WaterMonkey314 wrote:He also thanks Junetta for her suggestions and also asks what she intends to take as her next spell.
Junetta shrugs. "I'm not even sure I'm going to live through the next fight. In the past, I've let the Chief Caster decide. I'm surprised the King hasn't assigned one for our side already, but then, I'm still not sure I understand what he meant when he said that he may grant Wandereus and me 'free-will' if we perform loyally and true."
Turn 61 Garrison Warrior with Leadership and 1 Garrison Archer w/ Dance Fighting + Beefy pop. T. Coil completes charging up the first Ickypron spell on the Towers, and starts a TwoGeeOneCee. Triage is able to apply Ward to 7 units. (Triage will be able to ward a total of 21 units prior to turn 9 and still have full Juice for the fight. Junetta will use Minor Ward on the remainder. She will also be able to spend her remaining juice crafting Renew or Minor Ward potions, depending on whether anyone goes without Minor Wards. Note also that the Heck Pups, 3 of the Kitties, and the Turn 9 Dis Garrison cannot be pre-warded, so if they are warded when the fight begins, it will be subtracted from the healers' available Juice that turn.) Vinny can craft a total of 6 more cloaks, after which (I assume) he'll hand the Stewart's Rod back to Bill.) Bill prevents Normal Decay on the uncroaked. Bill uncroaks another marbit and sends it out to spy on the the Elves. Faith casts Crypsis on the unit, to allow it to hopefully survive a little longer and get a complete scouting report.
Dis CityTowers: 18 (of 18) Energy, Ickypron, partial TwoGeeOneCee (2 of 25 Juice), 1 spell slot empty
Turn 72 Garrison Archers w/ Dance Fighting + Beefy pop. T. Coil completes charging up the TwoGeeOneCee, and starts on the 2nd Ickpron. Triage is able to apply Ward to 7 units more units. Vinny crafts 2 more cloaks. Bill prevents Normal Decay on most of the units in the city. The uncroaked (except the scout) suffer Extended Decay. The Imps detect the Elven column, although it is slain in the process. The undead is guided to the column, and is also slain in the process, but not before Bill is able to gather the following stats:
Armolad - Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 }
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }
Elves (x8) : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
Elves (x8) : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
Gumptions (x8) : [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2) ] { Ward-16 }
Faeries (x16) : { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Altruistic Elves (x8) : { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.
Elves (x16) : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
Elves (x12) : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
Elves (x4) : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
Bill believes that there may be equipment on Armolad, and possibly the leaders as well, but the scout is discovered and croaked before he could confirm this.
Dis CityTowers: 18 (of 18) Energy, Ickypron, TwoGeeOneCee, partial Ickypron (9 of 37).
Turn 8(Popped Units To Be Determined.) T. Coil completes charging up the first Ickypron spell on the Towers, and starts a TwoGeeOneCee. Triage is able to apply Ward to 7 units more units. Vinny crafts 2 more cloaks. Bill prevents Normal Decay. Bill raises any additional uncroaked he wants to have ready for the fight on this turn, I assume.
Dis CityTowers: 18 (of 18) Energy, Ickypron, TwoGeeOneCee, Ickypron.
Turn 9(Popped Units To Be Determined.)
The Dis City Defense Force (minus 4 units still to be determined):

The garrison units have grey bases. I'll update the Reference section with the complete unit list once the final popped units have been determined.
Begin Final Preparations For SeigePlease determine the final 4 units that Dis will pop, what cloaks Vinny will craft and who they'll be allocated to, who receives Triage's wards vs. Junetta's, whether any potions are created, whether Bill will create any additional uncroaked on Turn 8, who gets mounts, whether any of the units arriving on Turn 9 get wards, and what all your units' starting positions will be. See the Reference Section for Dis City interior and exterior layouts. Note that Naughty Kitties can climb to the top of the towers if desired; each tower has room for 3 mounts, and casters can trigger the tower defenses while mounted.