Three more turns, a fair bit of progress.
Turn 7
- Kill various undead, claim villages, advance south, etc.
- Merman initiate promotes to priestess. Now we have a water-going healer.
- IBT the isolated elven rider (lvl 2) is killed.
The previous player hung him out by himself where no one could reach him, and he just got overwhelmed. I hate losing promoted units.
Turn 8
- Kill various undead, claim villages, advance south, etc.
- Konrad gets a kill, almost enough.
- IBT multiple defensive kills.
Turn 9
- Kill various undead, claim villages, advance south, etc.
- I had a shot at the necromancer with a knight, but figured we wanted to continue milking the map for XP and gold.
- Konrad slices and dices a dark adept and promotes to commander (level 2).
Our loyal mage is 1 XP away, a knight is 2 XP away, etc.
- IBT a mage gets beaten up. He will need to be pulled back and healed.
Here is the current situation at the start of T10:
Be careful of any unit which is on a corner; they take multiple attacks and can be worn down quickly.
This is what happened to that mage.
We are maybe too close to the enemy keep, if we want to keep milking the map for XP. We could pull back and form a full line, preventing more than a couple attacks per turn on any one unit. Space out the healers (druid, shaman, merman priestess) and remember that Konrad now provides leadership to lower level units around him. Keep claiming island villages -- we may want to send our mermen to join the one in the south so he does not get pinned down by the water-going undead.
Other than that, just keep hacking and blasting away.
The gold and XP are both piling up, and we will need both on the next map.