I ended up playing 10 turns, and we're pretty much in the driver's seat now. I don't see a reason why we shouldn't be able to swap in the next turnset or two.
I'll go from the start.
First things first, I had the Khazad invaders Brian mentioned to deal with. IDK what precisely you did Brian to get the situation you mentioned, but in my case Kandros wouldn't talk to me at all that turn. I held most of the stack in the flood plain with Blinding Light, and wiped out the stack that was stuck on the hill next to Froihk.
I also saw this panic-inducing little force:
Luckily they decided to turn around next turn
The next turn I finished off the units in the fp then went to talk to Kandros:
Sure thing buddy.
So now we only had Tasunke/Basium to deal with. That Horseman/Chariot stack ended up moving next to my Mobius Witches up from Froihk and were easily killed with summons. I meanwhile sent summons/hawks to scout the enemy to the south.
Here's the Angels:
Balderham Garrison:
Feiss Mabdon Garrison:
And Hippus stack moving from Ventry:
We had a bunch of wounded PZs and a few Witches near Ventry, but with Tasunke moving that stack West, I pulled it back into our territory and started it west, shadowing the Hippus stack.
I made this deal with Kandros:
Fire Mana is worth more to him than Death Mana, and I had decided to go all in on Death Mana anyway, since we got that source by Gridmok. We ended up with 4 Death Mana, resulting in strength 7 Spectres
The enemy going on the "offensive":
The next turn Blight hit. Considering most of our units aren't actually living, this didn't hurt military operations at all. The unhealthiness is just something we're going to have to live with.
Here's a power graph:
After wiping out those two stacks from Tasunke/Basium, I went on the offensive, taking Balderham:
Lovely lovely.
Then I went after Basium himself:
So by now our main offensive weapon is a stack of Mobius Witches ~30 strong. I use most of them to summon Spectres, and a handfull of Hosts and Pit Beasts. I then cast up to four spells to enhance them: Enchanted Blade, Blur (for immunity to first strikes), Shadowwalk (to nullify the effects of walls and similar structures), and Dance of Blades (for an additional punch). If you stack up two turns worth of summons, well, it's hard to lose. Basium was certainly a challenge however, but in the end:
If you're wondering how that Pit Beast has so much XP, it's because it had already killed Basium the turn before at low odds. I encountered a bug the first time I killed Basium in that he would come back over and over again. I had actually already "wiped out" all of Basium's defenders the turn before, but since Basium himself kept coming back, I couldn't take the city. At that point I had to leave anyway, so I saved. When I came back home and loaded the save the bug was gone, and I killed Basium twice this turn and he died as he should have.
IDK, it was a very strange thing.
Anyway, moving on from the bug, that same turn I took Conrond Mor with massed Spectres. I moved some more up to Radonnor, which is more heavily defended (Tasunke has Xbows). But I summoned them this turn, so we can just summon a whole new load next turn and probably swamp the defenders.
At this point, Tasunke is willing to make peace:
If the next turnplayer is so inclined, you can replace Kabhalg with any city you like in a peace deal, Radonnor is the obvious choice, it has a number of wonders in it and is near our borders. Or, you can just keep going until we swap.
The latter might however, be harder than it appears, with most of our cities starving thanks to Blight, and our economy tanking (and still 5 turns until the Song of Autumn comes online). Either way, we're basically in charge now. That stack of Mobius Witches can kill anything the AI could throw at us.
So, things were looking pretty grim when the two top powers in the game attacked us, but we've turned things around on the backs of OP Mobius Witches and idiotic AI. Aren't you looking forward to doing it all over again with the Elohim in a bit?