What style is Revelations anyway? Is it the Strictly Linear style of Conquest or the Easy Mode Style of Birthright?
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Before I forget, I want to dispense advice on AI weaknesses that can be exploited reliably. To ensure the safest outcome for your troops, I've found the best method is the tried and true MMORPG method of 'pulling' small handfuls of troops into your own army where they're easy pickings. Naturally, the best Puller is someone with high defense, the only problem being that if that Puller is TOO defensive, the AI is programmed to not even bother attacking if it can't deal damage. However, sometimes it would attack into a unit it couldn't damage, and I finally figured out why: the AI only calculates defense vs attack power, and nothing else, it doesn't even look at battle forecasts. If your unit is receiving passive damage reduction from another unit's abilities, that's not factored into it's decision making.
So for example: you have Jakob pocketing your Corrin, his ability negates 3 damage. The AI is still thinking it'll get through some damage when it attacks, even if that damage negation makes Corrin invulnerable to that attack.
The AI also doesn't factor in a partner's full shield, and this led to a humorous scenario in which I screwed over the AI: There was a General + Outlaw combo pair walking on my position, I noticed that my Pegasus + Corrin pair had a full shield, so I sent in the pegasus to sit in his attack radius, and true to the AI's pathological need to shoot at fliers at any given opportunity no matter what, the General waddled over, switched over to the Outlaw, and tried shooting my Pegasus only to get denied. Having wasted it's turn, it was now a lot easier to completely disassemble that pair with the weaker partner exposed.
Just some tidbits to chew on when you're planning your turns.