Fire Emblem: Three Houses - Decided to do a no-reset, no-divine pulse run, i.e. ironman. No messing around otherwise, I go for some pretty optimized setups:
Byleth: Soldier -> Brigand/Pegasus -> Wyvern Rider -> Wyvern LordSword Prowess, Axe Prowess, Death Blow, Darting Blow, Alert Stance+
Cichol Wyverns, various accessories such as Speed/Evade Ring
Extremely good. Soldier is for Reposition to make Chapter 13 easier (she'll be able to move Dimitri out of the starting area without drawing in the snipers). Not much to say, this is the bog standard best build in the game and she does it very well. Often had Flayn as an adjutant for extra power/evade, could one-round almost anything, dodgetank if necessary.
Dimitri: Fighter -> Archer/Brigand -> PaladinLance Prowess, Battalion Vantage, Battalion Wrath, Hit+20, Move+1
Goneril Valkyries, Critical Ring
Dimitri's super build is as powerful as ever, but I do have to be very careful about it; numbers below 100 on either hit or crit are dangerous. Dedue adjutant helps keep his hit and power up. Generally he's able to reach key numbers on most enemies who aren't armours, monsters, or bishops (yeah, screw Miracle). Enemies with battalions are also dangerous. But some threats he just defangs wonderfully, particularly in the final battle.
Dedue: Soldier -> Brigand -> Wyvern Rider -> adjutantCompetent enough pre-timeskip, usual good start, Vengeance can sometimes see good use. In late part 1 he starts really falling off and is not good upon return but fortunately Dimitri needs an adjutant then.
Felix: Fighter -> Brigand/Archer -> SniperBow Prowess, Str+2, Death Blow, Hit+20, Bow Crit+10
King of Lions, March Ring
I had planned to make him a Bow Knight but he got speed-screwed so I changed my tune and switched to just ye old sniper build. Was good in the usual ways the build is, and obviously has a very solid earlygame as well (especially since he was actually speed-blessed rather than screwed early).
Sylvain: Soldier -> Brigand -> Paladin -> Dark KnightLance Prowess, Reason Prowess, Death Blow, Move+1, Swordbreaker
Gloucester Knights, Accuracy Ring
Mostly did Swift Strikes stuff with him, with extra Physic and Seraphim and armour-slaying capabilities as well late. He was fine, never one of my better units but got the job done.
Mercedes: Monk -> Mage -> Dark FlierReason Prowess, HP+5, Mag+2, Fiendish Blow, Black Range+1
Nuvelle Fliers, Caduceus/Healing Staff
So fun fact, I certified her for Gremory and intended to switch her into it for the final battle but I forgot. Didn't pay for it anyway, I was able to win before running out of her key spells. Dark Filer good, Physic good, Fortify only occasionally good but very useful when it is.
Annette: Monk -> DancerSword Prowess, Reason Prowess, Axebreaker, HP+5, Sword Avoid+20
Blue Lion Dancers, Fetters of Dromi
I mostly benched Annette past the earlygame but decided to make her the Dancer just so I could have one at Reunion at Dawn. Not sure if this was a good choice or not. Anyway Annie being both squishy at base and underlevelled meant she died pretty easily for a dancer, but hitting A authority easily is nice for Goddess Dance (yes yes, in theory a non-dancer uses it better so you can dance for someone more times in one turn, but I didn't feel like killing anyone else's stats).
Ingrid: Fighter -> Brigand/Pegasus -> Wyvern Rider -> Wyvern LordAxe Prowess, Str+2, Death Blow, Darting Blow, Alert Stance+
Galatea Pegasus, Evasion Ring
Dodgetank (got online earlier than Byleth) and good midgame combat, though not too special outside those two roles as she was speed-screwed which limited both her offence and defence compared to usual. Oh well.
Dorothea: Monk -> Mage -> Warlock -> GremoryReason Prowess, Mag+2, Fiendish Blow, Black Range+1, Black Tomefaire
Timotheos Magic Corps, Magic Staff/Healing Staff
So I've never gotten S+ on someone not named Shamir before, but her build was so cheap and I was done most others by mid part 2 so I figured, why not? I actually got it by Chapter 20 and it let her one-shot the ballista users with Meteor, awesome. Going for a low-move build with her meant she shone less than the other mages in some ways, but the usual perks of Physic and good charm and Meteor to help out her supporters are always nice.
Lysithea: Monk -> Mage -> Valkyrie -> Dark KnightMag+2, Fiendish Blow, Uncanny Blow, Dark Range+1, Move+1
Macuil Evil Repelling or Kingdom Healers (Blessing), Thyrsus
Her skillset was so stacked I dropped Prowess. This was a big mistake for the final battle where she got targetted by the final boss a bunch and faced a bunch of crit, I was very lucky she didn't die. Anyway does all the Lysithea things otherwise, damage and more damage and Seraphim and mobility and Warp.
