Well, when it's just a question of racing to the villages, the turnset went pretty fast .
Turn 1:
Recruited mostly fast units, with a pair of experienced shamans. It turns out that recalling horsemen is actually cheaper than recruiting them, so try not to let them die. Then I claimed the closest villages.
Turn 2:
We find our loyal mage hiding in a village, but now that we're here, he wants to fight. Our troops scatter to the four winds, always on the lookout for more gold.
Turn 3:
And, we have contact already. We should pull the scouts back to the pair of orcish villages to the northeast next turn, meet up with the shamans and at least delay the wolves. We finally have enough income to start recruiting, as well. What you see is most of the enemy army; fortunately he spent a lot of gold on wolves, which should die fast to any non-scouts. Our scouts can take a little harassment, but should rely on their ability to run faster than they can be chased until we get some reinforcements this way.
To the northwest, crossing the river was a real delay, but a treasure trove of villages awaits.
I would aim to grab most or all of these in the next couple turns, then establish a battle line heading down the coast. Fortunately, most of the orcs are chasing the elvish scouts, only a couple coming this way, so gaining most of the villages to the west should be quite doable. And, well, with Delfador, our new mage, and 4 horsemen, you ought to be able to handle 1 grunt, 2 orcish archers, and a troll quite handily, especially since they're strung out.
And, here's the income situation:
We've clearly got a lot more village claiming to do! 6 more villages should put us at parity, and anything extra you can claim will start pushing us ahead.
I think we can hold in the east for now, which will get a lot easier once we start recruiting, and push aggressively in the west.
Antisocialmunky, I guess you're up!
The Save
Turn 1:
Recruited mostly fast units, with a pair of experienced shamans. It turns out that recalling horsemen is actually cheaper than recruiting them, so try not to let them die. Then I claimed the closest villages.
Turn 2:
We find our loyal mage hiding in a village, but now that we're here, he wants to fight. Our troops scatter to the four winds, always on the lookout for more gold.
Turn 3:
And, we have contact already. We should pull the scouts back to the pair of orcish villages to the northeast next turn, meet up with the shamans and at least delay the wolves. We finally have enough income to start recruiting, as well. What you see is most of the enemy army; fortunately he spent a lot of gold on wolves, which should die fast to any non-scouts. Our scouts can take a little harassment, but should rely on their ability to run faster than they can be chased until we get some reinforcements this way.
To the northwest, crossing the river was a real delay, but a treasure trove of villages awaits.
I would aim to grab most or all of these in the next couple turns, then establish a battle line heading down the coast. Fortunately, most of the orcs are chasing the elvish scouts, only a couple coming this way, so gaining most of the villages to the west should be quite doable. And, well, with Delfador, our new mage, and 4 horsemen, you ought to be able to handle 1 grunt, 2 orcish archers, and a troll quite handily, especially since they're strung out.
And, here's the income situation:
We've clearly got a lot more village claiming to do! 6 more villages should put us at parity, and anything extra you can claim will start pushing us ahead.
I think we can hold in the east for now, which will get a lot easier once we start recruiting, and push aggressively in the west.
Antisocialmunky, I guess you're up!
The Save
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker