in the next map as well, which only has 8 free deployment slots!
At the start of the map, I bait out some wyverns from both the north and the west. And then... the fun begins. There are three ballistas on this map, all are on islands I can't reach because I don't have a flier. Two have ridiculous range, one (that can only reach the east) has a minor crit rate. The long-range ones 2HKO Klein, Marcus, most mages... and a couple wyverns do move after them so if say Zealot is almost 2HKOed they can finish him off.
Key strategies include Ward and Lott rocking bows now to do some accurate chip on wyverns (Klein can KO lords with a Silver Bow once they do this, which is great), Bors rescuing Klein in a pinch, and Clarine acting as the best bait by standing on a forest where she has over 80 avoid but low enough defence that lots of wyverns go after her. In the east, Garret does his berserker thing and gets on a mountain to bait a spear-using wyvern lord.
All 11 resets are basically due to something going wrong at this point (the ballistas really make a mess of things), and I'd have had fewer if I wasn't trying so hard to get the prepromos some kills, but that's life.
The later stages of the map are largely easier. Sure, there's a lot of status staves, but both Clarine and Saul bring Restore. Most of the enemies actually near Brunnya don't move (at least until she runs out of Bolting) which makes them relatively easy to pick off, except that Brunnya has Bolting and that OHKOs some people, crits a few, and doubles a few more, any of these are terrible. But being mindful of that it's not too bad.
In other notes, Karel mostly just goes shopping (only thing he buys that ends up mattering is extra Light Brands) Cath steals a Blue Gem and the last Guiding Ring from Brunnya (which also gets her to Level 20), Saul finally promotes (that's everyone!) and Roy duels Brunnya because almost nobody else in my army can in a sane amount of time, Binding Blade to the rescue.
Reached Level 20: Cath
The Truth of the LegendRoy, Fae (grr), Fir w/ Durandal, Bors w/ Maltet, Lott w/ Armads, Sue w/ Mulagir, Alan, Thea, Igrene, Saul. Level 1-2 promoted, except Roy who is about 5.
Well, here we go. Mission to level the prepromos was, as you see, a successful one. Fir, Bors, Alan, and Lott didn't get much exp on the last map so they carry over, but that's fine. This map is boring but easy, little more than a victory lap at this point.
Manaketes are kinda scary for my underlevelled people, they have 13-15 crit so unsupported PCs have to watch for that (it's a big problem for Lott in particular) and physical PCs who don't hit weakness on them do almost no damage. Roy meanwhile spends most of his time just seizing thrones. Almost all the heavy lifting in this chapter is done by Fir (who gains luck in her first level to null their crit, uses Wyrmslayer and Durandal) and Sue (ORKOs without triggering counters), with Alan a notable third (Wyrmslayer does good work, though doesn't ORKO) and Lott occasionally snagging finishers. Bors also just laughs at manaketes with his high luck and defence, and a legendary weapon of his own, but his job is to hold the back line so the reinforcements don't get to anyone squishy. Fae can't do anything in this map besides carry things, great design there.
Jahn is the worst boss in the game (1 range immobile and weak to the divine weapons).
Beyond the DarknessAnd Idunn isn't much better. Fir and Sue take out a manakete each, Roy 2HKOs with the Binding Blade (or would, but 6% crit kicks in and it's a OHKO), that's that.
Final levels obviously varied, Fir/Sue/Roy were all around 7 as the highest. Gonzales is still the highest overall at 10!
Character data, battles/kills/times died. Of course, kills are mostly proportional to how low a level someone started at. Note Gonzales at #1 for kills, entirely due to Chapter 21. Roy had the most battles of course, because he's in every fight, but because I didn't want him gaining much exp per fight a lot of what he did was chipping for others.