Leonie: Brigand/Pegasus -> Sniper -> Bow KnightBow Prowess, Death Blow, Darting Blow, Close Counter, Move+1
Duscur Heavy Soldiers, Goddess Ring
Great stats, could kill things close up with PBV or at range. Often had an Alois adjutant for extra raw power. Not much to say about her, she's good. The Goddess Ring was for keeping her crit avo outside of the crit range of enemies like Warriors and Snipers.
Catherine: Brigand/Pegasus -> War ClericKingdom Armour
I'd planned for her to run Gautier and Brawl Avoid as another tank. Sadly, she died in Chapter 11 as the only truly significant death of the run (which is funny that it came in Chapter 11, one of the easiest), as I missed the possibiity of a mage with a gambit dealing extra damage, enough to complete a 2HKO on her. Oh well!
Her death also took the Impregnable Wall battalion with her, sadly. C'est la vie. I do find most of that battalion's best uses are in part 1 anyway.
Seteth: PaladinIndech Swordfighters
Seteth was not a planned team member, but with Catherine dying I decided to train him after all. He was the eleventh unit so I was often benched, and his Swift Strikes could only kill weaker enemies. Still, he had the important job of slapping Retribution on Dimitri (and often Byleth/Ingrid).
Marianne: Bishopsome Stride battalion
Underlevelled filler twelfth, used Physic and Silence and Stride. Died to the House Varley reinforcements in the second to last map because they came a turn earlier than the wiki claimed. This was very sad, but ultimately didn't impact my team much.
Manuela: Bishopsome Stride battalion
Underlevelled filer twelfth #2. Actually quite useful in the final battle because her personal helps others null the final boss's crit. Manuela herself could be criticaled though. Also threw out a key Silence and a couple key Strides. Earlier she also was Dorothea's adjutant at times, particularly before Dedue returned.
Noteworthy maps/events:
Prologue: SO. I made a mistake in the prologue and Dimitri took a bunch of hits on a forest, failed to dodge any of them, and then I couldn't heal him enough and he died. IRONMAN RUN OVER. So technically, uh, the run I finished counts as my second try! Fortunately I was able to prevent Byleth or Dimitri (or other loss conditions) from ever dying again. Still, this seemed like a bad omen.
Chapter 6: I took "no resets" seriously, and that includes realizing I make setup errors. In the case of Chapter 6, I realized midway through I'd forgot to send any keys on my group heading through the eastern halls. No problem, I'll send Byleth through the teleporter in the central west room to bring them some. I know enemy stats well enough; Byleth will be able to take the archer and cavaliers that appear.
Or so I thought. What I didn't remember is that the archer would be able to hit Leonie who was the hall below, injured. I puzzled for a while before hitting on the solution of sending in Ingrid after Byleth who could barely tank both cavaliers, and could rattle the archer with a gambit, but it was several minutes of staring at the screen and then doing everything I could to make the option as accurate as possible (might have used Rally Charm as well, I forget).
Chapter 7: I took a unit death on Gronder 1 when I made a big offensive push to kill/gambit the Deer cavalier swarm (including NotLorenz, NotLeonie, and Ignatz) and Lysithea ended up dying after that. Fortunately, this map has Casual Mode, so I got her back at the end.
Dorothea/Ingrid paralogue: another case of "setup errors cause problems down the line", I did a bunch of battalion swapping and forgot to give Ingrid one. This resulted in a situation later which surprised me, where Ingrid would barely die to two attacks I was not expecting would do so, and I discovered it only after I left her in range, with few methods to correct this. Ultimately I was able to bait the enemies with other units who could only be targeted once, but it was definitely a turn I sat on a while, again.
Chapter 11: I consider this map one of the easiest in the game and I got a bit cocky. The dark mage has a weak tome (Miasma?) and I didn't stop to consider he might switch his gambit attack which does more damage, completing a 2HKO with a demonic beast on Catherine. Oh well.
Chapter 17: I made a mistake with canter here (must have used up extra move) and accidentally left someone in range of Edelgard's Raging Storm. I had to pull shenanigans with dance, trading a new accessory (Goddess Ring) to try to kill Edelgard that turn, and it involved Leonie (one of the few people who could take a hit from Edelgard) chipping her for someone else. Even with the Goddess Ring Leonie still faced some crit, and if that had happened it'd have been awful. Half my team had already acted so I had no better options. Fortunately Edelgard did not crit.
Endgame: Battalion Vantage+Wrath has its ups and downs (I basically did not want to use it when gambits were present) but in this map it 100% saved the day, Dimitri put in huge work in the throne room and against the reinforcements. Not sure what I'd have done without it, probably tried for dodgetanking but it wouldn't be 100% so I'd be very nervous. Besides that, the usual strategy of killing Myson on turn 1 with a sniper and gambiting both demonic beasts so they can't combine with the ballista user to kill the sniper pays off.
Overall the run was quite enjoyable! I wouldn't really recommend it for just anyone because 3H Maddening has some kinda nonsense reinforcements and only because I already knew about all of them (and was willing to look up the one or two I wasn't certain of) did it feel fair. But there's something very enjoyable about managing all the little things that can go wrong and aiming for strategies which reduce risk as much as possible.