T10 - I start shifting us around to the western side - I'd much rather camp out in forests than swamps! I tried to kill that dark adept, as the primary enemy damage dealer - but both knights missed on all 4 charge attempts (any one of which would have killed him).
And, we get our first lvl 3 unit - say hello to Aethaedry, the Paladin! He's done fighting on this map, unless something bad happens, since he wouldn't benefit from XP (ok, he'd get 3 more HP and a full heal, but that's nothing compared to what everyone else gets).
Why Paladin? Well - you all have scared me about the next map, I figure having some more Arcane attacks will be useful when it comes to fighting undead. Healing's not a bad thing either, especially on a fast unit
T11 - more killing of the dead ones. Including...some nice work by our loyal mage:
Yep, we now have 5 units capable of healing on this map! Out of 13 total - we may not be attacking a lot, but dang if we can't sustain ourselves
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It's frustrating, but I haven't yet figured out how to get any XP onto the Shaman - she just doesn't do enough damage to kill any, while most of our other units do too much damage to leave the undead vulnerable. Oh well, I'll just keep focusing on the druid and mages, then.
IBT - we have a close call on our Merman hunter, going down to 4 HP before healing. He's going to back off for the time being.
T12 - I decide the bat who nearly killed that hunter must die to make me feel more secure - those things are extremely good at going to weakness and killing units we'd otherwise be able to save. I bring up the storm trident to do so. Meanwhile - if the Shaman can't do anything else useful, she can at least go get us those last two villages.
IBT - not a lot happens. I think Muff failed to recruit one unit, though, as our Paladin was too close. I put him there to allow only one unit to attack either mage, but apparently he drew all the aggression anyway. You might want to back him off.
We can keep doing this forever, it seems. Muff keeps recruiting a full keep, half his units die immediately on the attack, the remainder on our turn, and the cycle continues. As long as we rotate units out of the line and keep the healers spread, we're not in danger of losing any. I'd go ahead and continue this right up until the last 3-4 turns, when we'll want to press in and kill Muff.
Having Konrad with leadership is awesome! For instance - I wanted to kill a 14 hp corpse with a mage, who did 5-3 magic missile at night. Low odds. I moved Konrad up, and suddenly the mage was doing 7-3, taking his odds of kill from the 30% range to the 70% range.
We ought to be able to level at least the merman hunter, and good odds of levelling the druid to a Shyde as well. Everyone else is probably too far away from their next level, but I could be surprised here - after all, a full keep of undead every turn is 24 XP/turn for our army
.
Go forth and experience!
[url="http://dl.dropbox.com/u/16549110/HttT-Muff_Malal%27s_Peninsula-Auto-Save13.gz"]
Here's the save[/url]