Fire Emblem Fates - Lunatic Conquest beaten.
Rundown of the lategame maps, spoilers I guess.
-Takumi's map now has two of the four stairwells blocked, which basically forces you to come up in an extremely dangerous area. Managed to get a Xander who could survive one turn there then run to safety and engage with a big ol' set of dual strikes to deal with Oboro's gang. I beat this map first try but I lost Jakob.
-Hinoka's map is basically the same except that there are more reinforcements and Azama now carries multiple Hexing Rods just in case you thought waiting him out was a good idea. I beat this map first try but it involved diciness at the very end duelling Hinoka where a bad miss or two would have left me completely overwhelmed by the last reinforcement wave.
-Ryoma's map is brutal, possibly the hardest in the game. It introduces an all-new skill called Inevitable End which makes stat-downs stack. No tank is safe for long. Worse, the big two existing traps are still in play - a chain of Lunge Spy Yumi puppets all with Seal Defence which will destroy anyone (freezing/entrapping one of them makes the chain manageable) on Saizo's side, and a ninja death trap hallway on Kagero's side. Worse, there are even more ninjas than ever with Spy Shuriken and those are just horrific. After several tries I finally get down effective strategies for both sides, which I take one at a time (making this also the longest map in the game) but I make a costly error and lose Azura during the second. I decide to accept this since I had already had like 10+ resets at this point getting everything down right.
-Iago's map now features more Maids and all the Maids have Staff Savant (mostly with Freeze or Enfeeble, though a couple have Entrap; one will entrap you right into Stoneborn range but fortunately that one can be kited). One maid in the hero room also has Hex, so I silence her the turn I open the doors and kill her the next. Iago also has a Hexing Rod now, but still runs a predictable pattern so it's possible to keep him from hexing anyone important. As I usually do I only take down the right side, with a wave of attack stances overwhelming the mages. The bottom of the map proves fearsome indeed, as now every single enemy has a Beastkiller or a Hammer (some both) so it's slim pickings for good tanks here, with axe-users like Camilla and Percy (both with defensive pairups and rallies) being who I turn to. Takes a couple tries to get right but oh-so-satisfying when I do. Oh yeah and I remember someone here (Eph?) hyping using Entrap on Hans. On Lunatic at least, this is a terrible idea, as it summons a huge wave of reinforcements to the bottom of the map making it even nastier. Much better to open the doors and bait out the first wave, THEN aggro Hans (by baiting his minions) and face the second.
-Garon's map is basically unchanged. As tricky as I found this on my first playthrough it's now trivial: solid pairups can deal with the turn 1 Entraps, and then it's a matter of baiting down the lancer/merchant brigade (which is improved with an extra member, new skills, and more gold bars to spend) then sneaking through the stairs for an assassination.
-The final battle... MAIDS. RUIN. EVERYTHING. There are now SEVEN staff users, four near the middle of the map surrounding by the main group of enemies, and three more down near the boss. None move (so none can be Entrapped). All have Staff Savant. Five have Enfeeble (the others have Freeze and Hex), and like Ryoma's map, both they and the ninjas have Inevitable End. They can and will ruin your day with Enfeeble spam. Oh yeah and the boss himself now fires his Skadi death beam every two turns, instead of every three; dragon veins still help of course). It's often recommended to use some cheesy combination of Azura, Rescue Staff, and Pass to blitz the boss, but I don't have those (aside from one shot of Rescue) so we're doing this legit. Silence Staff can control one Maid, though I only have three uses of that (out of the 4 total you get). The turn you actually engage the maids almost has to be scary as hell since it puts people in range of the second wave of staves AND loads of enemies. I tap Camilla for the job and she bravely OHKOs the mage and three ninjas who attack her, but eventually falls between them, the generals, and the Enfeeble. At this point the horses near the bottom also get aggroed (a turn earlier than Hard, which I wasn't counting on). I throw all my efforts into killing the most dangerous enemies and ensuring that Corrin and Xander live long enough to reach the boss. A rescue to bring one of them forward helps. My army falls like flies as I bravely use them as bait to try to keep pressure off the units who will matter before Corrin, who has been twinked specifically for this, can reach the boss and take off most of his health in one attack. Unfortunately due to shenanigans involving status I'm not able to engage in the order I'd like and it takes two turns to get the job done, and in the process even more units die, but I win.
