We are fighting the plainsmen to prove our worthiness. Or something like that.
Turn 1
- Recruit some initial troops -- a shyde, a paladin, several elf riders to go out grabbing villages.
- Send our main heroes south to engage the closest grand knight.
IBT the enemies recruit a mix of lancers and bowmen. Pretty much as expected. They all have a base income of 10, and plenty of villages to grab, so they will be sending a steady flow of units against us.
Turn 2
- Continue moving a group south, backed up with new recruits. Start the riders grabbing villages to the north and west.
- Recruit more units: healers, some L2 elves we may be able to promote, mages.
IBT the first couple lancers come up from the southern grand knight. Fortunately most of his units are scattering to grab villages, so we can take out these first couple easily.
Turn 3
- We kill the first lancer (49 more enemy units to go! ).
- More recruiting, sending some troops west. Grabbing more villages.
IBT the second southern lancer attacks a paladin, and does 39 damage with one hit! Fortunately he missed the other two blows, or the paladin would have died. We are going to take losses, as the enemy lancers can just do too much damage. At least now it is sundown, so they lose their lawful bonus for a few turns.
Our southern situation:
The enemy lancer is selected -- notice the huge movement range. These guys are going to be nasty, and all the enemy leaders have recruited multiples of them. Fortunately like all horse units they have no ranged attack -- our mages and ranged units can smash them...if we survive their initial attacks.
Note that our cash flow is sizably negative already. Keep recalling and spend all our money while we have it. We can take villages later to get back into balance, and the big money is going to come from early finish bonus since there are a ton of villages on the map.
We have units in the far north and to the west grabbing villages. Keep doing so, but watch out for the enemy lancers moving into range. We don't want these guys to die uselessly to an enemy swarm, so pull them back to the main groups once the enemy approaches. We have the southern group with our main heroes plus some units, and a middle group heading west. I would reinforce the middle group, and maybe send a couple more fast units like paladins down to help the southern group.
Good luck!
The Save - Test of the Clan T04
Turn 1
- Recruit some initial troops -- a shyde, a paladin, several elf riders to go out grabbing villages.
- Send our main heroes south to engage the closest grand knight.
IBT the enemies recruit a mix of lancers and bowmen. Pretty much as expected. They all have a base income of 10, and plenty of villages to grab, so they will be sending a steady flow of units against us.
Turn 2
- Continue moving a group south, backed up with new recruits. Start the riders grabbing villages to the north and west.
- Recruit more units: healers, some L2 elves we may be able to promote, mages.
IBT the first couple lancers come up from the southern grand knight. Fortunately most of his units are scattering to grab villages, so we can take out these first couple easily.
Turn 3
- We kill the first lancer (49 more enemy units to go! ).
- More recruiting, sending some troops west. Grabbing more villages.
IBT the second southern lancer attacks a paladin, and does 39 damage with one hit! Fortunately he missed the other two blows, or the paladin would have died. We are going to take losses, as the enemy lancers can just do too much damage. At least now it is sundown, so they lose their lawful bonus for a few turns.
Our southern situation:
The enemy lancer is selected -- notice the huge movement range. These guys are going to be nasty, and all the enemy leaders have recruited multiples of them. Fortunately like all horse units they have no ranged attack -- our mages and ranged units can smash them...if we survive their initial attacks.
Note that our cash flow is sizably negative already. Keep recalling and spend all our money while we have it. We can take villages later to get back into balance, and the big money is going to come from early finish bonus since there are a ton of villages on the map.
We have units in the far north and to the west grabbing villages. Keep doing so, but watch out for the enemy lancers moving into range. We don't want these guys to die uselessly to an enemy swarm, so pull them back to the main groups once the enemy approaches. We have the southern group with our main heroes plus some units, and a middle group heading west. I would reinforce the middle group, and maybe send a couple more fast units like paladins down to help the southern group.
Good luck!
The Save - Test of the Clan T04