AMBUSH SPAWNS but a human controls them - Fire Emblem PVP #3 w/ CyanYoh

แชร์
ฝัง
  • เผยแพร่เมื่อ 14 ต.ค. 2024

ความคิดเห็น • 403

  • @josh-mf7lt
    @josh-mf7lt 3 ปีที่แล้ว +540

    Started this series off rooting for the player and now I'm I'm rooting for the heavily underpowered enemies

    • @Draeckon
      @Draeckon 3 ปีที่แล้ว +84

      I know right? I didn't realize just how _terrible_ most enemy units were until watching these videos.

    • @Bloodlyshiva
      @Bloodlyshiva 3 ปีที่แล้ว +29

      @@Draeckon Got to have enemies that aren't impossible if luck with levels is absolutely hateful. Because sooner or later it's going to happen.

    • @ImmaLittlePip
      @ImmaLittlePip 3 ปีที่แล้ว +55

      I can't wait for units who carry promotion items especially those who are level 10
      It would be so funny to see them use it

    • @sonicthehedge
      @sonicthehedge 3 ปีที่แล้ว +18

      Yeah, i mean the first chapter was pretty unfair but then he finally got some units and Marcus

  • @vanjagalovic3621
    @vanjagalovic3621 3 ปีที่แล้ว +623

    I like how this series shows that the main map design of FE7 was putting a bunch of weak enemies on a map and that's it

    • @zachataxxii7126
      @zachataxxii7126 3 ปีที่แล้ว +114

      Can't wait to see this done on another game like FE10, where there'll be a game over on the 2nd turn every map.

    • @ater3678
      @ater3678 3 ปีที่แล้ว +28

      @@zachataxxii7126 I can't wait to see Aran kill Laura

    • @ater3678
      @ater3678 3 ปีที่แล้ว +53

      Scratch that, enemy shove trains

    • @hugh2861
      @hugh2861 3 ปีที่แล้ว +68

      one of my fav dumb weak enemy formations in fe7 is the heart of shamans next to the gate in victory or death
      it's the best example of the enemy placement clearly being "fuck it lol" imo

    • @sonicthehedge
      @sonicthehedge 3 ปีที่แล้ว +28

      Thats how fire emblem games play in general.
      Thats why also lunatic awakening is stupid hard.
      The enemy overlevels you so much that your jagen-unit is the only unit that can fight them, and even then he can die easily

  • @allknowingidiot1835
    @allknowingidiot1835 3 ปีที่แล้ว +245

    I'm thinking "killing everything that's killable" should be a Red alternate victory condition or killing 75% of the Blue forces. It would force Blue to try and keep things alive. And I do agree with everyone else in the comments that forcing Red to attack wouldn't be fun.

    • @MonochromaticPrism
      @MonochromaticPrism 3 ปีที่แล้ว +24

      Once perma death comes into play this will have more meaningful stakes.

  • @StarfieldDisarray
    @StarfieldDisarray 3 ปีที่แล้ว +162

    I feel like that "forced combat" rule would just double down on the Marcus/Oswin meatgrinder issue, but I'm not the one sitting through the full playtime of these sessions.

  • @AnimeBarLounge
    @AnimeBarLounge 3 ปีที่แล้ว +169

    I love this series because it's always interesting to see how the strategy and dynamics of playing a chapter fundamentally change once the player can't rely on learning how an AI will predictably react, and instead the enemy can use actual thought out tactics. Plus there's a lot of back and forth mind games. It's similar to watching a game of chess or a trading card game.

    • @aureliodeprimus8018
      @aureliodeprimus8018 3 ปีที่แล้ว +21

      It is a shame that Mekkah is a pure FE tuber. I would like him see tackle Advance wars, Wargroove etc.

    • @programmernerd3803
      @programmernerd3803 3 ปีที่แล้ว +11

      Yeah it is pretty cool about how it turns into a lot more interesting game, if someone made a hack based off this it may be fun since they could design the maps and characters to lead to interesting strategies.

    • @noukan42
      @noukan42 3 ปีที่แล้ว +12

      This is why i want harder difficulties to have smarter and somehow unpredictable AI instead of more powerful enemies.

    • @papersonic9941
      @papersonic9941 3 ปีที่แล้ว +3

      @@noukan42 AI that's too unpredictable runs the risk of making the game more annoying, not harder.

    • @noukan42
      @noukan42 3 ปีที่แล้ว +6

      @@papersonic9941 and AI that's too predictable turn "strategy" into "puzzle". Unless it's too complicated to be solved by an human mind.

  • @3XHS
    @3XHS 3 ปีที่แล้ว +226

    I like the rule about not carrying lords, but i’m going to have to disagree on the second rule. Using defensive terrain and formations is one of the prime advantages of the red team, and forcing red to get rid of their units for doing as such would make it harder to get a win. That rule also gets rid of strategies like harassing the backline with fliers, or surrounding and disabling enemy threats. I have a feeling that later into the game, clumping units together will be less effective for red, especially because they give up map control and maneuverability to do so (not to mention that blue can use rescue drops to deal with it)
    (edited for grammar)

  • @bens5093
    @bens5093 3 ปีที่แล้ว +168

    I'm honestly against any rules that could limit creativity - Cyan's pegasus strat in this game was amazing to see. If anything, I'd suggest an soft agreement to avoid actions that would lead to a stalemate (like for the red side to retreat to an unreachable tile in this game)

  • @cornesalvo9366
    @cornesalvo9366 3 ปีที่แล้ว +74

    No to forced attacks from Red, this series is fun to watch because the player of the Red team is playing differently from the AI, staying safe instead of throwing unit after unit at the enemy team. This entire series is going to lose its charm if a rule like this were to be implemented.

