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Am I the only one who finds that this month's GC maps are extremely interesting?
Like, a lot more so than any previous. A lot of them make really hard for me to break camps on turn one (I was doing it at least 5 in 6 times in previous months; this time more like 50%); a lot of them are just generally difficult for attacking.
Terrain is blocking and allowing in ways I might never have seen before.
Some maps have disjointed camps which favour warping all over the place instead of one coordinated ball of death.
Answers
Agreed. The layout makes us actually have to use strategy, and is just really interesting. I forget which it was but my favorite one was this one where the starting red and blue forts were in a checkered pattern with each fort being relatively close but it being hard to get to one that your unit wasnt near without warping due to them all being kinda separated.
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Breaking camps on turn one... how does that work? :o
This month's GC does lack easy-win maps though. I've marked only 2 so far as compared with previous rounds' hefty 6++.
Wait for the easy maps to free up, then hurl 8 lances on it. I just can't get perfect 16k on any other maps ^^;
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In my current brigade:
- enough reposition and swap to use aggressively
- a good desperation galeforcer. (Firesweep doesn't work as well even if you have turn 1 gf). There's a merged Raven on my friends list, but I might even merge him myself.
- There's a B.Lyn+10 on my friends list using a spd seal which is really helping. I'd probably be down to 30% rate of taking camp on turn 1 without her
- There's also Veronica+10, who hits res instead and also has that ridiculous range. I don't know how I found her, but I score 712-718 in arena.
- someone on my friends list left WoM on L.Lucina which is, according to me, by far the best play for GC.
- WoM dancer
Default strategy: throw Raven in using positioning assists, galeforce, hit the camp, dance, hit again, everyone else starts warping in and clearing out any enemies remaining nearby
Variation one: use Future Vision and/or dance to get him there; once he's there Lucina warps in and immediately hits the camp
Variation two: use B.Lyn instead of galeforce, dance, hit the camp, L.Lucina swaps in and hits it again
Variation three: their def is too high. Knock their unit out using Veronica, dance, hit again, L.Lucina warps in for a finish
Variation four: manually move both B.Lyn and Veronica to hit from two separate squares, L.Lucina swaps in and scores the second hit on the camp
Etc.
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Looks like I've been doing it wrong all these while. I take the first camp in 3 to 5 turns, then creep on to the next o.o
Thank you, I'll definitely have to try that!
I haven't got a good Raven anywhere but I believe brave-galeforce Soleil would be just as effective :)
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If you have Karla or Lon'qu they are the most similar to Raven.
I've had my fair share of runs where I couldn't break a camp on turn 1. Then I usually use one turn to get into position and next turn we get going. Or if I can snipe their dancer or L.Lucina with B.Lyn that's a trade I'll gladly take. That's actually my original intention bringing B.Lyn, trade her off for some unit who could actually enable the opposing forces to put a huge dent in my position. Dancers are the worst because they stay back so I've had times when I couldn't break through for multiple turns.
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