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Reinforcement: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
(→‎Timing: Noted exceptions for FE6 and FE7)
(→‎Timing: Listing several group is an unnecessary level of detail for this page)
 
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*{{FE6}}: At the start of enemy phase; can act on the turn they appear, with one exception:
*{{FE6}}: At the start of enemy phase; can act on the turn they appear, with one exception:
** [[The Ostian Revolt|Chapter 7]]: On turn 10, reinforcements arrive on other phase, and do not act on the turn they appear
** [[The Ostian Revolt|Chapter 7]]: On turn 10, reinforcements arrive on other phase, and do not act on the turn they appear
*{{FE7}}: At the start of a turn, before player phase. Exceptions are noted below: all spawn at the start of enemy phase; and can act on the turn they appear
*{{FE7}}: At the start of a turn, before player phase. Exceptions are noted below: all spawn at the start of enemy phase, and can act on the turn they appear<ul style="column-width: 15em">
** [[Vortex of Strategy|Chapter 8]]
*[[Vortex of Strategy|Chapter 8]]
** [[A Grim Reunion|Chapter 9]]
*[[A Grim Reunion|Chapter 9]]
** [[The Distant Plains|Chapter 10]]
*[[The Distant Plains|Chapter 10]]
** [[The Peddler Merlinus|Chapter 13]] (Hector mode only)
*[[The Peddler Merlinus|Chapter 13]] (Hector mode only)
*** (Hard only) Turns 1 and 6: 1 [[Myrmidon]] from the bottom northwest fort, 1 [[Nomad]] from the top northwest fort
*[[False Friends|Chapter 14]] (Hector mode only)
*** Turn 4: 1 [[Brigand]] from the top southeast fort, 1 [[Nomad]] from the bottom southeast fort
*[[The Port of Badon|Chapter 16xE/17xH]]
** [[False Friends|Chapter 14]] (Hector mode only)
*[[Pirate Ship|Chapter 17E/18H]]
*** Turns 1, 2 and (hard only) 3: 1 [[Brigand]] from the northwest corner of the map
*[[Imprisoner of Magic|Chapter 18xE/19xH]]</ul>
*** (Normal only) Turns 1 and 2: 1 [[Pirate]] from the southernmost fort
*** Turn 4: 2 [[Pegasus Knight]]s from the southeast forts
** [[The Port of Badon|Chapter 16xE / 17xH]]
*** Turn 2: [[Damian]], 2 [[Cavalier]]s and a [[Troubadour]] from the southern part of the map
** [[Pirate Ship|Chapter 17E / 18H]]
*** Turn 7: 2 [[Mercenary|Mercenaries]], 1 [[Shaman]], and 1 [[Myrmidon]] from the southern ship
** [[Imprisoner of Magic|Chapter 18xE / 19xH]]
*** Turn 3 enemy phase, or upon defeating [[Aion]]: [[Kishuna]], 2 [[Knight]]s, and 2 [[Sniper]]s from the northwestern fort
*{{FE8}}: At the start of a turn, before player phase
*{{FE8}}: At the start of a turn, before player phase
*{{FE9}}: At the start of a turn, before player phase
*{{FE9}}: At the start of a turn, before player phase

Latest revision as of 15:33, 15 June 2024

Reinforcements are units that appear on the map after a chapter or battle has begun. Reinforcements are typically enemy units, though they may be allied or even playable units instead.

Reinforcements can have a variety of triggers, though the most common one is at a certain turn. They can also be triggered by reaching certain areas of the map, defeating a certain number of initial enemies, and various other means. In many cases, reinforcements will spawn from forts or stairs, and can be avoided if the player places a unit on the same spot that a reinforcement comes from. Sometimes, an enemy unit may block further enemy reinforcements, though these cases are rather rare. This tactic is not always possible, however; in Path of Radiance, Radiant Dawn, Fates, Three Houses, and Heroes, they can simply appear spawn from a space adjacent to their normal spawn point if it is blocked.

In most games, reinforcements will not act on the turn they appear, though there are some where this is not the case. These are often called "same-turn reinforcements" or occasionally "ambush reinforcements" or "ambush spawns" by fans, and can be some of the most dangerous kinds of reinforcements, and can be much tougher to plan on without knowing when they appear ahead of time. Regardless of this, reinforcements will typically act as soon as they are able, even without being provoked by another unit.

Timing

Depending on the game, reinforcements will appear at different points during a turn. These timings may also change with difficulty. Certain reinforcements with non-turn-based triggers may appear at different points in a turn from what is shown below; these are noted on each chapter's reinforcement section.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Reinforcement

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References

Game mechanics
Out-of-battle management Base (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) • My CastleSomniel) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • Turn (Turn rewind) • Weather (Fog of war) • Village
Stats Units ActionAffinityAuthorityBiorhythmCharmClass (Class masteryClass relative powerUnit type) • Constitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementProficiencyResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritical rateDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttack (Counterattack) • Auto-BattleBattalion (Gambit) • CantoChain attackChain GuardClass change (Reclass) • Combat artCrestsDance (GaldrarPlaySing) • Death (Decoy) • DismountDragon VeinEmblem RingsFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRallyRecruitmentRescue (Capture) • Skills (Offensive skill) • SmashStaggering BlowStatus effectsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations AttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) • Hit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboData transferDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayClass rollGlitchesMultiple endingsRankingsSound RoomTactician bonus