  • @CameronHoug
    @CameronHoug 3 ปีที่แล้ว +170

    I see why making the red units attack could be a way to speed up the action, but I feel like it somewhat limits their options, and I like to see the interesting defensive and walling strategies people come up with. A way to make it potentially more balanced would be if BOTH teams have to attack at least once if able, then both teams are on equal footing, and you could likely use Marcus to do your attack anyway, so it's not like it's forcing you to put vulnerable units on the frontline.

    • @MTheUnknown981
      @MTheUnknown981 3 ปีที่แล้ว +18

      I also like it more when it's more like chess. I mean, if you want to make your opponent more like an AI, you can play against an AI right away.

  • @Nauriek
    @Nauriek 3 ปีที่แล้ว +161

    When i play FE::"Oh no, the red team is so overwhelmingly strong! Good thing they are kinda stupid and don't attack all at once."
    When i see this:"Oh no, the blue team is so overwhelmingly strong! How are we even going to kill their actually important units at all?

    • @Skyblade12
      @Skyblade12 3 ปีที่แล้ว +28

      Well, normally dead units don't come back, and units also have to gain exp and such. Without that... Yeah, three unkillable units just makes the maps kind of ridiculous.

    • @seeibe
      @seeibe 2 ปีที่แล้ว +7

      @@Skyblade12 Yup, I think this would be more interesting challenge if deaths and exp carried over as normal. The one controlling the AI would then rather have to think about wasting as much resources as possible every map until they finally have whittled down the player enough to be able to win.

  • @jamesmayberry78
    @jamesmayberry78 3 ปีที่แล้ว +168

    This is like watching two people playing chess, but one has 3 sets of pawns instead of a back row and the other has no pawns

    • @maximocaseres2526
      @maximocaseres2526 3 ปีที่แล้ว +29

      The precious anime snowflakes VS Random Soldiers

    • @MrEvol94
      @MrEvol94 3 ปีที่แล้ว +14

      the pawns would easily win though. Can't take out one without losing one of your own.

    • @zandolocaste8200
      @zandolocaste8200 3 ปีที่แล้ว +6

      Reminds me of a certain gamemode of chess callee Horde in which one player starts with a normal board while the other instead has like three or four rows of pawns.

    • @Firestar4041
      @Firestar4041 ปีที่แล้ว +1

      Knights might be more apt
      Able to move and cover the board, but cant really do much if their target is right in their face

  • @aprinnyonbreak1290
    @aprinnyonbreak1290 3 ปีที่แล้ว +123

    Eliwood and Lyn (or other Game Over NPCs) not being able to end a turn while Rescued sounds really good, since they are pretty much the only lose condition the Red player has until powerful enough magic to kill Hector enters the picture, and in practical terms, for now at least, Eliwood being rescued by Marcus or Oswin is the same as a Pirate never leaving the island. It's a stalemate, albeit one the red player can at least suicide their way out of to lose.
    Maybe reinstate being able to rescue once you turn permadeath on, since losing the entire rest of your army is punishment enough, and actually makes good on the "Marcus can't be everywhere at once" argument. I think a blanket "no intentional stalemates" rule would actually cover both of them, and more strange map interactions besides.
    The Red Player Must Attack rule seems nice on paper, but I feel like that's just going to lead to foddering useless Soldiers until the main attack is able to begin, and it might have some odd strategic implications on a map where there are one or two Red units obviously not intended to dive into the player team, that now must do so, or else forcing the Red player to waste Boltings, which just encourages passive, non-play from the Blue player in exchange.

    • @michaelweir9666
      @michaelweir9666 3 ปีที่แล้ว +35

      I agree with all of this. What makes this entire series fun to watch is seeing Red acting within their best interest and Blue having to improvise to win. Forcing attacks every turn would spoil that entire concept. Instead, let's keep the focus on letting there always be an avenue to victory for either side and seeing who can manage what strategy to achieve it.

    • @tbc1880
      @tbc1880 3 ปีที่แล้ว +18

      This. Eliwood right now is the only way to win with a lord kill, and rescuing him with a basically unkillable unit is like ggs

  • @CrimZun
    @CrimZun 3 ปีที่แล้ว +75

    “We’re just murdering all these little sisters here” “No sisters left alive”
    Ephraim: yeah we’ll see about that

    • @Darkoriax17
      @Darkoriax17 3 ปีที่แล้ว +9

      When Ephraim, Ryoma, and Chrom have had enough of the bullshit.
      Ephraim and Ryoma literally be like “Touch my sister and you lose a hand, try to hurt her and LOSE YOUR LIFE.”

  • @crobatman4448
    @crobatman4448 3 ปีที่แล้ว +68

    Rescue rule seems good,but red must attacks might actually lead to people waiting even further back to bait units or sacrifice units that don't matter,i honestly prefer the massive set up over 1 fodder attack per turn.

  • @garretwatt9940
    @garretwatt9940 3 ปีที่แล้ว +62

    These videos made me realize that hector is literally invicible without mages so the new rule was a great idea.

  • @RandInternet
    @RandInternet 3 ปีที่แล้ว +53

    How about this for a rule: If red player kills a certain percentage of the deployed blue units (say, 50%), it counts as victory regardless of whether or not any of the lords were among the deaths. The idea here is that while you’re not playing with permadeath, 50% casualties on one map would be a make the save practically unplayable if you were, and would counteract the fact that this series gives the blue player an additional advantage compared to a normal game because they don’t have to worry about losses anymore.

