Chapter 16A: Nordrhein
Main objective: Take the castle
You can see each enemy’s inventory by placing the cursor over his on the image. The blue squares with numbers are your unit’s starting places, according to the list on the Battle Preparations (left to right, up and down, you can try to adjust them).(On the right side of the map, there is a group of 4 ballistae. The ballista in the center of that group is on a fort…I'm not sure how attacks against him can miss.)
Items, Villages, Treasure:
You can recruit him if you don't have Olwen on your team (or if you didn't go to Chapter 11x, or if she died somewhere along the way), but if you do, you'll have to kill him. The truth is that as a boss, he's really annoying since he can attack from long distances with Bolting, in addition to having skills like Miracle (increases avoid) and Sol (which enables him to drain energy on contact). This guy also comes packing the Sol Manual, which teaches the Sol skill, so make sure you get it no matter what. A good thief will also be able to steal some of his weapons.
Once you've defeated him, continue making your way toward the bridge, but be careful about placing your units in the range of the ballistae; you already know why I'm telling you this. Up ahead is General Kempf's squadron, but unlike the others, this group will not move unless Kempf gives the order to attack. Kill them off one by one and keep out of the range of the ballistae. When the area is cleared of his units, you'll face Kempf again.
Here he is, the same coward from Chapter 11. It would be great if you taught him a lesson with Olwen. Speaking of which, if you talk to him with Olwen, Kempf will order all his units to charge, and it was for that reason that I told you to kill them first so that you wouldn't have problems with him later. Anyway, you can also steal his weapons with a thief. He's not very hard; once you take care of him, continue with the annoying ballistae.
By the way, on Turn 15, some Pegasus riders will appear on the mountains near the coliseum. Be sure to deal with them as soon as possible (or at least avoid them by advancing rapidly through the chapter) because they have Knight Killers, which can in fact kill your mounted units with a single hit. The rest is a piece of cake.
This boss isn't that difficult, but he can attack twice thanks to his Master Lance, so attack him with a unit that has lots of HP, and be sure to equip said unit with a good weapon to make the job a little bit easier. Also, you can weaken him with a mage so that you can capture him afterward, which would be much better because of all the weapons that he has. Before taking the fort, be sure that you've recruited Sleuf. You can also train all you want in the coliseum, which is advisable; the next chapter will complicate things a little.
Conomor is a boss who'll arrive after Turn 20, together with some more of Alster's horsemen. It would be good if you killed him since you can't recruit him on this route, and really he'll only cause you problems later on. But before that, he has an Nihil Manual, which can nullify an enemy's skills, which is not very useful because most enemies don't even have skills (and Nihil does not cancel weapon effectiveness, such as the effect of arrows on a flying unit, like in FE4). Once you have it, think about which unit you'll give it to.