As several reviews of this game have noted, the most important strategic element of this game is learning to anticipate enemy AI. The enemies (as far as I know) never try to anticipate what you will do; they make every move as if you’re going to pass your turn. So what you ideally want to do is head off their move, either by moving the character they are going to attack, or moving someone else into the spot they are going to move into. If two characters end up in the same square, whichever unit has the lesser Weight stat will be pushed out of the square, and they also lose their attack chance.
You do have to be careful moving a unit out of a square where they will be attacked though. Groups of enemies will tend to target the same unit, so you don’t want to move the targeted unit into a place that leaves them open for attacks from the other units in the group.
Ideally you can also attack the spot where you know the enemy character is going to end up, but this isn’t always possible.
I’m not sure if there is a way to 100% predict the AI; if so I haven’t gotten there yet. Sometimes it’s obvious — if one of your characters is at 20 HP they’ll almost certainly be targeted by the enemies. But if everyone is at full HP, I find things are less predictable. You might think they would go after the characters with lower max HP or lower defense, but this doesn’t seem to be the case. However, if you predict wrong, as long as the unit survived you then have a clear indication of who the other people are going to attack.
Another important concern is knowing which of the enemy forces are going to move first. It’s not necessarily constant from turn to turn; it seems like they do tend to move the same groups first unless they can get you with an area of effect spell.
The spellcasters and other AoE moves are the hardest to predict, I think. You can’t be sure exactly where they are going to move (in most cases) and the exact placement of the AoE effect is sometimes hard to read as well.
Finally, you want to be careful about leaving your units in bad positions for the next turn as well. If an enemy spellcaster is going to reach your range in the next turn, you would ideally want just one unit in their AoE.
All of this makes the strategy quite a bit different than what I’m used to for other games. From what I can tell, this is rather divisive among people who played the game, as to whether they like it or not. Most battles that I’ve fought are not hard to finish, although finishing them without losing any characters (for the double money bonus) can be more challenging, especially if there are bosses with nasty attacks.
Anyway, I’m still making it through this game pretty slowly. A few notable battles from chapter 2:
24

This is a stage design that they like to use, where your characters start at the bottom of a big hill. This allows archers to snipe you from the top of the hill (which increases their range a lot), and lowers your movement as you move up the hill. I find that usually the best way to do this is stay as far back as you can and let as many of the enemies come to you as possible; sometimes the archers will even come down the slope to a point where it’s much easier to get them. Those chests can only be gotten with flying armor.
25

Status effects can be pretty nasty in this game — as of mid-chapter 3 I don’t have any cure-all abilities, and you can only hold 2 items per stage. So unless you know in advance which status effects you’ll need to have heals for, you pretty much just have to avoid them as best you can. This stage has a boss, which more and more stages do. The basic strategy for these bosses for me is to try to wait as long as possible to fight them, and then quickly surround them and use the Support bonus to do big damage; even if they kill one or two characters you’ll still be able to eventually wear them down.
28

I had to restart this one because I went forward too quickly. Whenever you have an enemy group moving towards you with a spellcaster you have to be really careful, because you need to deal with the spellcaster before they can do huge damage to your force but if you just try to go past the rest of the enemies they will hurt you badly. One thing you can do is see what their attack range is (which the game makes easy) and move one character in there, especially if you do it at the end of a turn then you can move them out next turn — spellcasters often act first and then they can waste a spell.
30

I think this is the first battle with 2 bosses where you have to beat both of them. You cannot let them both reach your guys at the same time or you’re in trouble, so you have to stay back and let them move into your range individually. If you can beat one of them with most of your guys still left it should be OK.
31

After that I didn’t find the last battle that difficult, just stay back and let the enemies come to you — the only big dangers are the magician with the minimize spell, and the boss himself, but if he’s alone and most of your characters are still around it should be OK.
Two more chapters left. I am not going for the Vandal Hearts Sword or any particular ending because it looks like it would require too much work; I haven’t been revisiting any old maps to get the treasure chests, and I’m not going to do it as long as I can keep progressing through the game and beating the maps.