    • @tankiegirl
      @tankiegirl 8 หลายเดือนก่อน

      What if killing Merlinus also counted as a game over?

  • @KaiserX40
    @KaiserX40 3 ปีที่แล้ว +172

    The red units having to attack is a terrible idea.

  • @rojeinclan759
    @rojeinclan759 3 ปีที่แล้ว +106

    Perhaps instead of permadeath for Marcus, you could force him to always be rescuing a unit, lowering its stats. Probably a more interesting nerf than banning the silver Lance for example.

    • @VanguardRaven
      @VanguardRaven 3 ปีที่แล้ว +28

      Make him carry Eliwood. Then in a situation where Marcus does die, it is an almost guaranteed game over.

  • @spacedoyster7686
    @spacedoyster7686 3 ปีที่แล้ว +13

    Oh yeah! I had a late thought about a rule; how about something to encourage faster play on the Blue Teams side, like if a village or chest isn't grabbed, then it's contents aren't available in future maps? And, to balance it out, the Red team can't go for these resources in a way that the AI can't do normally. So, only Thieves can open chests and Bandits or Pirates are needed to destroy villages.
    Don't want to discourage other fun plays, like parking a red unit on a village or something, but it might be handy to have something to encourage Team Blue to play faster.

  • @rewrose2838
    @rewrose2838 3 ปีที่แล้ว +65

    I'll echo the same opinion:
    Rule about red player being forced to attack every turn is BAD.
    This will just encourage slower and defensive play from the blue player and worsen the Marcus/Oswin meat grinder situation

  • @Darkworldwolf
    @Darkworldwolf 3 ปีที่แล้ว +81

    Mekkah: so I´m kinda winning more often then not so let´s change up the rules
    also Mekkah: so yeah let´s nerv the enemy team even more

    • @emotional_st0rm
      @emotional_st0rm 3 ปีที่แล้ว +4

      fr

    • @dylanzlol7293
      @dylanzlol7293 ปีที่แล้ว

      Honestly the rules seem biased just to make the blue units get all the Ws

  • @ImNotPr0
    @ImNotPr0 3 ปีที่แล้ว +31

    I think it's fair to have a rule where if the red unit kills a "large" number of blue units, they win. It feels like chapter 14 should have been a CyanYoh win due to him slaughtering the majority of Mekkah's army. "large" could be say half the units deployed (blue player must always deploy max units possible)

    • @ImNotPr0
      @ImNotPr0 3 ปีที่แล้ว +4

      After thinking about this a bit more, I think this would need some exceptions for certain maps like Light, but otherwise I think in general this would be a good idea.

    • @PinClockFuntime
      @PinClockFuntime 3 ปีที่แล้ว +11

      Cyan absolutely won Chapter 14, if Hector/Oswin/Marcus could have been killed, they would have.

    • @treyfolkmen7942
      @treyfolkmen7942 3 ปีที่แล้ว +10

      I agree to that. Was kinda cringy looking at 4-1 score with almost everyone dead. Also perma-rescuring frail lords is a scummy move.

  • @Viranical
    @Viranical 3 ปีที่แล้ว +41

    Also gonna echo the sentiment that forcing the red side to attack is a bad rule, you could completely derail any attempt to set up by just bum rushing with marcus.
    I think a good rule to add would be red can't stall over terrain that blue can't physically reach on route maps. So instead of having the pegasi hovering over water they'd have to retreat back to land behind the choke point. Maybe have the rule be a unit can't spend 2 consecutive turns on inaccessible terrain so as to still allow for travel

  • @ando3087
    @ando3087 3 ปีที่แล้ว +12

    the Library of Ruina BGM out of nowhere had me shook. Based.

    • @karpandsmeargle4471
      @karpandsmeargle4471 3 ปีที่แล้ว +2

      With Rengor switching to LoR content too, dang, what a trend

    • @katto-wacko
      @katto-wacko 8 หลายเดือนก่อน

      I had to do a double take because Binah battle 3 hit me from nowhere

  • @redwings13400
    @redwings13400 3 ปีที่แล้ว +15

    I think this will get tougher for the player as you get further along in the game, when the enemy gets more powerful units that can actually hurt Marcus/Oswin. So there's no real need to panic, I'd be surprised if the enemy doesn't start winning eventually.

    • @Skyblade12
      @Skyblade12 3 ปีที่แล้ว +1

      Sure. Once permadeath comes in it will get similarly more difficult. But right now there's panic because the maps feel unfair and boring. There's zero tension when we know that at the end everything will be dead but Marcus and Hector.

  • @zswords
    @zswords 3 ปีที่แล้ว +20

    I like limiting perma-rescue options, though I think we should wait on the 'forced draw out' rule as is because literally everyone of these maps has been you treating it as a reverse defense map, and the only way to beat a ball, is with a ball or a bunker buster, and the AI does not get bunker busters, so forcing attacks would make the maps very similar to vanilla as is. At the current moment, the blue player doesn't need any counterplay because the red player has to do all the work to counter the blue player... oddly, enough, because Blue is already forcing red to attack which is inverted from the normal maps, and where a good portion of the difficulty comes in.

