I would like to mention something about this hack that gets quite overwhelming in some specific chapters - peaking at Chapter 13 itself:
Reinforcements.
Some of these chapters get heavily overbearing rather quickly, and while you have some tools to hold out in some of them, such as healers or good retreating opportunities, you often get swarmed in these.
In Chapter 6, the Pegasus force towards the top pincers your units, forcing you to retreat due to the overwhelming force of the enemy troops, while Chapter 10’s large mass of reinforcements, although forcing you to hug the village, is more feasible to hold out against, even though if it were a couple turns longer, such hold out would be rather unachievable, and Chapter 12’s very early reinforcements put the left flank on a very delicate situation, as by then you haven’t had the time to even move to take down the left gate before the shamans and cavaliers/pegasi start harassing your flank. While a massive hindrance, you do have units that can somewhat handle them, or at least make use of weapon triangle to stall such forces until you can take down the boss and seize. Compared to the Knight+Archer reinforcement, the monk/shaman and mounted reinforcements that show up by turn 4 are nothing to write home about, considering they can be chokepointed on their narrow corridors and be entirely neglected.
But Chapter 13 is another beast of its making.
It is one of those situations where I would honestly kill to have a Pure Water, as the left flank heavily drowns you with Magic Bows and mages, which will entirely crush any knights (any but chad Ogni) that are trying to hold out there. With the very low natural accuracy of Spears and the averagely low skill of the Knights, such enemies spawn multiples more than they can be handled, and attempting to hold points whilst also making sure your king thief manages to secure the chests is a scarring experience.
This left flank becomes paste quickly, and many of these knights are ill-prepared against most of the enemies, such as fighters, archers with Perfectionist, and magic archers that heal at each passing turn. Comparing this to the right flank, that beyond the initial monks and mages that leave a dent (and kill Lily) at the very start, is then somewhat easily handled, as the early shamans can be taken down without much inconvenience and the soldiers and knights are apt enemies for your own - with the later line of bottom reinforcements being able to be somewhat ignored by falling back - somewhat possible by them being late reinforcements that are formed by pegasi and cavaliers with lances, which are well-held by Ogni, and fighters, who hopefully you don’t have to end up facing.
In short: The reinforcements on Chapter 13 (and to a lesser extent on other chapters) get very overwhelming, but unlike in the others, you hardly have good tools to hold out against this charge. While the possibility of being able to get Pure Waters, or have some of the knights potentially wield extra weapons, either seeking more accuracy (so enemy Archers lose Perfectionist to be able to reliably hit on player phase as the average hit rate is high 40~ for Knights) or carrying an axereaver, some of these knights would be able to hold out better or longer during this chapter, as a retreat is difficult both to their low movement and the extra range of the attackers.
Also updated the Anomaly list for information and issues upon later chapters.