FE3H - Playing Blue Lions on Maddening Mode, up to Chapter 18.
Thoughts on the route:
-Chapter 1 is probably a bit unreasonable, you have basically no way to prepare for the fight, you only get five people (and your mages have highly limited spells). You can lose units but doing so early is basically fatal. Pretty much a "play perfectly or lose" map and the enemies here have slightly elevated crit compared to normal (due all enemy Commoners/Nobles getting Dex+4 and of course slightly higher stats) so you'll face low crit you can't do much about.
-After that it gets much more fair. I've seen some hype for Chapter 2 but I beat it first try with no Divine Pulse, just lots of baiting enemies into your meat-grinder trap. (The enemies do outstat you a fair bit so you do have to do this.)
-Enemies now have fixed skills by class, so e.g. all Archers have Poison Strike, Snipers have that + Vantage, Myrmidons and Assassins have Pass, etc. The consistency is nice so you don't need to click through all the enemies like in Awakening/Fates' hardest difficulties.
-Ninja reinforcements are sadly back and are still lame. The most egregious case of them in the maingame is probably Chapter 5 where multiple scary Myrmidons spawn right on top of you. (Also all Myrmidons have Pass... yeah.) A lot of paralogues are bad about this too (among others: Dorothea/Ingrid, Annette/Gilbert, Caspar/Mercedes). I feel like this design could just be terrible but Divine Pulse makes it forgivable at least.
-Speaking of Divine Pulse, outside this use (where I do make use of it extensively), I'm.. actually using it less this playthrough than my previous ones, because I'm just that much more engaged with the gameplay. It's really solid now! Nothing new here, FE is good, FE with teeth is good. But now I have to seriously consider that this might be my #2 Fire Emblem for gameplay, which seeing as it's already #1 for writing... well. I've praised the game enough.
-Enemies are faster now, running a curve that goes all the way to "so fast they just double everyone, too bad". They also have stupid-high attack. It's difficult to tank them for long, the game really favours using range advantages and healing. Good mages who are also good healers (Merecedes, Dorothea) are invaluable in this mode; they range-cheese better than archers because they hit harder and don't lose accuracy at range 3-5. Combat arts are also better since doubling is harder, and again you like the accuracy more.
-Enemy fliers are absolutely ludicrous. They go where they want and ORKO almost everyone. That said there are a few people who can safely bait them (usually one) and most act aggressively so you can wait for them with ambushes, but they do tend to warp battles around them. Not complaining,
now I know how the enemies felt on my Verdant Winds run.
-I never got the Rafail Gem before (it's from a certain part 2 paralogue). Wow, that's a nutty accessory, which I guess fits the profile of Relic accessories. It both nulls type weaknesses AND grants crit immunity, which is a big deal in this game with how bosses are structured. I think about how the big bosses of Verdant Winds in particular all relied on crit to be competent (C18 boss, C20 boss, final boss) and how much this would have helped instead of making me rely on Burning Quake.
-Named enemies are super-badass now. This wasn't so bad in Part 1 because the big battle against other students, Chapter 7, had Casual Mode active. But in Part 2, yikes. Let's talk about Chapter 17, because it was a pile of crazy fun:
First of all, the Alliance summons a reinforcement wave that includes Hilda, Leonie, two Snipers, and two Falcon Knights. Hilda has ONE HUNDRED ATTACK (yes, that's the exact number) and can OHKO anything she touches. I had several rewinds figuring when they spawned and how to not be there, and on several failed attempts I had five PCs die in a single enemy phase, yeesh. Fortunately Hilda is range 1 only so ranged attacks to the rescue. Bernadetta now has 50-something Dex; she mans the ballista and has significant crit with it (and still has 100% silence), so uh have fun with that? Didn't have an RNG-perfect strat, but eventually did rush in with Dimitri to hit Bernie with Atrocity. Petra's atk/avo/crit were all nutty, but she came in to claim the ballista after Bernadetta died. I didn't deal with her myself, but retreated to let the Alliance army kill her, which they eventually did. And then Claude... ORKOs literally everyone, range 2-3, Close Counter, Flying Weakness Null, lol. What's his weakness? ATTACKS AT RANGE 4 OR MORE. My two main attacking mages both have 4+ range, so where able to kill him; his res isn't too great. But of course, he moves with his army, so safely doing that wasn't an easy feet; Dimitri's special gambit to the rescue. And finally, there's Edelgard. Edelgard has 80 attack enemy phase, 94 on her own phase, significant crit, insane charm, good enough durability, Distant Counter. She could ORKO everyone on my team except Dimitri (OHKO everyone except him and Dedue, whom she doubles). Fortunately the combination of an Atrocity from Dimitri carrying the Rafail Gem (which nulls crit) and a single gambit from Byleth (the only PC with enough charm to hit her, and even then it took a full linked attack) brought her low enough for a Dedue CA to finish. Thank god she doesn't have avoid or Vantage.Unit notes. I decided to use the entire BL house as well as Dorothea, who does triple duty as a character who I like, is easy to recruit, and a very good PC.
