Played three turns.
Night time is good for us chaotic types.
The enemy's forces have been crushed -- green and blue have 2 units each left (plus their leaders), and two of those are badly wounded. It is time to bring our forces forward and mop up the enemy leaders to finish this game. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Note that it is now day again, so we may want to avoid actually attacking Philips and his remaining heavy infantry until the timing is more favorable. Or at least until we have ranged attackers in position, since they have no ranged ability of their own.
A lot of our troops are wounded to various degrees; try to get them to villages as all our mimics are far back from the fighting. Our troops in the center need time to advance westward -- there is a sizable traffic jam in the middle, so focus on getting the faster units like assassins and the promoted units full movement. Basic grunts can take what they can get.
I had started moving several pillagers/cutthroast southwest to help defend Shining, since he has to survive and the remaining enemy units were going after him. But they started pulling back north this turn after I wiped out most of the remaining units in the middle, so Shining is probably safe.
Unless the enemy gets some reinforcements or has some kind of surprise waiting in the Archduke's keep (might want to fly the one remaining bat north, as no one else can move or see across the deep river), we are about done. This next turnset would just be a bunch of troop shuffling as we prepare for the final attack, so if fire&ice wants to take some extra turns and wrap this up I have no objection.
Good luck! Finish off that stupid Archduke!![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
The Save - Turn 16
Night time is good for us chaotic types.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Note that it is now day again, so we may want to avoid actually attacking Philips and his remaining heavy infantry until the timing is more favorable. Or at least until we have ranged attackers in position, since they have no ranged ability of their own.
A lot of our troops are wounded to various degrees; try to get them to villages as all our mimics are far back from the fighting. Our troops in the center need time to advance westward -- there is a sizable traffic jam in the middle, so focus on getting the faster units like assassins and the promoted units full movement. Basic grunts can take what they can get.
I had started moving several pillagers/cutthroast southwest to help defend Shining, since he has to survive and the remaining enemy units were going after him. But they started pulling back north this turn after I wiped out most of the remaining units in the middle, so Shining is probably safe.
Unless the enemy gets some reinforcements or has some kind of surprise waiting in the Archduke's keep (might want to fly the one remaining bat north, as no one else can move or see across the deep river), we are about done. This next turnset would just be a bunch of troop shuffling as we prepare for the final attack, so if fire&ice wants to take some extra turns and wrap this up I have no objection.
Good luck! Finish off that stupid Archduke!
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
The Save - Turn 16