Well, I didn't manage to do anything about our merman brothers held captive out at sea.
But otherwise it went pretty well.
Turn 4
- Our mermen kill the wounded naga fighter, then mass swarm to kill a bat and another naga.
Some damage taken, but nothing too bad. We also claim another sea village.
- On land our horsemen advance and take 2 more villages to get us to positive gold per turn.
- Recruit 2 elven scouts and recall a quick archer. We need faster units to actually get them across this damn river to somewhere useful.
- IBT we take some damage, especially one merman facing 2 nagas. Green continues advancing.
Turn 5
- Our mage, sorceress, and an archer kill the 2 vampire bats which had moved south.
We will need to reclaim that one village they took, not sure if a land unit can do that.
- Recall a quick elven scout and fighter; recruit a fighter and get lucky with quick.
- Our horsemen claim 2 more villages.
- A merman kills a green wolfrider which foolishly entered the water. This is our domain, stupid land animal! :neenernee
- The rest of our mermen kill 2 vampire bats and another naga, and damage the blue loyal "sea orc" down to 3 HP.
- IBT green continues advancing. They have 5 level 2 orc warriors in the group, which will be a bit of trouble.
- IBT the blue loyal sea orc retreats to a village, some more skirmishing with a naga.
Turn 6
- Our mermen kill the last naga and also finish off the "sea orc" (whatever the hell that is) which gets some minor dialog. The shoals are now clear, and blue is down to the king and one vamp bat (newly recruited). We need to send a force to free the remaining mermen, but there are two level 2 nagas out there and our guys are pretty beat up at this point.
Still, if we can just get to the cage we will have fresh healthy reinforcements to do most of the fighting. Or we could try to circle around and get the trident first...we definitely want that weapon!
- As it is late night, I choose to retreat our horsemen out of orc range rather than fight this turn. We could hit the lead orc or two, but then those -25% horsemen would get swarmed by +25% orcs. Instead I pull them back and join up with our slower land units. We will have a solid group to hammer the orcs next turn, during the neutral dawn phase, and wipe them out once we hit full daytime.
- Recruit 2 more horsemen, then send Konrad on his way to the fight. It will take quite a while to get him there, but maybe we can still get him some XP.
- IBT the blue king attacks our merman who killed his loyal lap dog, but damage is minimal.
- IBT green is smart enough to form up a bit, but their forces are still fairly strung out. We should have fun smashing them.