In total 11 units died in that fight, but I wasn't going for a pretty victory, just a victory.
Great stuff. Wouldn't want to do that often as it's rather gruelling.
Due to greater enemy density, I had three units (Corrin, Effie, and Camilla) who had more kills than any unit on any previous Fates file. Detailed unit notes:
Corrin (140) - +Str -Luck. Paladin talent (switched after getting Draconic Hex) which is a fine idea, but I ended up marrying her to Silas so whoops, not so much. Generally built for OHKOs on frailer enemies (Gunter + Elbow Room helps) including notably Hayato. Monopolized the Kodachi.
Effie (135) - General until Wary Fighter, then Great Knight. Often had the highest Def which has its place though is far from unbreakable. High Str too of course, as usual. MVP of the ninja cave (chapter 17) where enemies basically couldn't damage her if she kept a javelin out.
Camilla (119) - Best unit in the game as usual, did a Berserker build with Trample/Axefaire for the "OHKO all the goddamn ninjas" build. Not much else to say.
Peri (85) - Great Knight. Had generically good offence and mobility. Fell off a bit towards the end as the good str/spd just weren't quite good enough but was never bad.
Ophelia (78) - Sorcerer. Great offensive stats and good enough Res, so she had dual use both for surviving mages and carving through many other enemy types (Calamity Gate / Horse Spirit are both huge helps as always). Nosferatu wasn't really worth it on her much so maybe I should have gone with another class, but Sorc stats are good anyway.
Xander (74) - Vanilla, did his usual tanking business. Charlotte support actually gave him pretty good offence.
Odin (65) - Favoured him a lot early with Nosfeatu and a dip in Myrmidon for Vantage, which let him tank in places that nobody else could sometimes (the reverse is also true; others could tank where he couldn't). Also let him pass Vantage to Ophelia, more importantly. That said eventually his bad stats caught up with him; once most enemies doubled him it wasn't really worth trying to find ways to prop him up, especially with two other magic attackers, so he got dropped around the start of Hoshido.
Charlotte (64) - Kills stuff dead. Could probably be more accurate, but Dual Club (which she used most although Camilla had it sometimes too) is a big help as always. Made a good team with Xander since if one wasn't useful, the other sure as hell would be (unless I needed to tank a big group of mages).
Elise (61) - Maligknight! New build. Works pretty well though would be better if Elise had more skill. Her Bolt Axe hits super-hard and quite fast, and tomes give her some weapon triangle control. Ground her axe rank from E to D (mostly on the ninja map, where even lowish-str axes do good work) then Arms Scrolled her. It worked. I had enough staff users.
Percy (53) - Wyvern -> Berserker after L5. Provided a dual rally and his usual dodge support. Got speed-screwed but was very tanky. Low offence left him underlevelled (he never got Axefaire) but he was still very useful.
Jakob (50) - Switched to Strategist for Inspiration. The usual healer/buff-bot with combat that starts decent then later stinks who died in some lategame map, feels like most of my Jakobs.
Niles (47) - Died on the boat map which was hard. It's a pity because there are actually a lot of really useful units to capture late - maids with S ranks, units with 2-4 rally skills, etc.
Silas (31) - Quite good at first with Vow of Friendship sometimes giving him a nice extra push as a tank, but falls off when compared to say Effie, so got dropped midgame.
Shura (26), Dwyer (5), Izana (4), Flora (3) - The lategame staff brigade. Shura joins the earliest and has the best combat + thief utility, Dwyer provides Inspiration from dad, Izana has rally magic/luck, and Flora has the best skl/mag for status staves (along with dogshit durability), also picking up Inspiration late as a Strategist. Conquest Lunatic definitely makes those status staves feel really useful.
Siegbert (22), Kana (4) - Random kids picked up midlate and late. They had passable combat but were largely filler.
Gunter (18) - Great support buddy for an atk-oriented Corrin. When Corrin got speed-screwed I switched him to Hero to help her with that. Combat is obviously useless but he could draw staves before hiding in pairup!
Azura (9) - Dances.
I only actually lost three units before the final battle but all took some very valuable utility with them. Oh well~