Mercenaries Lament vs Zombie Enablers
Wow this came a long way from Mercenaries Wings: The false Phoenix that had braindead AI and didn't let me record from my switch https://youtube.com/shorts/QAqV1eNr3tE?feature=share
Mercenaries Lament has these nice factors though the series general strategies:
1) Height and Back Attacks (greater damage though no range extension) though you have to be directly behind to see it register.
2) Auto Save/Battle and somewhat competent AI (someone made a move even if most idled in this battle). Autosave every turn easily lets you retrace steps (redo final turn instead of whole battle on separate save files) for plot decisions.
3) Broad swords help the main character to avoid counters by attacking diagonally, which stacks with Elmar's leader skill, Eagle Eyes, that heightens critical rate and accuracy if not countered. Your healer benefits more with spears for that little range boost as you get more experience killing enemies than healing. No idea if axes, short swords and knuckles have any use in this series.
4) Fast Forward Option for enemies, auto save last 5 turns and multiple difficulties.
5) The zombie storyline is very unique for the series though class/skill unlocks are similar.
6) Healing items are good (don't buff Lila's item range as a gun works well and you wont have stupid friendly fire problems from tactics ogre). You have low mp so low level healing/protection spells may help too.
7) Lila as a fencer, with knife and shield has very high evade; with 4 hp, she dodged 3 attacks.
8)You can freely do the first class change at level 10, make hybrid abilities, and go to the best 2nd class with both sets at level 20. The level requirements go up if you choose a 2nd class for the other, and there is a 3rd one.
9) You can see treasures shining on the floor. No bs blind search from Mercenaries saga nor fft treasure hunter to find by luck.
10) There is a new game plus for choices and an easy mode (you can't modify after choosing and levels revert to 1 but you keep stuff to make hard mode and treasure searching easier). Elixir (they spell elixer) heals 50 hp/mp and not 30 as the text states.
11) Don't use AI unless on easy mode, and even then, turns will be wasted on useless aim/flashbang (for Elmar/Freesia) in new game plus, which your transferred stuff is an equalizer. It does help some characters go faster.
Advent soul is a nice equalizer, kinda like a transformation. Just note you are better off using Druid Freesia (and max mp up for quicker MP regeneration, though high levels outgrow this unlike tactics ogre reborn where you hardly regen mp late game to need items) to summon Undine (and lower MP cost as it drains to pay for every turn) over divine heal.
VIP helps when items aren't needed after 2nd class change though you'll have to free battle if not playing on easy as reinforcements can attack same turn they are Summoned.
New game plus fortunately lets you experiment with more character builds and leader abilities by choosing a different path (skip the same cutscenes before chapter 11 and use first battle to equip if not on maniac mode as hard mode is tough enough to end your turn), and having more SP you can max out the useful skills. I do feel the final boss is a damage sponge that can 1 shot party on hard.
There is a fandom as well, which I edited for characters and story details: https://mercenariessrpg.fandom.com/wiki/Mercenaries_Lament:_Requiem_of_the_Silver_Wolf