Hmmm, how did I end up with more night turns? It's a conspiracy, a conspiracy I tell you!
Turn 4
- As this turn is dusk, I decide to attack aggressively to kill as many orcs as possible before they get the night bonus. We sweep the green forces from the road, killing all but two who are in the hills to the east. The new loyal elf fighter gets a kill, as does our almost leveled guy (now 30/32 XP). Hopefully I can get him promoted to captain before my turns are over.
- Forward elements begin advancing south, staying on the road.
- IBT our loyal white mage gets beaten up (~half health), not much else happens. Blue units are advancing and will arrive next turn.
Turn 5
- Night has fallen, so we have to be more careful. But fortunately we can still safely match up ranged attacks on the grunts and wolf riders.
- Our knight gets a kill for 95/96 XP. Kalenz makes a kill -- this guy is powerful. Our loyal rogue even gets into the act and finishes off a wounded wolfie.
- The road south is open. Our newer units are positioning at the crossroads against the coming blue wave, with Haldiel at the corner. Most of the units that can reach him are melee, and he is tough enough to take the heat.
- IBT only minor skirmishing, as most of the orcs hold back. Even with the night bonus, they seem afraid of our units. :neenernee
Turn 6
- Our knight promotes to paladin after his charge kills the green king, who had been softened up by Delfador's lighting bolts.
- Our high-XP elf fighter promotes to captain. More leadership!
- Skirmishing with the blue units while trying to form a good defensive line, I trigger an ambush. I had taken a few risks with units moving into hill tiles, so not too surprising. Only one green archer appears, fortunately. The move allowed our loyal rogue to kill a very inconveniently positioned wolfie, so it was worth it I think.
- IBT two level 1 elves get badly mauled, but no losses.
It is now dawn, neutral time, with daylight to come for the next player to smash the blue forces. Green is almost dead, just one whelp at the keep and the ambush archer. Time to push forward against blue and kill the king ASAP so we can get a nice large early finish gold bonus for next map's treasury.
The situation:
Get the wounded guys out of the line of battle, and see if you can't slip Konrad up behind the front before attacking with our level one guys. We could use the leadership boost. There are a handful of units south at the green keep, they can finish off that one whelp and then move back north.
We don't have enough money for recruiting, especially with our negative income, so we might as well push forward and try to finish early. Blue does not seem to have much money for recruiting, so it should be pretty easy if we don't spring tons of ambushes. Or we can intentionally spring them to farm XP, although that will mean not much gold next level.
Good luck!
Turn 4
- As this turn is dusk, I decide to attack aggressively to kill as many orcs as possible before they get the night bonus. We sweep the green forces from the road, killing all but two who are in the hills to the east. The new loyal elf fighter gets a kill, as does our almost leveled guy (now 30/32 XP). Hopefully I can get him promoted to captain before my turns are over.
- Forward elements begin advancing south, staying on the road.
- IBT our loyal white mage gets beaten up (~half health), not much else happens. Blue units are advancing and will arrive next turn.
Turn 5
- Night has fallen, so we have to be more careful. But fortunately we can still safely match up ranged attacks on the grunts and wolf riders.
- Our knight gets a kill for 95/96 XP. Kalenz makes a kill -- this guy is powerful. Our loyal rogue even gets into the act and finishes off a wounded wolfie.
- The road south is open. Our newer units are positioning at the crossroads against the coming blue wave, with Haldiel at the corner. Most of the units that can reach him are melee, and he is tough enough to take the heat.
- IBT only minor skirmishing, as most of the orcs hold back. Even with the night bonus, they seem afraid of our units. :neenernee
Turn 6
- Our knight promotes to paladin after his charge kills the green king, who had been softened up by Delfador's lighting bolts.
- Our high-XP elf fighter promotes to captain. More leadership!
- Skirmishing with the blue units while trying to form a good defensive line, I trigger an ambush. I had taken a few risks with units moving into hill tiles, so not too surprising. Only one green archer appears, fortunately. The move allowed our loyal rogue to kill a very inconveniently positioned wolfie, so it was worth it I think.
- IBT two level 1 elves get badly mauled, but no losses.
It is now dawn, neutral time, with daylight to come for the next player to smash the blue forces. Green is almost dead, just one whelp at the keep and the ambush archer. Time to push forward against blue and kill the king ASAP so we can get a nice large early finish gold bonus for next map's treasury.
The situation:
Get the wounded guys out of the line of battle, and see if you can't slip Konrad up behind the front before attacking with our level one guys. We could use the leadership boost. There are a handful of units south at the green keep, they can finish off that one whelp and then move back north.
We don't have enough money for recruiting, especially with our negative income, so we might as well push forward and try to finish early. Blue does not seem to have much money for recruiting, so it should be pretty easy if we don't spring tons of ambushes. Or we can intentionally spring them to farm XP, although that will mean not much gold next level.
Good luck!