Some rather tense turns, trying to save our loyal units in the south. Quite a nasty mess Fire&Ice left us in -- try not to get caught like this in future, eh?
Turn 10
We are in a very tough position in the south. Not only are a handful of valuable units trapped, but our shyde -- one of our three healers! -- is among them, and in the most vulnerable position as well.
![cry cry](https://www.realmsbeyond.net/forums/images/smilies/cry.gif)
My specter avatar is also in the group.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
I will try to get these units free, especially the shyde -- if necessary sacrifice the others to get her out.
We start by focusing two of the fugitives on a wolfrider, as its ZOC is locking the shyde in place. We kill it, and start shuffling our units NE. But more enemy forces are approaching.
Bruindane recruits a footpad and recalls a highwayman, spending all our available gold for some help for our trapped units. He then moves out himself to lend a hand.
In the north the dwarves are smashing orcs and wolves in the mountains. We even manage two promotions, one to thunderguard and another to dragonguard.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
We have pushed around the enemy line and are starting to hit them in the flank.
The center is an ongoing struggle, but we are killing enemy units and advancing slowly. Our ancient lich just destroys, as usual. I love this guy.
IBT we lose a footpad (the one in the water...I should have moved him, it is just too dangerous). Lots of damage and poison, but everyone else survives including our southern units.
Turn 11
Tremendous progress this turn in the north and center, as we obliterate most of the enemy line and advance. There were enough holes for us to get 3 and even 4 attacks on multiple enemy units.
The south is much more difficult.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
I have brought a fugitive from the island to prevent the enemy from sliding around the north and trapping us, but one of the other fugitives is now badly injured. The shyde is also hurt, but has moved to the village. My specter avatar is now holding the exposed point position, after healing himself by dicing up an assassin.
If everyone survives, we can kill the heavily wounded orc next turn to open a path to the NE. But if anyone dies the enemy will have us trapped again.
IBT...the shyde and wounded fugitive survive!
![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
We lose a couple units elsewhere, and take the usual sizable damage and poisonings.
Turn 12
A fugitive kills a wolf (the orc died attacking), and the shyde is free! She flees to the north, as the fresh units cross the water to cover her escape. The wounded fugitive also tries to flee but may still get caught; the specter moves to the village to cover with its ZOC. There are many wounded enemy units, but we do not have the forces to finish them off.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
But our healer has escaped, and the others may yet make it as well.
We have crushed the opposition in the north and center, and have advanced multiple units into the enemy castle.
![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
Another turn or maybe two and we should be able to kill an enemy leader or two.
Our position on the island has become hopeless.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
I retreat the hunter and poisoned fugitive, leaving our injured thug as a sacrifice to cover the escape. The thug does get a kill of a wounded assassin, and is only 3 XP short of a promotion. If he can somehow survive an attack or two, he would promote and might survive....
IBT we survive in the south, and the thug does live through two fights and promotes! But he gets swarmed, and is heavily wounded and poisoned already.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
But he distracted a bunch of enemy units for a crucial turn, and is not dead quite yet....
Bruindane is moving west -- keep him covered but moving maximum distance each turn, and get him into the castle. Once he reaches a keep tile (and there are plenty of them) he can recruit fresh units anywhere in the castle, either to ambush enemy leaders or to use ZOC to paralyze the enemy movements.
The enemies combined now have 60 units (we have killed a ton) but 151 income per turn.
![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif)
We
must kill enemy leaders now that we have reached the castle, reducing their income and recruiting ability, or we will get swarmed under.
There are a lot of wounded units scattered around, and some poisoned ones. Try to keep them around the healers, or use them to grab enemy villages. Keep our loyal units safe! It took everything I could think of to get the shyde free, and the specter may still die. Keep an eye on our Great Mage as well -- Fire&Ice had only 1 HP at the start of my turnset!
![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif)
He is up to 31 now, but we missed his firepower badly.
Just think how this scenario might be going if we had Krash and his 700 gold.
![cry cry](https://www.realmsbeyond.net/forums/images/smilies/cry.gif)
The enemy would be in serious trouble, I think.