The Drawfs have been causing problems for multiple sides of late and they have all sent armies to deal with them. The one issue is the city at the entrance to the Drawfen keep. It is currently controlled by Gobwin Knob who have deployed a small force there to deal with any invaders while their chief diplomat does her best to form an alliance with them. You have been tasked with destroying the force and granting access to the deeps for the main army which doesn’t want any delays once they reach the city. You have been given enough Schmuckers for the establishment of a level one city and a small amount of units. 
White is clear and costs 1 movement to move across
Green is forested and takes 2 movement to move across
Red is mountains and it takes three movement to move across
Any square with blue on it cann't be moved across by anything but flyers unless there is also a brown rectangle on it.
Creating unitsAll units have 5 stats
Combat
Hits
Defense
Move
Cost
Combat
Minimum of 1
Maximum of 10
Combat + defense must be less than Hits
Hits
Capped by specials
Minimum of 1
Defense
Minimum of 0
Maximum of 10
Combat + defense must be less than Hits
Move
Minimum of 0
Maximum of 5
A unit gains 1 cost for each point put into another skill
A unit cannot have a combined Combat and Defense greater than it's Health.
A unit with 1 move is siege 2 or 3 is infantry 4 is cavalry and 5 is flyer. A unit cannot have more than 5 move.
Without a special a unit cannot have more than 5 health
Specials
[spoiler ]Light: Enables the unit to enter tunnels and use mounts although when riding on a mount the light units movements are still used (LTDave)3 points
Heavy: Enables a unit to have between 6 and 15 hits 6 points
Ultra-Heavy: Enables a unit to have between 16 hits and 25 hits 14 points
Mount: Enables a unit to carry light units 7 points
Scout: Enables a unit to move in the Scouting phase 5 points
Commander: Gives unit the ability to give bonuses in combat equal to their level (1d6) 4 points
Digger: Enables the unit to dig trenches to give benefits to combat 2 points[/spoiler]
All groups get 5 different types of units (Including commanders)
And you start off with 100 points.
CombatThe combat formula is following:
(Total combat of first 8 units * (1d10 +Miscellaneous) / 10) – (Total defense of first 8 units of the defending stack * (1d20 + (2 * Miscellaneous) / 20)
Miscellaneous benefits will mostly be at my choice except for commander level and trenches
Turns:
Popping: Orders for new units are given and they are popped. New units are popped with full move and health
Restack: You may restack your units in any configuration and units heal to full
Scouting: Any stack with a unit with the scout special will scout reporting back on enemy units within a set radius.
Movement: All stacks can move up to their slowest moveing unit
Combat: Any unled stacks will auto-attack any enemy units in their stacks, and any led stacks can choose weather or not to attack
Movement: Any stack with movement remaining may move
Please tell me if I missed anything. Otherwise start signing up!