I spent quite a bit of time looking at this save, trying to see where we can go from here. Even if we kill Sabathiel completely our score isn't gonna be nearly high enough to challenge the leaders, so we'll need to do more killing. Or maybe do... something else.
I have something of a plan. Maybe not a very good one, but it's a gambit that could pay off big time if we're able to follow through. Or it'll blow up in my face, who knows
First thing's first, economy. We have tons of money that we're not using and not much to do with said money right now, so let's get cranking on some techs. We've been working towards Iron Working for what seems like forever, so it'd be nice to finally get that going. Unfortunately, we don't actually
have iron, since the latest settler was used for that nice island city to the NE. It'll be trivial to get another settler there of course, so I plan to queue one up in the cap after the carnival finishes.
Bear is killed and I move to pop this dungeon in two turns. Probably won't amount to much, but a great person could be just the ticket we need.
Oh, that tech path? Don't worry too much about that, we're fine.
(bottom right corner I accidentally captured another window so it's cropped out.)
Hook up our spare deer and manage to flip it for cotton. More happiness is always welcome. Now if only we could get healthiness anywhere...
A dungeon here that hasn't been popped by anyone? Well that needs to change.
Well it was a bad result, but nothing some good old exploits can't fix.
We get the treasure map event. It's pretty far away so I decide to send a galley on its merry way.
Visibility is important if we're going to go to war with Sabathiel again. We really should have gotten hawks sooner. I didn't notice any witches with Metamagic but if I missed it, sorry in advance.
Also the border pop gives us Silk, which is even more happiness for us!
Sorry Thessalonica
Necromancy is for Entropy->Rust in the short term, but if we get our mana back from Tasunke we could possibly build the tower, which would make our specters and skeletons significantly more deadly. Sorcery is an option just to get Metamagic on a witch or two, but we can't get it now and I don't think it's worth it anyway. On a side note, I'm hoping we don't get the diplo malus from Entropy with neutral leaders. I don't think we ever got it for death so we should be safe.
Meanwhile, Sabathiel's superstack is still sitting in his cap. Not ideal, I really don't want that near us when we declare war again.
Tasunke has adepts with skeletons heading into Sabathiel's heartland. Hopefully he has more than that coming.
Yeah that's about what I was expecting.
Dang, I chose a bad time to move the hawk to my hunter. Seems like Sabathiel moved his super stack, presumably towards The adepts and skeletons. Or something else possibly.
I also return to building cash since there's nothing else worthwhile to finish soon. Skipping Iron Working is pretty brutal, but don't worry, there's a method to my madness.
Well that went as expected. I don't see any real stack of Tasunke's near Sabathiel, which is discouraging. Where is he hiding all that power?
Incidentally, Blight is about to become an issue. I'm queuing up granaries and smokehouses where needed in our bigger cities just so that when it happens we can regrow them sooner.
Anyway, our peace treaty is done, so it's time for some action.
Huh, well this seems like a weird line of attack. Sabathiel's stack is healing down south so it can't reach us this turn. I left a sizeable contingent in Grottiburg to protect it and our zone defense is around to provide additional support if needed. Also Kandros is still pleased with us (we got an extra religion modifier plus the liberation bonus) so hopefully he stays put this time.
Well that's a kick in the nuts.
Looks like Tasunke has SOME units nearby, but not nearly enough. I'm really curious as to what's going on.
Zone Defense stack takes the first city with fireballs and spectres. Sabathiel's gotta be careful, he could lose all his cities before his megastack has a chance to do anything.
The megastack is down there, so I decide to get a bit creative to see if I can't really mess him up.
First thing's first, goodbye copper. Probably should've done that from the start but eh.
Witches in position.
Blow up his road.
Dang, turns out hasting 0 movement units doesn't work. I thought it didn't but I was swinging for the fences
Nonetheless, no harm no foul.
One Charm Person and three Rusts later, Sabathiel's stack looks kinda like this
I took a close look in F5 and besides catapults, only 26 of those units can attack next turn and only eleven of them are the chariots. A whopping 5 or so units kept their metal
I put the zombies on the stack to protect it. They shouldn't be doing any major damage to it, or at least I hope so. Only one way to find out.
Well, the bad news, we lost about a dozen or so zombies from the stack attacking
I guess those catapults made a huge difference in softening up the stack enough. The good news is that almost the entire stack is redlined to near death
Only three fresh units remain to protect that entire stack. I wish more units had survived so we could counterattack more fully, but thankfully there are some reinforcements to save the day.
I played some of the turn before realizing that I should really just send it over to the next guy
With that said, here's what I've been planning to do all along.
What is so important about this?
The plan is simple. We rust the units, hope for some good rolls, and then slam zombies into his face. We either then try to hold the city with mithril zombies or just grab the Hoard and run like hell. Sadly I lost the contingent of zombies I had sent to deal with the city being greedy trying to cripple Sabathiel's stack, but perhaps that was a blessing in disguise. I brought only a few witches with me with the zombies and I'm not entirely sure that would've been enough to take down Saverous even if he got rusted. I'm meeting up the rest of the zombies and witches for an assault on Sabathiel's capital. Taking care of his stack (keeping it locked in place with blinding light, keeping units charmed, etc.) and killing the units off will allow us to consolidate and prepare for one swift strike on Strattus. Sadly, since most of the zombies remaining don't have mobility I won't be able to one-turn the city like I planned, but using a hawk to perceive his lands shows that he doesn't have much in the way of reinforcements. I'll leave it to haphazard to decide how he wants to proceed, but having mithril zombies is a HUGE deal if we want to continue killing enough to reach a high score.
Just remember that Falamar has Lunatics running around literally everywhere, so have units in place to deal with them from all sides when they come in. Also he has Drowns, which can attack from the water, which is why I moved some of our zombies to the island city.
Oh, and one more thing.
Just a tiiiny little insurance policy in case things really go south
The good part is that it only works on living units, so if we don't want any AC shenanigans we can still spam zombies with reckless abandon.
I'm not entirely happy with how I played against Sabathiel. As I said before I tend to be cavalier with my units and I fear I'm putting some of our precious witches in danger. Fortunately we got quite a few witches through the gates this turnset, so that's quite nice. Not a lot of good spells though. I also left our remaining nodes unimproved since I didn't want to commit to anything before later people played. Getting at least a death node will probably be worthwhile though, or I suppose just getting it back from Tasunke once we have the Hoard's gems.
Also our workers have had nothing to do, so I've had most of them building forts in our desert just in case. Might be worth sending them back soon to the east to improve Bannor lands once we get them.
EDIT - And I somehow completely forgot to mention that Tasunke summoned Basium. So that's something else