  • @CaptainCFalcon
    @CaptainCFalcon 3 ปีที่แล้ว +11

    I'm fine with whatever rules get added, I'm just here for the funny Pegasus Knights.
    My only actual request is to have Excelblem here at some point down the line, cause we all know how efficient he is with Generics.

  • @BowandSvent
    @BowandSvent 3 ปีที่แล้ว +14

    Cyan routing the snags: M Y G O A L S A R E B E Y O N D Y O U R U N D E R S T A N D I N G

  • @solairefan5420
    @solairefan5420 3 ปีที่แล้ว +8

    Love this series, imagine getting surrounded by people in red aggressively staring at you while you punch them

  • @carstan62
    @carstan62 3 ปีที่แล้ว +25

    Perhaps a certain number of deaths should count as a victory for red. Like, technically Mekkah won chapter 14, but it definitely felt like a win for red.

    • @tankiegirl
      @tankiegirl 8 หลายเดือนก่อน

      Have Merlinus count as an extra Lord

  • @chandlerfields5263
    @chandlerfields5263 3 ปีที่แล้ว +6

    I like the no saving lords rule but I’d add a small caveat, you can rescue them if it means you can complete a specific objective of the map that requires that lord to be far away (recruitment for instance)

  • @JoeEmb776
    @JoeEmb776 3 ปีที่แล้ว +10

    Yeah I like how the rules are right now, it's gonna get even more fun as the enemies actually start doing some semblance of damage & red player gets to move vaida & stuff

  • @DaniDoyle
    @DaniDoyle 3 ปีที่แล้ว +15

    Rule suggestion: when they are not auto deployed, the blue player must deploy at least one of the sword lords.

  • @papersonic9941
    @papersonic9941 3 ปีที่แล้ว +33

    Nolan 🤝 Hector
    Having noodles for arms.

  • @jexusdomel5194
    @jexusdomel5194 3 ปีที่แล้ว +10

    Of all the rules you could put, I think something to do with eliwood would be first. He's just too safe at all times. Maybe you could make finishing a turn with him on screen mandatory, so you could take him to safer areas, but never just be forever in other units. He'd still be pretty safe like this, but it would be more pressuring, and limit obvious defensive strategies with him. Also it's easier to implement than banning rescue with certain units

  • @themediumplayer3829
    @themediumplayer3829 3 ปีที่แล้ว +3

    I was not expecting Library of Ruina music to show up in random videos around the internet. 45:49.
    Good choice, Floor of Philosophy phase 2 is one of my favorite floor music pieces.
    And then Floor of general works phase 3 at 47:53, then floor of technological sciences phase 1 at 49:15.
    Neat music playlist. Aand back to floor of Philisophy phase 2 at 1:01:34

    • @SkySaito
      @SkySaito 3 ปีที่แล้ว +1

      Library of Ruina has such a good OST, thanks for telling me which tracks they were in the vids

    • @themediumplayer3829
      @themediumplayer3829 3 ปีที่แล้ว

      It's the first game I've ever considered buying the soundtrack of. Mostly because I've folowed it's development through early access.
      I'd heavily recommend the music from the floor of social sciences, the floor of natural sciences and the floor of Philisophy.

  • @anthonynguyen1289
    @anthonynguyen1289 3 ปีที่แล้ว +10

    All three lords must be deployed at all times if possible. This isn't a rule, but it's what this rule will force you to start doing. You'll be forced to always keep your eye on them as well as make sure they are at least strong enough to survive the Armads chapter with Hector. So we'll get to see Lyn and Eliwood fight

  • @TheAustin1
    @TheAustin1 3 ปีที่แล้ว +7

    When the attack animation happens the fog music still plays I just wanted to point that out LOL

    • @dracoshield2344
      @dracoshield2344 3 ปีที่แล้ว +6

      I think it's an option you can turn on or off.
      But Attack! slaps so I don't know who would turn it off on purpose.

    • @Mekkkah
      @Mekkkah  3 ปีที่แล้ว +4

      Yeah I manually edited in all the music for this one, turned the game music off. Since I had to edit out a lot of bits (original footage was 3 hours for 2 chapters) I thought it might sound less annoying.

  • @Ludecil
    @Ludecil 3 ปีที่แล้ว +5

    Forcing red to attack takes control away from the player as a human making their own decisions, which is the reason we're watching this series. Setting such strict rules makes it more like an AI following a set of rules, which kills the point of it. I'm not sure how well Hector, Eliwood, Oswin and Marcus can take on the whole game (plus later prepromotes), but I'm definitely looking forward to seeing the permadeath become active. Right now, Dorcas, Rebecca, Bartre, and the other side players are simply literal walls to protect Eliwood and stall for time until you run out of actions and resort to ferrying Eliwood around with Marcus again. Once the levels progress more, and once permadeath is instated, that strategy will become a lot less viable.

  • @KaiserX40
    @KaiserX40 3 ปีที่แล้ว +22

    CyanYoh won chapter 14 to me, he killed every blue unit that didn't have an OP def stat, so he deserves the win. The moment mekkah rescued Eliwood with Hector I knew he couldn't win.

