Starting off, I move the knight to a village, and check - yes, Konrad will be able to claim one too. Therefore, let's start off with some fast units to grab us income - Mermen and horses. I end up with the mermaid initiate, mermen warriors + storm trident, loyal horseman, and lvl2 elvish scout.
T2 - Oh, no wonder they think this is XP farming season! Muff recruits 4 lvl 0 walking corpses and one level 1 dark adept.
We move out to grab income and recruit another round, this time with 2 mages, druid, and another merman - all stuff we'll want XP for.
Meanwhile, Muff recruits another batch of lvl 0 walking corpses.
T3 - recall some more useful troops - Knight and sorceress and recruit another mage and shaman. That runs us out of gold, and we haven't yet conquered enough villages to replace it. I'll therefore advance Konrad - but make sure to back him off when we get the income to recruit/recall again.
On the main front, our forces look like this:
We can easily handle them, but be careful not to get ZOC locked; even their 6-2 melee attacks could add up if we get swarmed under. Also bear in mind that it's nighttime and half our forces are Lawful. It may be best to group up and let them come to us, just to minimize damage taken.
To the north, we have a collection of horsemen grabbing the last of the villages; they can definitely head south after this.
Most of the villages on the map are on the southern islands, so the mermen will be vital for getting us income so we can put more units on the map to level.
Finally, an important detail - walking corpses, our primary opponent, have a special on their attacks called "Plague" - when they kill one of our units, they get a free Walking Corpse on the tile it had been. If you let our units die, it could snowball in their favor.
The Save