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Beyond Escape/The Great Bridge Coup: Difference between revisions
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Unless you're doing a crazy warp strategy with Linhardt or can set up a massive Stride rush on turn 5, Judith's reinforcements are certain to arrive on turn 6 before you can take her out due to the additional units. Even worse on maddening, Leonie's squad is packing additional Snipers and Wyvern Riders, while Acheron is showing up with a ton of weak Cavaliers and two Paladins with insane mobility and damage. Probably the most significant maddening change is that there are two Snipers at the top that don't even attempt to flee, covering everyone else's escape. Acheron is still feeble as ever, and his entire team will run if Leone falls. The first enemy turn after Leone is killed will be when Judith orders everyone to withdraw. | Unless you're doing a crazy warp strategy with Linhardt or can set up a massive Stride rush on turn 5, Judith's reinforcements are certain to arrive on turn 6 before you can take her out due to the additional units. Even worse on maddening, Leonie's squad is packing additional Snipers and Wyvern Riders, while Acheron is showing up with a ton of weak Cavaliers and two Paladins with insane mobility and damage. Probably the most significant maddening change is that there are two Snipers at the top that don't even attempt to flee, covering everyone else's escape. Acheron is still feeble as ever, and his entire team will run if Leone falls. The first enemy turn after Leone is killed will be when Judith orders everyone to withdraw. | ||
For preparation, your team is split between the main siege team and the ballista team. The ballista team should consist of four of your stronger units, capable of killing cavaliers, tanking brawlers, and most importantly, one-rounding (killing a unit in a single instance of combat) the archers/snipers you see on the battlefield. The ballista team will need to bait and kill Judith's northern guard to avoid getting sandwiched when reinforcements arrive at the start of turn 6. Your siege team will be dealing with Warriors and Fortress Knights, which on Maddening have access to to their class mastery skills; you will need a way to kill them in one round, or at least put them in lethal range before their | For preparation, your team is split between the main siege team and the ballista team. The ballista team should consist of four of your stronger units, capable of killing cavaliers, tanking brawlers, and most importantly, one-rounding (killing a unit in a single instance of combat) the archers/snipers you see on the battlefield. The ballista team will need to bait and kill Judith's northern guard to avoid getting sandwiched when reinforcements arrive at the start of turn 6. Your siege team will be dealing with Warriors and Fortress Knights, which on Maddening have access to to their class mastery skills; you will need a way to kill them in one round, or at least put them in lethal range before their abilities come online. Due to all the Archers, a single Wyvern Rider to pivot between both teams is probably the most you can safely manage. Both teams should have at least one key on them to get their respective chests. There aren't many swords this level, so Swordbreaker is worthless. | ||
Assuming you are not capable of killing Judith's welcoming party on the first turn, huddling up the siege team in the back column and letting the enemy come to you is a safe way to get some damage off while protecting your Warlocks, Bishops and Snipers. From here you have two options: keep your teams split up and push through, or have your siege team join the ballista team to deal with Leone (but not the other way around - if the enemy gets the ballista, you're done). If no one is in her range, Leone will usually run towards the ballista team to flank them between Acheron's paladins. | Assuming you are not capable of killing Judith's welcoming party on the first turn, huddling up the siege team in the back column and letting the enemy come to you is a safe way to get some damage off while protecting your Warlocks, Bishops and Snipers. From here you have two options: keep your teams split up and push through, or have your siege team join the ballista team to deal with Leone (but not the other way around - if the enemy gets the ballista, you're done). If no one is in her range, Leone will usually run towards the ballista team to flank them between Acheron's paladins. |
Revision as of 19:33, 20 May 2020
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The Great Bridge Coup (Japanese: ミルディン大橋の戦い Battle of the Great Bridge of Myrddin) is the main battle map of the thirteenth chapter of the Crimson Flower route in Fire Emblem: Three Houses. In this map, the Adrestian Empire mounts an attack to seize the strategic location of the Great Bridge of Myrddin.