    • @kevin-bf4ww
      @kevin-bf4ww 3 ปีที่แล้ว

      what about the proposed rule would stop mekkah from making a 3 tile line diagonal in the top corner keeping eliwood safely away from all 1-2 range attacks, and just letting every other unit perish
      _ _ _
      H _ E |
      _ M _ |
      _ _ L |

  • @sielklavar
    @sielklavar 3 ปีที่แล้ว +30

    If red can't wall blue shouldn't be able to either. You have far better units and walking is the only remotely viable strategy they have to counter the likes of Marcus and Oswin

  • @jesamoko4083
    @jesamoko4083 3 ปีที่แล้ว +19

    one rule you could add is that the enemy cant deplete your money in armories unless they got money in the chapter before you
    this way they would have incentive to hinder you but also ways to increase the strength of their units

  • @TroidHunter
    @TroidHunter 3 ปีที่แล้ว +16

    SO, here's my take on the rules:
    "Make red player attack at least once per turn if able"
    This kind of just forces one of two awkward situations, since red-team attacks are usually not advantageous:
    A: Red player has to feed units to the enemy every turn to avoid breaking rules. (IE: marcus is put in range of a million red units and red team is forced to sacrifice a unit to him even if it offers no tactical advantage)
    B: Red team just has to stay way out of range and collect their force further away from blue team. This just makes the stall-war even worse.
    This rule would make sense in later stages of the game where red team would have units that can consistently cause damage, but doesn't really add anything in the early game where most of the red units are cannon fodder at best. It also doesn't really prevent blue team from making a "death ball" formation and just turtling through the map.
    Next rule:
    "Ban tank units from picking up squishy lords."
    This is an okay rule, though I think it's more trying to attack a symptom of a greater problem with this "pvp" mode: Every map is effectively reduced to a rout map for blue team (red team will block all objectives pretty easily with bodies) and a "kill boss" map for red team (literally nothing else matters except for killing the lords).
    I'd propose just giving red team an altenative way to get points: Red team gets 1/10th (or whatever amount) of a point for every blue unit dead at the end of a map, double for promoted units. SInce permadeath isn't a problem, there's really no reason for blue team to care about anything but keeping the lords alive. This would make it a little bit more interesting for blue team to try and preserve more units rather than just purely being a series of meat shields for the lords. It'd make it more of a contest of attrition, can red team wipe out most of the blue army?
    Right now at least, it takes 3+ red generics to kill a single blue unit, and for a tanky unit like marcus, it's easily 8 or more succesful hits. If we accept that blue team is always going to have some sort of an advantage, then it makes sense to give red team a way to get a "partial" win by getting fractions of points for small victories. Even later on when blue team and red team both have higher power units readily available, blue team is still incentivized to stall because of healers and protecting the lords, so, something should probably be done. At least this rule is simple to keep track of?

    • @jqness4461
      @jqness4461 3 ปีที่แล้ว

      Nah...

    • @Ubermunki3
      @Ubermunki3 3 ปีที่แล้ว +1

      I like this idea instead of partial points I'd say: 1 point for Each killed unpromoted unit. 2 points for promoted unit killed.
      Blue team: eliwood kills = 1 point
      Lords/lose conditions not rescued entire map = 1 point per maybe?
      Add more ways to earn points and have interactions that break up the monotone of win map vs lose map

  • @joho4430
    @joho4430 3 ปีที่แล้ว +4

    Library of Ruina music 2: Electric boogaloo.

  • @TheHungriestNinja
    @TheHungriestNinja 3 ปีที่แล้ว +14

    Personally, I don't feel like the red units are strong enough at this point to require them to attack each turn. If it's just to speed up play for your/the guest's sake, though, then that's fair.

  • @godsendsdeath1
    @godsendsdeath1 3 ปีที่แล้ว +2

    Watching this has literally made one of my childhood dreams come true.

  • @MrMarket1987
    @MrMarket1987 3 ปีที่แล้ว +14

    Having read the comments and seeing how the duels have progressed, I feel Red should have no rules put upon it except obviously avoid forcing a draw/loss by distancing themselves constantly flying/galloping around the map or buying any weapons they didn't already start with even if they did collect extra gold(stealing from chests and villages is obviously fine of course). I also feel permadeath should not even be considered, since I feel the charm of this Red vs Blue setup is what can we get out of FE7 strategizing if Red is allowed to have half a brain with their superior numbers?
    That said, Blue should have to do the following to level the playing field a little and shake things up a bit:
    1a. On Capture Throne/Fort condition maps, Blue HAS to capture within a set number of turns or they lose, meaning they have to actively advance in such maps while Red can choose how to slow or harass them on the way and it avoids turtling as much with tanky units that the Red mooks can barely put a dent on most of the time; I feel a good number of turns for now is the Chapter number as being proportional to the difficulty being presented, maybe with 20-25 turns being tops; Gaidens don't add to the count.
    1b. Route-only condition maps should be treated the same. If there is a fort or structure of significance, they need to be making active effort to head to it as if it were attainable within a set number of turns. This way Red and Blue have a shared goal of defense and offense, and we avoid the turtling disputes on tough Blue units as much. It also means potentially baiting an incoming Lord into getting rushed by all remaining units to win with alternate conditions even if it leaves the objective wide open.
    2. They must deploy all Lords on every stage that doesn't require it. Red will need a little help with its win conditions as Blue army grows in numbers and power.
    I think these are easy enough to follow while keeping the spirit of the challenge largely intact. Red has to make do with largely fodder units and less than a handful of _potentially_ decent ones, and they will always have a handicap of not leveling up or altering their gear much between stages. It might also encourage Red to not be forced to move their _entire_ army into position for offense OR defense every turn if Blue HAS to come their way eventually, since they might be able to make do with weakening targets so that the remaining units by forts or trees try to survive the turn counts; And I feel part of the reason Red takes a while to make their choices is having a lot of units and not too much they can really do with them very effectively without setup so far... Though this may need refining if it just leads to Red defending with every unit they got to stall the turn win condition, but then that would be funny to see at least once. Maybe Red designates from the start what units would be used for offense and defense roughly evenly and try to stick with it...?

