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The Laws of Sacae: Difference between revisions

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:''This article is about the chapter from ''The Binding Blade''. For the skill appearing in '''Heroes'', see [[Laws of Sacae]].''
:''This article is about the chapter from ''The Binding Blade''. For the skill appearing in ''Heroes'', see [[Laws of Sacae]].''
{{Chapter Infobox
{{Chapter Infobox
|image=[[File:Cm fe06 18B.png|200px]]
|image=[[File:Cm fe06 18B.png|200px]]
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{{Quote|Lure them into our territory as planned. We shall show them our strength.|[[Monke]]}}
{{Quote|Lure them into our territory as planned. We shall show them our strength.|[[Monke]]}}


'''The Laws of Sacae''' (Japanese: {{hl|サカの掟|Saka no okite}} ''Law of Sacae'') is chapter 18B of {{FE6}}.
'''The Laws of Sacae''' (Japanese: {{hl|サカの掟|Saka no okite}} ''Law of Sacae'') is Chapter 18B of {{FE6}}.


==Plot==
==Plot==
{{main|The Laws of Sacae/Script}}
{{main|The Laws of Sacae/Script}}
{{sectstub}}


===Beginning log===
After [[Arcardo]]'s defeat, the Etrurian Army continues its march deeper into [[Sacae]]. They come upon planes under control of the Djute clan, led by [[Monke]]. Before the battle, [[Roy]] confronts [[Guinivere]] about rumors saying [[Zephiel]] murdered his own [[Desmond|father]]. Guinivere cannot answer, and asks for more time.
After defeating [[Arcardo]], [[Roy]] crossed the border and entered the land of [[Sacae]].<br>
 
The Djute clan, the most powerful clan in Sacae, had joined [[Bern]] after suffering defeat. Not standing a chance against the joint force, the other clans were quickly decimated. Although [[Dayan]], the chief of the Kutolah clan known as the "Silver Wolf," was fighting back with guerilla tactics, the situation looked grim. Sacae had become a territory of Bern.<br>
According to the laws of Sacae, the different clans gather with the Djute to fend off the Etrurian outsiders, yet some clans are dissatisfied that they've allied with [[Bern]], and joined the leader of the Kutolah, the Silver Wolf [[Dayan]], in resisting Bern's occupation in the city of Bulgar.
As Roy entered the plains of Sacae, the warriors of the Djute clan stood in his path.
 
Despite Monke's ambush attacks, he and the Djute are defeated by the Etrurian Army. Roy and [[Merlinus]] suspect that the Djute have another attack lying in wait, and Merlinus leaves to talk to his spy to find out where. Then, Guinivere returns to continue her previous conversation with Roy.
 
She admits that Zephiel did kill their father, but rejects Roy's notion that he did so to seize the throne. Instead, she brings up the abuse Zephiel suffered from Desmond, but is interrupted by Merlinus' return before elaborating and leaves. Roy is left to wonder at the truth behind Zephiel's actions, and the Etrurian Army prepares to strike Bern's forces in Bulgar.


==Chapter data==
==Chapter data==
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====Reinforcements====
====Reinforcements====
*Each enemy phase after entering the circle of huts surrounding the castle gate (columns 14–22, rows 17–23; and columns 15–21, rows 16 and 24)
*Each enemy phase after entering the circle of huts surrounding the castle gate (columns 14–22, rows 17–23; and columns 15–21, rows 16 and 24)
**[[Nomad]]s and [[Nomadic Trooper]]s randomly appear from the huts—Nomads appear from the east seven huts and the left of the top one; level 6 Nomadic Troopers appear from the west five huts, the middle of the top three, and the left of the bottom two
**[[Nomad]]s and [[Nomadic Trooper]]s randomly appear from the huts—Nomads appear from the east seven huts and the left of the top one; level&nbsp;6 Nomadic Troopers appear from the west five huts, the middle of the top three, and the left of the bottom two
*Enemy phase of turns 10, 15, and 20
*Enemy phase of turns 10, 15, and 20
**2 [[Nomad]]s—one with a [[Vulnerary]]—and 1 level 4 [[Nomadic Trooper]] from the southwest corner of the map
**2 [[Nomad]]s—one with a [[Vulnerary]]—and 1 level&nbsp;4 [[Nomadic Trooper]] from the southwest corner of the map
*Enemy phase of turns 12, 17, 22
*Enemy phase of turns 12, 17, 22
**2 [[Nomad]]s—one with a [[Vulnerary]]—from the southeast corner of the map
**2 [[Nomad]]s—one with a [[Vulnerary]]—from the southeast corner of the map
**1 level 5 [[Nomadic Trooper]] from the south edge of the map
**1 level&nbsp;5 [[Nomadic Trooper]] from the south edge of the map
*Enemy phase of turns 13 and 23
*Enemy phase of turns 13 and 23
**3 [[Wyvern Rider]]s—one with a [[Steel Lance]], one an [[Axereaver]], and one a [[Horseslayer]]—from the northeast corner of the map.
**3 [[Wyvern Rider]]s—one with a [[Steel Lance]], one an [[Axereaver]], and one a [[Horseslayer]]—from the northeast corner of the map.
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==Strategy==
==Strategy==
Ch18B is the second Sacae chapter, and the first chapter to feature the trademark [[Nomad]] swarms present in the route.  
{{strategy}}
Chapter&nbsp;18B is the second Sacae chapter, characterized by its many [[Nomad]] enemies.
 
