We have a handful of level 1s at this point, might even need one finger on the other hand to finish counting them. So depending on how we arrange our forces, we can present a pretty solid defensive line. But skirmishers will ignore it. And everything moves faster than our non-bat units. Even our "swamp savvy" units have pathetically poor movement.
Swamplings wesnoth SG 3
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So I pretty much destroyed all the forces we were fighting. No other lizard people joined the fight but they do have gpt so they might get one or 2 out before we can arrive the save I would recomend just pushing claimie past for the post and use the rest to hold off the lizards. I am not too worried about the hp since its 2-3 turn travel for the enemy to arrive against our weak units
Sounds like good progress, fire&ice!
Any important losses on our side? Any promotions? Report was a little lacking in details. But it is good to see this SG moving again.
I guess that means it is back to me again already, unless JKaen or Sian want to jump in for a set?
If no one else grabs it, I will try to play sometime in the next 24 hours.
Real Life has gotten in the way of gaming the last couple evenings, so I have not yet managed to play the turns. If someone else wants to grab the save go ahead; if not, I should (hopefully!) get to it tomorrow.
Sorry for the delay.
Sounds good, Jkaen. I won't be able to play for another 8 hours or so. If you can grab the save before then, great.
Lizardman King dead, and they retreat north (past us for some reason) into the swamp.
Rollcall: L2 (gold) Clammie the Goblin Trumpeter 19/65 (silver) Eeep the Peltast (max level) (loyal) Howler Great Wolf (max level) L1 Grurk Goblin Rouser 24/30 (silver) Misris Goblin Moonbeam 20/30 Blood Bat 23/70 Chipper Wolf 4/26 L0 Various bats on 11/18 or 11/24 So no more lizards, but potentially still nasty animals (warned about them so maybe more spawned behind us?) No picture as nothing important to show, just run for the end! The Save |