  • @bubblebeampiplup8132
    @bubblebeampiplup8132 3 ปีที่แล้ว +3

    Mekkah: noooooooo you can’t have ambush spawns come in and kill my units
    Cyan: hahaha brigands go brrrrrrr

  • @ven3720
    @ven3720 3 ปีที่แล้ว +10

    I'm just waiting for a map with enemy status staff users

  • @adamthebatmanwest
    @adamthebatmanwest 3 ปีที่แล้ว +31

    My rule suggestions would be no rescuing any lords, so that they are always "in danger" or at least not keeping them rescued. (So you can rescue drop to reposition with a cav but not keep them in the cavs pockets) And having permadeath for 1 unit of the opponents choice. So after the map they get to decide 1 unit that stays dead that has to be suicided or undeployed if possible.

    • @MercuryA2000
      @MercuryA2000 3 ปีที่แล้ว +2

      That's a good way to go about it. Then Mekkah has to at least try to defend important units like his healers and mages, or else someone can snipe them. My original thought was something like 3 lives, so he just has to be careful in general.

  • @LiroRaeriyo
    @LiroRaeriyo 3 ปีที่แล้ว +2

    Watching this just makes me want to play fire emblem again.
    But then i recall that i'm gonna be fighting A.I. and i just feel like it wouldn't be as fun.

  • @StegDarkhorse
    @StegDarkhorse 3 ปีที่แล้ว +6

    You know, I don't think Mekkah is going to get max out his Strategy Tactician Stars this time.

  • @osmgoblackout
    @osmgoblackout 3 ปีที่แล้ว +1

    This is my favorite series on TH-cam right now I’ll love these, please keep this up.

  • @dustintanksley9950
    @dustintanksley9950 3 ปีที่แล้ว +13

    One alternative to permadeath that might improve the dynamic of whittling down the player forces without being too punishing would be a mechanic similar to the revival mechanics in Dragon Quest games. Essentially you can chose to revive a character by paying a gold fee associated with the player level.
    Charging something like 10 x level gold to keep a lost character would at least encourage some strategies in these early maps besides everyone is an eliwood meatshield. The amount might have to be adjusted (and maybe scaled in later chapters), but I do think that would give especially the early game some real consequences, but not completely ruin the run before it can get going.

    • @Draeckon
      @Draeckon 3 ปีที่แล้ว +1

      Alternatively, maybe instead of perma-death, the affected characters are out of action for one or more missions afterwards?

  • @conaghero
    @conaghero 3 ปีที่แล้ว

    I love these! Thank you for showing me how to do it! PLEASE continue this series. 10/10

  • @davidnelson3316
    @davidnelson3316 3 ปีที่แล้ว +48

    Merlinus is smarter than micaiah so he wouldn’t refuse to be rescued

  • @SuperLankyness
    @SuperLankyness 3 ปีที่แล้ว +8

    Maybe use the randomizer to buff enemies? Adjust % to compensate for relative skill

  • @GlowingOrangeOoze
    @GlowingOrangeOoze 3 ปีที่แล้ว +6

    I think forcing your "unkillable" units to be rescuing someone to nerf their stats is an interesting suggestion and worth a try.
    If that's not enough (honestly I expect it won't be) you could also just try permanently benching Markus. I expect that forcing Oswin and Hector to be stretched more thinly should have significant repercussions.

  • @willharold707
    @willharold707 3 ปีที่แล้ว +3

    Recruitment results should be permanent. That would add strategy to how red uses recruitable units and how blue strategizes to recruit them. For example...if you don’t recruit Guy in his chapter, you can’t use him.

  • @sanoga2011
    @sanoga2011 3 ปีที่แล้ว +1

    The red side accessing villages is the major chad move 😆.

  • @OgreManGaming
    @OgreManGaming 3 ปีที่แล้ว +2

    Honestly Mekkah, I feel like one rule that would balance the game a lot would be making any weapons that are damaged in the human playthrough similarly damaged in the ai one, as that would make the red team have a more permanent goal without needing i activate permadeath until later. Just a thought thi

  • @brubie7584
    @brubie7584 3 ปีที่แล้ว +2

    Some rules could be no training units that were killed in the chapter when you replay and doing something about powerful weapons (like saving how many killing edge uses and silver lance uses are used)

  • @TheBeundo
    @TheBeundo 3 ปีที่แล้ว +1

    Haven't fully watched the video yet, might edit this post later, but just wanted to point out that there's a alternative that's just downloading FEBuilder. It has the mentioned patch that you can apply with just a button press, but it also has a variation which lets you individually give control to enemies and/or NPCs to the AI or the player, as well as a casual mode patch. NUPS also can have some checksum errors, unlike FEBuilder. And besides, it's FEBuilder, you can use that to make other edits and gives you a lot of options with the debugger.

  • @alejandrogarcia3004
    @alejandrogarcia3004 3 ปีที่แล้ว +1

    51:10 "If it's green that means you can do another action"
    Wait WHAT?! played this game for years and I didnt know that lol haha

  • @brutusthebear9050
    @brutusthebear9050 3 ปีที่แล้ว +10

    Draws should be victories for the enemy. If more than 10 turns go by without you making progress for the goal, you lose. Rout maps are basically survival maps for the enemy.