Map data
Normal Hard Maddening
Character data
Characters | |
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New units
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Available characters
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Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- At the start of the player phase after (Normal)/two turns after (Hard) provoking any enemy that surrounds Judith's fort
- Leonie from the northwest corner of the map
- 1/2 Wyvern Rider(s) from the northwest corner of the map
- 2/3 Snipers from the northwest corner of the map
- Acheron from the northeast corner of the map
- 2/4 Cavaliers from the northeast corner of the map
- 2 Paladins from the northeast corner of the map (Maddening only)
Boss data
- Main article:
Judith
Normal Hard Maddening
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Sub-bosses
- Main article:
Ignatz
Normal Hard Maddening
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- Main article:
Leonie
Normal Hard Maddening
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- Main article:
Acheron
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Maddening
Unless you're doing a crazy warp strategy with Linhardt or can set up a massive Stride rush on turn 5, Judith's reinforcements are certain to arrive on turn 6 before you can take her out due to the additional units. Even worse on maddening, Leonie's squad is packing additional Snipers and Wyvern Riders, while Acheron is showing up with a ton of weak Cavaliers and two Paladins with insane mobility and damage. Probably the most significant maddening change is that there are two Snipers at the top that don't even attempt to flee, covering everyone else's escape. Acheron is still feeble as ever, and his entire team will run if Leone falls. The first enemy turn after Leone is killed will be when Judith orders everyone to withdraw.
For preparation, your team is split between the main siege team and the ballista team. The ballista team should consist of four of your stronger units, capable of killing cavaliers, tanking brawlers, and most importantly, one-rounding (killing a unit in a single instance of combat) the archers/snipers you see on the battlefield. The ballista team will need to bait and kill Judith's northern guard to avoid getting sandwiched when reinforcements arrive at the start of turn 6. Your siege team will be dealing with Warriors and Fortress Knights, which on Maddening have access to to their class mastery skills; you will need a way to kill them in one round, or at least put them in lethal range before their abilities come online. Due to all the Archers, a single Wyvern Rider to pivot between both teams is probably the most you can safely manage. Both teams should have at least one key on them to get their respective chests. There aren't many swords this level, so Swordbreaker is worthless.
Assuming you are not capable of killing Judith's welcoming party on the first turn, huddling up the siege team in the back column and letting the enemy come to you is a safe way to get some damage off while protecting your Warlocks, Bishops and Snipers. From here you have two options: keep your teams split up and push through, or have your siege team join the ballista team to deal with Leone (but not the other way around - if the enemy gets the ballista, you're done). If no one is in her range, Leone will usually run towards the ballista team to flank them between Acheron's paladins.
While Leone will need to be killed from afar as she hits like a truck, Ignatz's weakness is his lack of Close Counter, so he can be killed up close. Only problem is closing the distance on him is difficult as he's positioned behind Judith. It will take a lot of luck if you try to bait him out as he has extremely high accuracy due to his unique ability, and will have around a 20% chance to crit against most units. Even tanks are not safe as his Brave Bow will give him 4 hits against units he doubles. Killing Leone first to cause Ignatz to run during the escape might give you a better opening, but the massive crowd of units with slightly unpredictable AI will make things tricky. It seems the units during the fleeing phase prefer to run even when someone is in attack range, however if they see the opportunity to kill someone they will go for it.
Judith will usually be out in 4 turns, but you can stall her with combat arts like Encloser and with gambits. You can also try to lock Leone in place with a similar strategy, giving yourself more time to clean up Judith's army. Judith herself is far less dangerous than Ignatz and Leone, but her Rapier can easily catch you off guard. Soften her up with gambits before trying to kill her.
Trivia
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Great Bridge Coup |
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Spanish |
Batalla del Gran Puente |
Battle of the Great Bridge |
French |
En vue du grand pont |
In view of the great bridge |
German |
Bei der Großen Brücke |
At the Great Bridge |
Italian |
Battaglia al Gran Ponte |
Battle at the Grand Bridge |
Korean |
미르딘대교의 전투 |
Battle of the great bridge of myrddin |
Simplified Chinese |
密尔丁大桥之战 |
Great bridge myrddin battle |
Traditional Chinese |
密爾丁大橋之戰 |
Great bridge myrddin battle |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← The Battle of Garreg Mach • | The Great Bridge Coup | • Capturing Derdriu → |
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