Ok. I finished My Current Playthough.
The Amount of units and gear and money you give us is more then enough provided we dont do overspending. The Sleep and Silence Staff are very useful in this hack and are well placed.
The Chapters, For the Most part most of the chapters are pretty balanced imo as long as you dont get super rng screwed. As I said before Chapter 12 and 13 are make or break chapters. For Chapter 12, the First 6 turns are the most important turns. If stuff goes wrong here it can easily turn into a game over. If the player manages to do decent to well on those 1st 6 turns the Chapter is pretty much in the bag. As for Chapter 13, I feel there needs to be 1 to 2 more turns allowed to destory all supplies. It is a very rough chapter even with a good chunk of your units promoted by this point its sometimes hard to push if you get a few unlucky misses or deaths. As for Chapter 11x, it is a good source of weapon experience, however the rewards feel lack luster, The swordmaster wont be used much as even the starting myrm is better then he so unless you get really unlucky and lose the mercs, theives, and the myrm, he problaly wont get used or used much. The wind sword and elixir are very useful but the metis tome and talsman don’t feel worth it.
The Units.
The Commander is pretty average. nothing strong or weak about him. I usually dont promote him till 20 since it is mentioned he doesnt get anything but res and con on promotion.
The soldier. He usually gets benched pretty fast, He is just too slow to be useful imo. Just an early game unit that just falls off.
The 1st Cav. I seen her get screwed and blessed. Pretty average unit but could use a slight defense promotion buff.
The 1st Armor. Honestly Armors just terrible here even if they get blessed in Defense. I think I got 1 to end game and the rest got benched or killed.
The 1st archer. Very solid unit, starts off a little weak early game but turns into a really good mid to late game unit.
The Recruit. He is pretty solid unit for mid to late game. Easy to feed him levels.
The 2 Fighters. Both Solid units. good starting stats and good end game No reason to use the pirates or brigands over these 2 unless you lose these 2 and the Trainee.
The 1st merc. 1 of the best Sword units once he reaches mid to late game.
The 1st Shaman. Since no one has res even if he gets very little magic from his levels, He does a good job at weaken enemies for others to get kills.
The 1st 2 Mages. Same as shaman.
The 1st Curate. Most used heal bot. Can turn into a good late game offensive unit and if he doesnt still a solid heal bot.
The 2 thieves. Theives are crazy good here, the 25 exp on stealing and the combat ability they have that isnt in most hacks is a good send. A bit squishy at the start but mid to late game they really become dodgy tanks with a bit of defense.
The 2 hunters, Really solid Archers. Can be used in place of the Starting Archer or to be used with the starting Archer. Becoming Nomads is a god send. Overall solid units
The Trainee. He is slow but he really hits hard. I saw you gave him a str growth boost but imo he doesnt need that, he can use a slight speed growth boost instead.
The 1st bishop. Placeholder healer that does some damage early game. Will be dropped for other mages/healers
The 2 Pirates. Really dont see a use for them unless you lose the 2 fighters and Trainee somehow.
The Brigand. Same story as the Pirates.
The 2 Pegasus knights. They look bad but they really turn into solid magic killers that can soak up some physical damage as well. imo they are better then cavs and with the Fili shield, they pretty much become a Staple unit imo.
The 2 Cavs that Come with the 2 Pegasus. Pretty Much same story as the 1st Cav.
The Mounted Healer. Good Replacement healer speedy and decent defense and res.
The 2nd Armor. He suffers the same problems as the 1st Armor.
The Myrm. 4 str sound terrible but if he can manage to get some strength on those level ups he can snowball into a really good unit. imo he should have 5 base strength.
The promoted Assassin, he is a decent replacement if you managed to lose both of your theives.
The Cleric, She only gets used if the 1st 2 healers and bishop manage to die or just get really bad growths.
The SwordMaster, mostly wanted for his gear but he can help a bit in chapter 12. Not sure about his end game. Didn’t Care to use him since he had 6 base str and is rather squishy.
The 2nd merc who shows up in chapter 12. Overall solid unit that good to promote when you get him.
The Monk. Same story as the 2nd Merc. Can easily replace any mages you have that got rng screwed.
The 2 Ballisticians. If their gear didnt cost 360 and 400+ to replace, I would consider using them more often. but with how little gold you have to work with, I cant justify their cost.
The 1st Draco Knight. His problem is he has 20 HP. Not really worth using because of that.
The 1st prepromoted Sorc. Decent replacement incase all your mages got rng screwed or killed.
The Prepromoted Sniper. A solid replacement incase you get your archer or 2 hunters rng screwed or killed.
The Prepromoted Sage. Another Decent replacment with the 1st prepromoted sorc incase you lose your mages or get rng screwed mages. Bolting tome is useful.
The prepromoted Fighter. I honestly Never used him nor considered using him.
The PrePromoted Falco Knight. Honestly would not use maybe if he was level 2-5 with those stats, I would consider using.
The 2 Prepromoted Generals, if I need a replacement tank, I would use them. Maybe make their starting weapon levels a bit better.
The Prepromoted Paladin, Would not use at all Worse off then the PrePromoted Falco Knight imo.
The Prepromoted Horsemen. I only use him in the Final, Pretty decent filler unit that stays out of danger.
The Prepromoted Valkirye. if she had B or A rank Light magic instead of B rank staffs, I would consider using. My biggest problem is finding someone to use the Holy tome, only the Monk can get close to using the Holy tome.
The level 20 prepromoted sorc. S rank tomes. Solid end game unit. Pretty good at staff use as well.
The Manakete, His Chapter placement is pretty bad, he needs a bit of babying to become useful but if you manage to do that he becomes a very solid unit.
Dragon the 2nd Prepromote Draco Knight. Very solid Last Chapter Unit. Can handle his own very well.
now for the latest Team I used on my Current Playthough.
Units from Previous Playthroughs
Failed run
Cleared run but really touch and go on the Final. lost 6+ units