    • @TheBronf
      @TheBronf 3 ปีที่แล้ว

      i honestly like the "10 round" rule just because i have had a similar thing happen in wargames were my opponent is just like "you gotta come to me because i aint moving"

  • @torchart6907
    @torchart6907 3 ปีที่แล้ว +1

    Definitely agree on the no rescuing Eliwood (and later Lyn) rule. Gives the enemy an attainable win condition. I also wonder, what would you think of maybe forcing Eliwood and Lyn (or just one of them) to be deployed in every chapter? Again, that would give the enemy an attainable win condition each time.

  • @sethheristal9561
    @sethheristal9561 3 ปีที่แล้ว

    This is one of the best fire emblem content since a lot. It's incredibly engaging! keep it up

  • @mauvedragontiddies9244
    @mauvedragontiddies9244 3 ปีที่แล้ว +2

    Wait, so did you make the patch really yourself or did someone make it for you?
    Regardless, I'd actually love it if you could talk about the details on how it's done, because I think having the same thing for FE 8 would make this much more interesting with all the patches that exist for the game.
    Then you could do the same thing, but with skills for example.

  • @lavendelblume6955
    @lavendelblume6955 3 ปีที่แล้ว +10

    How about Marcus only having one weapon? Or he can’t hold potions (or both)

  • @a_somebody9519
    @a_somebody9519 2 ปีที่แล้ว

    Oh shit this series is legitimately great. The Ruina music just makes it better, love the timing on the music too

  • @CiaranMaxwell
    @CiaranMaxwell 3 ปีที่แล้ว +7

    "How do you ever lose someone in Fire Emblem?" Easy. The AI is stupid, and stupid is hard to predict.

  • @kentmichaelgalang686
    @kentmichaelgalang686 3 ปีที่แล้ว

    man, the last part of chapter 14 reminded me so much of advance wars
    good times

  • @PinClockFuntime
    @PinClockFuntime 3 ปีที่แล้ว +9

    Cyan absolutely won Ch14.
    no Rescuing Lords/vital units should absolutely be a rule, makes it hard if not impossible for blue to Lose.

  • @blademadlabs2423
    @blademadlabs2423 3 ปีที่แล้ว +1

    I agree that forcing at least one attack from red team if they can each turn would definitely make it a lot less slow

  • @Viranical
    @Viranical 3 ปีที่แล้ว

    Also for the maps where you aren't doing permadeath you could have a rule that blue has to focus attention towards the red unit that killed a blue unit as a sort of revenge/rescue motivation so as to make deaths more impactful in the moment since they won't be impactful long run

  • @NieOrginalny
    @NieOrginalny 3 ปีที่แล้ว +5

    Repeating request to add a third person for green units if there are any in the chapter
    I don't know what their win condition should be, or if they'd just be an ally, but I think it'd be funny with how they can hold blue units hostage with rescue

    • @whattheshmitty
      @whattheshmitty 3 ปีที่แล้ว +3

      I'm actually working on a co-op hack for FE8
      It has totally independent green armies with unique officers. There are also rewards for keeping the green units alive and so as to not treat them like cannon fodder.
      When I'm done with the hack I could just add a "chaos" patch that treats the green army like another enemy and then it would be a free-for-all. But I need to complete my hack first. It may be a few more months. I have to add in more enemies and balance the game to compensate for the extra army as well.
      After that hack is complete, I'll probably move on to FE7

    • @Trubbsy
      @Trubbsy 3 ปีที่แล้ว +1

      @@whattheshmitty dam dude, that sounds epic!

  • @phillipjones2924
    @phillipjones2924 3 ปีที่แล้ว +2

    I like this series, but been waiting for a long time for an RD version

  • @Sanin2009
    @Sanin2009 3 ปีที่แล้ว +5

    Some ideas for series:
    - You might allow ban either Marcus or Oswin (or at least ban them using weapon)
    - Lords and green units can't be rescued
    - if "x" blue units die - enemy wins
    - Some unit (any choice?), like Marcus, should always carry Rebecca and if this unit dies - enemy wins
    Aaaaand you also can gather up all/some_best ideas and let your opponent choose any perk :D

    • @Sanin2009
      @Sanin2009 3 ปีที่แล้ว +1

      To be more precise, I don't think permadeath is a good idea, you might just screw yourself over in later chapters, or even just give up in the middle of the chapter to restart it against AI.
      Handicap should work better IMHO.

  • @reid5179
    @reid5179 3 ปีที่แล้ว +1

    I don't think any additional combat/rescuing rules are necessary. It might seem unbalanced right now when the three juggernauts can always carry the blue team to victory, but once permadeath is established, or at least some semblance of continuity between chapters (i.e., resources lost to the blue player in the video will still be lost in the off-screen chapter replay) the balance swings back into the red team's favor. They can play for long-term strategies by denying resources or killing good units that are not game over conditions to make following chapters progressively more difficult.

  • @FSSmash
    @FSSmash 3 ปีที่แล้ว +1

    Can enemies have the option to use promotion items?

    • @FSSmash
      @FSSmash 3 ปีที่แล้ว

      48:11
      Has Rengor by chance recommended you use LoR keter battle theme 3? Love it. (and Yesods theme too!)

