T4 - Heeeeeere orky orky orky...
T5 - Hey, they bought it! We killed one orc interturn, now to punish them for their daring (and back off our knight to a safer location).
Don't kill any but the assassin, but they're all badly wounded. A consequence of fighting at night, I suppose.
Interturn, we lose the archer, but otherwise weather the storm.
At this point, some thieves appear, and change the terrain, too - suddenly we have a ford. Some dialogue about 'not many people know that'. Also - these guys have the 'backstab' ability - double damage if there's a unit on the opposite side from our attack. They're also all Loyal, so I'll hope to keep some alive. On the other hand, they've got hardly any hp and mostly melee attacks
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
.
Our combined flank attacks have drawn off enough of the orcs that we're able to break through in the south. In the process, our mage becomes Red and our Merman warrior gets promoted to lvl 3. I debate between Triton and Hoplite, but end up going for the more defensively focused Hoplite. He's loyal, we don't want him to die.
We survived the night, but took another beating:
In the south you ought to be able to finish off the last orc and start grabbing villages/finishing off the remaining orcs. To the east, our knight took a lot of damage overnight, but with day coming, the paladin and other knight ought to do very well.
To the west, the situation is more precarious. We lost a thief and a village without doing much in return. I'd focus on staying alive over here while you get reinforcements in:
Finally, the sad part: the undead reinforcements are already showing up in a constant stream. Fortunately it's about to be daytime, with a zillion villages around for healing.
Best of luck ASM! I think you should push hard while it's daytime to get us into a defensible position overnight:
The Save