Nomads and their advanced form, [[Nomad Trooper]]s, are fast, making them hard to hit, but they are not very powerful, especially as they often use the weak [[Short Bow]]. Units like [[Douglas]] or [[Melady]] equipped with a [[Delphi Shield]] can effectively block them. However, fighting back against their bow attacks can be tricky due to their speed. [[Sniper]]s or [[Anima]] users deal the most damage to them but are susceptible to their attacks. The challenge on this map is to prevent your weaker units from being overwhelmed.


Nomads, and their promoted counterparts, [[Nomad Trooper]]s, all have high Avo due to high SPD. However, they lack STR, and their love for the 5-MT [[Short Bow]] severely limits their abilities to deal with high-DEF foes. As such, units like [[Douglas]] or [[Delphi Shield]]![[Melady]] can easily wall them with little difficulty. However, these bulky units can only retaliate against Nomads' bow shots with inaccurate [[Javelin]]s and [[Hand Axe]]s, and coupled with the aforementioned high Avo, makes killing them on Enemy Phase basically impossible. Furthermore, the only units that can counterattack them for high damage are [[Sniper]]s or [[Anima]] casters that have low DEF and as such are especially vulnerable to being swarmed by Nomads. This map's main threat comes from squishier units getting swarmed in open terrain, and as such, it is imperative to prevent that from happening.
Your team starts isolated by a river with two bridges. Using strong defense units to block these bridges can keep the Nomad swarm at bay. Be wary of certain enemies like the [[Myrmidon]] with an [[Armorslayer]] and the river-crossing Nomad Troopers. A good strategy against the Troopers is to hit them with Anima magic and then move the unit to safety.


The player starts in an area that is separated from the rest of the map by a river and 2 bridges. Block both bridge with high-DEF units to stop the Nomad swarm from reaching your squishier units. When able, bait in the [[Myrmidon]]s and [[Shaman]]s and clear them out; they (one Myrmidon has an [[Armorslayer]]) are the only threats to any [[General]]s that are on wall duty. Beware of Nomad Troopers, as they can cross rivers and kill anyone squishy left in range. It is best to try and 2HKO them with Anima tomes, using mounted units to rescue mages to safety.  
There is a group of [[Wyvern Rider]]s to the east that will become aggressive by the second turn. You can avoid them by moving south, but reinforcements will keep coming. So, plan for anti-Wyvern measures when you approach the map's center, where more Nomad reinforcements will also appear.


The Wyvern squad will aggro when they can attack something in 2 turns. It is possible to completely avoid them by sticking to a southern path, though Wyvern reinforcements do spawn and are aggressive, so anti-Wyvern countermeasures still need to be brought. Other reinforcements include additional Nomads and Nomad Troopers from the south.
The main goal is to get [[Roy]], a vulnerable character, to the gate. He is in danger if too many Nomads attack him. Moreover, getting near the huts triggers more enemy spawns. The continuous wave of enemies means you should defeat the boss quickly to prevent being overrun.


The real challenge of this map is getting [[Roy]] to the seize point. Roy is quite weak, lacks both SPD and DEF and has poor movement. As such, he will get demolished and killed if he is exposed to Nomad fire. Furthermore, once someone ends their turn inside the ring of huts, more Nomads and Nomad Troopers start randomly spawning from them, which can easily kill Roy as he nears the gate. Once these spawns start, they don't stop until the boss dies, and hence it is important to kill the boss quickly or the player can easily get overwhelmed by dozens of Nomads who just won't die.
Two strategies include:


One solution is to rush a bosskiller directly to the gate from beyond the ring, using [[Larum]]/[[Elfin]] to do so, and bank on the boss dying in a single round. This can be risky, as [[Monke]] has high SPD and Avo and a failure to bring him down in one round usually results in the bosskiller getting swarmed and killed. Another solution is to keep the rest of the party in the starting area, and instead have a single, bulky unit rescue Roy and try to make it to the gate by themselves. Since rescue does not decrease DEF, bulky units like Douglas or Melady have no trouble tanking huge swarms of Nomads. However, they will struggle to actually make progress towards the throne as they struggle to wade through a sea of Nomads with halved SKL to hit enemies with, to the point where running out of weapons whilst surrounded becomes a real concern.  
# Rush a strong unit to take out the boss in one turn, using [[Larum]] or [[Elffin]] for support. This is risky as the boss, [[Monke]], is elusive and failing leaves your unit vulnerable.  
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# Keep your team at the starting point and send a single strong unit to carry Roy to the gate. This is safer but slow, as that unit has to push through many Nomads and might even risk running out of weapons.
==Trivia==
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==Etymology and other languages==
==Etymology and other languages==