History Mode Guide - Pincer Escape 9
|Map||Difficulty||Mission Type||Restrictions||Deploy Limit|
|Ebony Volcano||Lv. 50||Pincer Escape||None||None|
|Deploy Slots||Allied Commander||Enemy Commander||Rogue Commander|
|4 Controlled, 2 Uncontrolled||Swordmaster||Chrom||Rowan|
|Target Enemy Captains|
|Minor Enemy Captains|
|Cavalier, Great Knight, Myrmidon, Fighter|
|Target Rogue Captains|
|Minor Rogue Captains|
|Cavalier, Great Knight, Mage, Myrmidon|
|Clear Time||Enemies Defeated||Damage Taken|
This map has a mixture of sword and axe units. Due to how hectic the map can get, it's generally safer to field mainly sword units. That said, having a lance unit would be extremely useful, especially a Pegasus Knight so they can safely deal with the magic users as well. The map is quite large, so try to monitor your allies every so often, just in case.
The battle starts with Xander (south of the main character's position; directly ahead) and Frederick (towards the far north-east) advancing on your main base/allied commander. Due to his close proximity, your priority should be on defeating Xander. Meanwhile, you have plenty of time to anticipate Frederick--and you can even send a sword user or two to meet him head on.
Throughout the battle, your starting area will be constantly beset by foes, so try to keep at least one controllable unit there. Early on, Fighters will spawn from various forts. After the bases open, Myrmidons will gradually stream from them and team up with other Myrmidons already on the map.
Around this time, a NPC Myrmidon and enemy Fighter will appear towards the far north as well. Defeat the Fighter and the Myrmidon will assist your army. However they won't be a lot of help, so don't worry too much. After a while, a Summoner may spawn along the far north of the map and steadily summon enemies. By this time, you should be almost done with the battle.