The Colonel wrote:The next battle seems to be the worst yet so, yeah next battle.
I'd actually feel better about this battle if you were to use one of the scrolls this turn to raise another skele archer on the wall. Wanderus, Junetta, and the 5 Archers are out of range of all but 4 of our current units and that may simply not be enough to finish the archers without further losses to living units. (BTW, due to the 8 squares per round of movement it has, the only enemies your Skele knight can attack this round are Wanderus, Junetta, and the 2 archers directly behind Wanderus.) It should be noted that, since our next battle is going to be a defense of this city, you will be able to bone puppeteer the corpses from this battle in the interim time, giving you plenty of uncroaked going into the next battle. (There is also the chance
that you may gain 3 xp this round from your uncroaked croaking an archer, leveling you to 3 and giving you 8 more juice, making the scroll issue moot, but I think this is unlikely.)
Triage, given the facts that I leveled at 15 XP, the primary bonus from your disipline is 'Healmancy: Unit gains 0.1 XP for each Hit they heal on an ally,' and that there is already 21 damage spread out amongst our troops, you should level to 3 if you simply dedicate yourself to healing the most wounded unit you can for the rest of the battle. (This is likely to be Rolf after the next attack from the gump.)
BLANDCorporatio wrote:As for Will, try to get inside a Bat protection zone.
Damn it BLAND, you just stole my spot. Since none of the other units currently surrounding the sole bat on the ground can move fast enough to make a hole for me before the archers can fire, I will move to Q4 and recieve guard and bodyguard bonuses from the 1 DW and 2 DS that surround that position. DW2 and DS3 will later move to P5 and Q5, also to protect me. Leadership goes to Cupid, Flier-8, Yuri, Rolf, the 2 skeles on the wall and to T. Coil. (If TheColonel decides to create another skele archer on the wall this round, then I want that skele to have leadership instead of T. Coil if that sort of declaration is possible.)
Orders for the ram carriers are to move closer to the door. The heavies will try to pile damage onto the gump. Orders for BS 1 and BS 2 are as follows: (NOTE: Includng Junetta's 2, there are a maximum of possible 7 fire attacks from the units we can see on the field, so none of the bats on the field should croak.)
If either Bat is reduced to 1 health, it retreats the field.
If BS-1 is forced to retreat, it is replaced by BS-2. (Myself and the casters have guards and bodyguards, so leaving us exposed is not as bad as leaving the fliers exposed.)
If BS-1 instead gets reduced to 2,3, or 4 health, it switches places with BS-2.