Gonzales 135/69/0
Lance 131/45/1
Lugh 106/45/0
Fir 87/45/1
Alan 118/43/2
Sue 104/43/0
Wolt 100/42/1
Roy 180/41/5
Shanna 110/41/2
Wendy 108/41/1
Ward 105/40/1
Sophia 79/40/0
Lott 115/39/0
Dieck 104/38/1
Dorothy 85/37/1
Lilina 79/37/1
Treck 99/35/0
Shin 85/35/1
Oujay 77/34/0
Rutger 93/33/1
Noah 118/31/1
Thea 52/27/1
Zeiss 97/26/1
Chad 86/26/1
Miredy 73/26/1
Barth 85/22/0
Geese 58/21/0
Raigh 54/21/2
Cath 54/20/1
Fae 52/18/1
Hugh 31/15/2
Astohl 70/8/1
Marcus 13/5/0
Klein 11/5/1
Zealot 9/5/4
Clarine 20/4/2
Garret 17/3/0
Igrene 10/3/0
Echidna 10/2/1
Douglas 12/1/0
Cecilia 11/1/0
Percival 6/1/0
Ellen 8/1/0
Dayan 7/1/0
Yodel 2/1/0
Karel 2/1/0
Saul 1/1/0
Larum 20/0/1
Niime 2/0/0Chapter turn counts:
Chapter 1-8x: 9 9 13 9 11 16 14 25 21
Chapter 9-12x (Echidna route): 18 19 14 19 24
Chapter 13-14x: 24 24 32
Chapter 15-16x: 21 33 34
Chapter 17-20x (Sacae route): 20 32 20 18 26
Chapter 21-21x: 30 31
Chapter 22-25: 39 22 30 2
Ranks: B in Tactics, Funds, Combat. A in Survival, Exp, Power. Survival was a rule for the challenge and Exp/Power are basically "spread your exp more" which I was of course amazing at.
How happy I was to get each PC in my party: A star indicates a character who was at least somewhat RNG-screwed, I didn't track this religiously (and in particular don't actively remember any PCs being RNG-blessed, though I imagine both heroes were a bit, as well as Alan)
MVPs: Alan, Lugh, Sue, Lilina, Shin, Gonzales (chapter 21), Larum
Near-MVPs: Lance*, Clarine, Treck, Oujay, Miredy, Fae, Zeiss
Glad to have: Ellen, Dieck, Rutger, Saul, Noah, Fir
Siutational: Roy, Bors, Shanna*, Chad, Astohl, Wendy (when caught up), Barth, Gonzales (most maps), Geese, Raigh, Hugh
Ugh really: Wolt, Ward, Lott, Dorothy, Wendy (upon join) Thea, Cath*, Sophia (when caught up)
Dear god no: Sophia (first few maps)
General ranking by class (promotable characters only):
1t. Nomads: Bows are accurate and hit weakness on wyverns, and the nomads have speed to double with them, move to reach targets, and rescue. They're great.
1t. Wyverns: They fly, have high str, def, and skill (the latter really matters for lance-users in this game, since lances have lower hit than normal). Speed is respectable too. Luck and Res are the problem stats. Don't get to use them too often though.
3. Anima mages: They're squishy, but Fire is so, so good. 95 hit in this game is amazing, and it's range 2. Generally the best boss-killers and reliable against everything else.
4. Healers: Obviously Clarine is better than the rest. You really feel it when you don't have them because status gets common later in the game and their healing is much more efficient than items.
5. Paladins: They still have two weapons and move, hard to argue with that. What they can do with rescue is particularly useful. Stats vary from unremarkable to quite solid. Rarely made a dramatic difference though, the wy the classes above do.
6. Swordmasters/Heroes: They might as well be the same on this playthrough. Good speed/avoid (Dieck a bit less, but he got a bit RNG blessed), solid enough concrete durability, and swords having high accuracy ain't overkill in this playthrough, believe me. Not much utility beyond armourslaying and wyrmslaying but sometimes that's enough.
7. Pegasus Knights: Their stats were suspect on this playthrough (str for both, HP for Shanna and Luck for Thea) but they still have rescue/flight utility.
8. Dark mages: The most accurate spell being 70 hit makes them dramatically less useful than anima mages, and their stats are generally worse too. Sophia is of course a special class of awful for how underlevelled she is, but I'm not factoring that in here. Oh well, targeting res at range 2 is still good. Nosferatu is neat too.
9. Armour knights: The last three groups are situational. Sometimes armours just die due to being doubled and they're almost always kinda offensively inept and have bad move. And sometimes their defence is just amazing, especially against nomads.
10. Infantry axedudes: The ones with mountainwalk (Gonzales and promoted Geese) are really good in chapter 21!... but aside from that, they suffer from axes being just a horrible weapon type in this game. Not being able to reliably hit is terrible, most accurate weapon is 65 hit are you kidding me. Not like their stat builds inspire either.
11. Infantry archers: Somehow I have more contempt for this duo. To be clear, they're definitely useful when enemy wyverns are around, but otherwise? The comparison with nomads is just so sad, with less move, less speed, even less defence. Their stat build is just so often inadequate, and I end up setting up kills for them to keep them along because they're just so bad, defeating their advantage of chipping.
Pre-promos there's not much to say about. They're amazing when they join overlevelled (particular shout-outs to Zealot, Echidna, Cecilia, Perceval, Igrene, and Niime on their joining maps) and are mediocre to terrible when I was forced to use them again at the end.