[SIZE="7"]More Forward Progress[/SIZE]
And I get to see another eventful turn. I'm definitely in clean up mode on the Calabim front, so things should be winding down soon.
I started the turn by adding shock II to my super beastman, along with an appropriate name. After the promotion, he had good odds to kill the next defender, so I took the shot and won. He'll promote again next turn and the Calabim are pretty much doomed.
After combat:
Ichabod had not attacked my lone wolf 1W of the city, so I moved it to the hill as planned, and found the missing Calabim workers.
Unfortunately, they were just out of range of my wolves this turn. Or were they? Wolves are a fun unit, and I have been practicing with them in the sim. I had found a trick that I could use to give them some extra reach, and this seemed like the time to use it.
By forming a new wolf pack, both of my wolves were deleted and a new unit was formed with full movement available. I used my C3 wolf, and none of the promotions carried over, but the experience did so it will be able to promote next turn. Now the workers were within range of my new wolf pack, and I could proceed to capture them.
I even managed to snag a free wolf in the deal, and I moved him back to the forested hill with the rest of my troops.
Whenever a wolf pack kills a unit, there's a 10% chance of producing a new wolf. I didn't realize this applied to workers, but I guess I got two chances at the RNG for it. Thanks to another Doviello feature, I can either keep the workers or spend 20 gold each to upgrade them to beastmen. I'll probably keep them as workers, but if I need more reinforcements, they are available.
So at the end of turn, this is how things stand:
Here's the event log as a bonus. It doesn't seem to include a few things, such as killing the Ljosalfar scout, but it does include all of this turn's events.