Well, per hinode, FFT SCCs are a little weird, because going with mass ranged allows some run & gun stratz that trivialize entire enemy turns. This compensates in power a lot for the lack of variety. (It's also a strategy I suspect a first-time player would be leery of, because they wouldn't know that FFT doesn't have very many "strong spoiling" enemies which just shut down a type of offense like in other games. Fear of running the 5 mage team into the army of hypothetical 10 Faith Mediators with guns or something which never happens.) I'd also propose that resets aren't the best indication of difficulty; FFT battles involve strategy and such, so mistakes can and will be punished, but what counts as a mistake is a lot more subtle than the likes of, say, SMT (you used the wrong element against an enemy you had 0 knowledge of? burn.). Meanwhile, sure, a Fire Emblem master will eat the occasional reset, but it'll be due to a merited RNG gamble where 3 low-probability bad events happened in a row that got a Lord killed or the like. (And if the FE master knew it had to be a no-reset run, maybe they just bench Eliwood anyway and never let him get near an enemy, just to be sure.) Seems more like a implications-of-the-system difference.
Anyway, back to Fire Emblem 8 Eirika Hard comments. Despite the fact that Ciato has beaten me to the punch.
C13 - Fun map... although talk about some screwy difficulty. The vast majority of the game has non-moving bosses that wait for their doom, this game has a mobile boss... that has 3-10 range... that you have a time limit to defeat... and gives you a new recruit who has like 2 Resistance. I SEE. Okay, if you're playing conservatively, you can totally ignore Pablo and Aias by sitting on the east side of the map and just murdering Aias's reinforcements as they spawn, but still, if you want glory, this is friggin' hard. They had to throw a Warrior with a Swordslayer in there, too, so that you can just let all of Pablo's axemen get themself murdered on Colm/Marisa/Eirika/etc. I eat a reset (thanx emulator), and should have eaten a 2nd reset, but Sage AI is apparently heal > go for a possible OHKO, so I sneak out the double boss kill anyway. If I tried to do this on a real cart, I'd definitely have tried to edge an extra promotion first, perhaps.
Also, Saleh acquits himself fairly well as a new staff bot who can also kill things, though he's got a bit of a glass jaw.
C14 - Everyone piles on the Rennac route, I recruit him, then murder the first wave of reinforcements. This is a pretty easy map if you play it slow; going back for the treasure to the west of your start location is annoyingly slow, though. (Not even much point in killing the boss early since Eirika needs to Seize.)
Also I'd just like to say that's some lameness coming from Carlyle. Intentional I suppose, but sheesh, I thought crazed stalkers would attempt to kill their unrequited loves after being frustrated. Like, if he wanted revenge against her for spurning his advances, fine. But he wants to make her fall in love with him by murdering all her friends or something then kidnap her? ...right, that's gonna go real well.
C15 - Fun times, pretty much the same as on Eph route. Eph gets to somehow get ahead of Eirika on levels by going to the southern forts and murdering entire armies by himself, going from 15-> high 19. I collect Caellech first, then Valter last. They really should have made Valter move, at least, or given him AI to move to fight Eirika if she comes within range, since that's his stated motive or the like.
Oh and desert nonsense, but we know that. Amelia is the lowest level of my main set although not by much, so she gets Metis's Tome. (I considered MYRRH as well but no).
C16 - zzzzzzzzz. I guess you have to move fast enough to stop the thief from stealing the NE treasure chests, and the waves of cavalry reinforcements can potentially be exciting for whoever you have holding them off, but pretty easy. Also, where is Orson even getting the money to pay these guys?! His rule is about to collapse on his own... maybe Grado left him with a giant warchest.
C17 - So why do these Grado remnants fighting for Lyon want to kill random river folk anyway?! Oh well. Fun map anyway, get some rescue hax going.
C18 - Farming, the map. 50 XP flat for killing a gorgon egg, even to promoted units? Ugh. Lyon didn't lead us to a trap, he lead us to a veritable XP font, probably because he has some anime-esque "I want you to reach your full potential before I fight you and crush your hopes!" thing. That's my story and I'm sticking to it, anyway.
C19 - Ah, Last Hope. This map I can definitely see as maybe frustrating on a cart, what with the endless waves of reinforcements coming through the front gate. In retrospect, I think I fought it wrong: what you want is 2 durable units with Iron weapons as far back as you can that still blocks other units from escaping, then murder everything up to the *farthest* point where 2 units can block everything, then back up and repeat. I stayed still or only moved back & forth 1 rank a bit too much, letting the enemy wave build up. Wasn't able to kill Riev as a result.
Oh, there was also technically a reset in that I forgot Myrrh was arrow-weak, and of course weakness hitting does wonders for smashing through her all-Def no-HP build. (I had her in the smaller top section w/ Gerik, Marisa, & Saleh holding that off.)
Darkling Woods next! We'll see how the new & improved hard mode monsters fare. Stats certainly look better than some of the data from the NM monsters in the stat topic, e.g. 18 Defense Cyclops.