  • @emblemologist4322
    @emblemologist4322 3 ปีที่แล้ว +1

    Yo mekkah, dunno if you will see this but theres an alternate way using the program febuildergba. All you gotta do is open the gba rom, go to tools and click patches, then search "control" and it should be there at the bottom. Then you can click on the "default" option to then change it to "control enemies" and hit write, then back out and save your changes. Should work for any of the 3 gba fire emblems as I played it with fe8 (which btw that game is kinda hard to lose, seths broken)

  • @Stachelbeeerchen
    @Stachelbeeerchen 3 ปีที่แล้ว +2

    Cant wait for the first seal to just have two units the "AI" has to surround.

  • @Darkoriax17
    @Darkoriax17 3 ปีที่แล้ว +1

    1:03:48 Oh shit that’s right. This is the prequel to Roy’s game.

  • @PublicNMEno1
    @PublicNMEno1 3 ปีที่แล้ว

    @Mekkah
    Proposed rule change:
    Leave all other rules the same, except that killing either 5 blue units or killing half of the blue units counts as a victory for the red team. Discretionary whether to include falsely "recruited" units like Priscilla or recruitable green units like Erk who dies before getting recruited.

  • @blaznpookie
    @blaznpookie 3 ปีที่แล้ว +7

    I personally don't think the red player should be forced to essentially throw away a unit every turn. Part of the fun of this series, to me, is watching how a human makes the most of what they have and does things the AI could never do. For the sake of appreciating the strategy involved here, I don't think red should be forced to attack if they don't feel it would be optimal

    • @sielklavar
      @sielklavar 3 ปีที่แล้ว +2

      Agreed, honestly blues play style tends to make the series less interesting than reds, and it was particularly shown in the gaiden when red just can't do anything while blue keeps hitting end turn

    • @joshuabonesteel2303
      @joshuabonesteel2303 3 ปีที่แล้ว

      I dont feel there is a lot of maps so far that would make alot of sense for red to defend. Maybe the map with guy, but that would be about it. False friends was the closest red is going to be able to come to winning for a bit.

  • @AmberSixtyFour
    @AmberSixtyFour 3 ปีที่แล้ว

    loving this series! i felt bad for those 3 bandits that guy fought lol, poor bastards didn't stand a chance

  • @javgamer722
    @javgamer722 3 ปีที่แล้ว +9

    This is super interesting from the enemy perspective since it's so foreign as to how fire emblem is usually played. So I think if people got multiple tries at this, they would probably get better and beat the player more often. Obviously I don't mean to do that for this series, I just am speaking theoretically for this idea.

  • @gamepowerplayer
    @gamepowerplayer 3 ปีที่แล้ว

    This episode hits so different omfg

  • @Fujixel
    @Fujixel 3 ปีที่แล้ว

    I'm glad you uploaded another one of these c:

  • @Killingmasta64
    @Killingmasta64 3 ปีที่แล้ว +4

    Wait where is the link? I don't see it in the description?

  • @haxra3656
    @haxra3656 3 ปีที่แล้ว +1

    Mekkah this music do you know library of ruina or played itxD ? ( binah battle theme 2 and keter theme 3 yesod theme 1 if I remember right ) this game as good music so if more people hear them it great :)

  • @TheBronf
    @TheBronf 3 ปีที่แล้ว +6

    i know it makes episode longer but i dont think having "red must attack" works at all. i see this type of thing "can the other side really win if it had a human controlling it"
    would a percent of deaths on the blue team could also be counted as a loss? not sure how it will effect end game

  • @ZackofSpades
    @ZackofSpades 3 ปีที่แล้ว +3

    I mean... the most obvious rules I can think of are:
    1. No forced stalemate condition (It's a conscious choice that makes it not interesting to watch)
    2. Enemy can't visit towns or shops (Player should still have every resource normally available, if much harder to get to, so that there's more interplay between risk and reward)
    3. Enemies can't drop any pickup-on-death items. (Same point as above. Trading the item away or hiding that unit is vastly more interesting than "lol no soup for you.")
    The rules about not rescuing the lords with tankier units only works right now. Later on, when the enemy has way more to work with, those tankier units are going to suffer as much as anyone else. These are still the early, easy missions. Setting up too many rules now might see you being completely overwhelmed by unbalance once the game decides to equalize the difficulty itself.

  • @omologo95
    @omologo95 3 ปีที่แล้ว +7

    I really don't know how the Blue player can ever lose unless there's like 50 Peg/Wyvs around. The unit quality is just too massive.

  • @Erkibabe
    @Erkibabe 2 ปีที่แล้ว +1

    it literally never came to my mind to rescue merlinus and get the F out of the middle... whoops

  • @typhooncarter
    @typhooncarter 3 ปีที่แล้ว +5

    I would like to see Dondon have control of the enemy and see how he would fully utilize them

    • @ussgordoncaptain
      @ussgordoncaptain 3 ปีที่แล้ว

      I wanna see legrandgrand do it, I know he's a master of the art of the suicide

  • @sir_bolla4048
    @sir_bolla4048 3 ปีที่แล้ว

    jaja a pesar de que soy de habla hispana me gusta bastante este contenido, (and thank you very much for teaching how to have that modification! now I can play a VS with my friends...although I will probably lose)

  • @ares5gamer
    @ares5gamer 3 ปีที่แล้ว

    I really am enjoying this series!
    Keep it up!

  • @pivotguydc1149
    @pivotguydc1149 6 หลายเดือนก่อน +1

    these are the slipperiest healers I've ever seen. They give Neo Matrix a run for his money oml

  • @OrigamiAhsoka
    @OrigamiAhsoka 2 ปีที่แล้ว +1

    The mage does 11 damage to an armor knight and doesn’t double. I have no words for how ✨amazingly good✨ the enemy units are in this game