Byleth: Myrmidon -> Pegasus Knight -> Falcon Knight. Pegasus Knight is the best tier 2 class, it is known. Was MVP for a while due to that + her base stats. Due to her training woes I wasn't able to shift her over to Wyvern so she fell off some in tier 3, but now that she's in her Master Class she's pulled up again. She's not super-durable but the offence and mobilty are both great. Also carries a bow for Curved Shot.
Dimitri: Soldier -> Cavalier -> Paladin -> High Lord. Dimitri beelined to Move+1 and is his usual mobile "best stats in the game" self. Due to the combation of decent speed, def, cha, and HP he can often tank things nobody else can, and of course the strength + Brave Lance or Atrocity or whatever means his offence rules. I ended up switching to High Lord even though the loss of Canto really hurts because the extra speed seemed really useful, and 7 move is hardly bad. One of the MVP candidates.
Dedue: Soldier -> Brigand -> Warrior (-> War Master planned). Early on, his personal gives him 12 def which lets him actually tank some things others can't, although as time goes on the speed starts costing him some (e.g. enemy Warriors get enough speed to double and no amount of def slows them down much), as does his cha. Fortunately he also has high str and several ways to use it well: fists, Vengeance, axe to the face, it's all good. Mages make him run screaming. An odd character, but quite solid until the timeskip where missing several months is hard to recover from.
Felix: Myrmidon -> Archer -> Sniper -> Bow Knight. Amazing start due to effective 15 str / 9 spd. Falls off a little as his personal eventually becomes junk. Felix kinda mocks most dedicated archers in this game because his str is so much higher, and god do archers need it, due to their lack of Combat Arts which boost damage significantly like Tempest Lance/Helm Splitter. Sadly mine is quite speed-screwed (like -6 points) which cuts into his niche, but he's still okay.
Mercedes: Monk -> Mage -> Bishop-> Gremory. Is amazing. Physic, Fortify, Live to Serve all make for amazing action economy as a healer, especially when she's hurt herself. But y'know she's also a perfectly capable mage on offence. Gave her Thyrsus and made good use of her above average bulk for a mage. Probably the best magic user in the game, her only disadvantage is a lack of innate 3 range.
Ashe: Fighter -> Archer -> Sniper -> Bow Knight. Yeah I mentioned archers with bad strength, here is one. I decided to keep him along that line. BK is silll an excellent class, and he's actually doing well for speed unlike Felix (fastest person on my team in fact). He's very squishy and can't ORKO hardly anything besides the odd mage but he's still valuable, if probably the overall LVP.
Annette: Monk -> Mage -> Dancer. The comparison between her and Mercie is kinda dismal on paper; lower stats AND a trash faith list. She does have Rally early buut even on this mode I don't find that super-great, giving up a turn is a big deal with how player-phase-focused the game is. But nonw of this matters since she's the dancer! And sometimes just chipping in her own magic is just what you need, since really only the other mages can ORKO armours reliably.
Sylvain: Fighter -> Brigand -> Wyvern Rider -> Wyvern Lord. Kind of has an unimpressive start but the overall growths are solid and he snowballs well into a very competent Wyvern. Never the team MVP but ever since he started flying he's been consistently useful. Hits extremely hard with Death Blow and can actually double sometimes, and take a few hits as needed.
Ingrid: Soldier -> Pegasus Knight -> Wyvern Rider -> Wyvern Lord. Also has a bad start but good growths, although mine got a bit speed-screwed, like Felix! Very sad given her niche. She's still one of the fastest especially with Darting Blow. Probably the weakest of the three fliers overall due to said RNG screw but obviously a good team member.
Dorothea: Monk -> Mage -> Warlock. No plans to move her out of Warlock. First off, the nice thing is despite her stated weakness in Faith, she actually starts out able to Heal, so she was useful as soon as she joined, and quickly gets Thoron/Physic which rounds her out into the great red mage she always is. With Caduceus and now Black Range +1 she has 4-5 range and can ORKO many enemy types. And... Meteor. Is sooo good. Not just the two shots of it (though those are nice, can OHKO problem enemies or aggro others, and the splash damage is nifty in a few ways too), but just equipping it enables linked attacks everywhere within 10-12 range and in this mode where accuracy matters more? Yeaaah. Really good.
Dimitri/Mercedes/Dorothea are probably the best (ignoring the dancer), with Byleth/Sylvain next, though both Byleth and Felix had MVPish times earlier in the game.
I switch accessories, especially mage accessories since they have the slots, more than I used to in this mode. Switching between Healing Staff (+10 healing), Magic Staff (+3 atk), and a range-booster just gives mages incredible flexibility and power at whatever role you need them for.
I have a lot I could say on the story but most of it is stuff I've already commented on in the Azure Moon section of my post so I'll refrain for now; this post is long enough as is.