Move for infantry defaults at 5, except for scouts, who have 20. Uncroaked units retain the same stats they had in life, but their hits stat decays as they do. I made the units with my unit creator program, so they operate under the Erfgame 2.0 rules.
Manly looked over his squabbling commanders. He had never seen more than a single level 1 warlord before; himself. He was popped into his father's court, brother of the future queen; a naive clean shaven boy who thought he knew everything. He saw a lot of himself in these five, most significantly in Macho. They were a disorganised troop, but they were surprisingly intuitive. The next few turns would prove their mettle, surely.
"Then its settled." He finally spoke. "Plot will be our first target. Three Archons will travel to Diagetic to ensure Noway takes no action. But I would not split the leadership, for one reason: levels. You are all too low, and you all need experience. Capturing Plot would level you nearly twice, and for that reason I am ordering you to stay together. Cravens will pop next turn, and Archons are due to pop in Knowitall and Copout in two turns time. Lore fell with a full treasury, but most of that was expended in rebuilding and hiring casters. That farm hex would be invaluable. Capture it if possible, then continue to plot. The journey should take three turns; meanwhile the cities will pop more units for the attack on Fourshadow. Capturing the city is essential; do not let them be razed or destroyed. The most decayed of the uncroaked will last three turns at least. If there is a delay, then you may need to think of something else. I will remain in Lore. Understood?"
A tightening of your muscles into attention tells you that was an order, not a question.
Perpetually locked in a Mathamancy/Turnamancy link.