We do not have enough archers to give all three groups a full stack of archers. The Logan's Run group already has 9 skeleton archers led by a croakamancer, which approximate the same role in battle. If anything, they're harder to kill because they can horde with a dozen minor uncroaked that will absorb counter-fire.Nnelg wrote:We need to send additional troops to Logan Run, even if we aren't going to use them. Each group needs a full stack of archers, for anti-air if nothing else.
Basically, our total meaningful ranged field assets (hopefully I didn't overlook anything):
-1 archer warlord
-1 paragon archer
-9 skeleton archers
-2 dark fliers
We can only divide those up so many ways. The Logan's Run group needs enough ranged firepower to engage some garrison archers. The Rainbow Springs group needs enough ranged firepower to maul any attempted raids on them using 2+ (at the outside I would guess up to five) stacks of fairies. The escort group needs enough ranged firepower to eliminate or at minimum drive off the Jetstone group that we've seen. No matter how we slice it we're going to be stretched thin, but of the three honestly I would say that the Logan's Run assault has the least need for additional ranged forces.
I really don't want to get into a situation where we're fielding casters without mounts. Which I suppose leads into the next point...Nnelg wrote:At least 6 of the 7 Naughty Kitties need to go in the direction of Logan Run, so that we can use Bone Carts for fresher uncroaked.
Tod's battle plan called for the Logan's Run group to be very caster-heavy already, and to use relatively few living units in battle; that minimizes the need for healing. You're right in that being completely without it is a bad situation, though. I suppose five casters in the Logan's Run group isn't completely crazy- but I do think that it severely weakens the Rainbow Springs group to have only one caster throwing heals, which could be a serious problem should they be seriously attacked. I'd be more comfortable with another useful caster in their company.Nnelg wrote:Also, we don't want either group to go without healing. (If we send Junetta, she could also capture a few elves for execution Exp.)
Is there a point in sending him with any of the other groups?Nnelg wrote:Exate wrote:Dis City Garrison
-1 Gobwin Artisan
Poor guy is still all alone.
You don't need to leave that guy there. Dis City popped 2 garrison Artisans on Turn 12.
Our presence in Dis City is mostly token, yes. However, we've planted a large army between Dis City and the largest concentration of enemy forces, so that's not nearly as risky as it first appears. Unless the Breatheairians have a force mustering at Scarlet Hills for an assault (unlikely) or are willing to risk blitzing Dis City with fast-moving units that can use non-optimal routes of movement to dodge around our field army in such a way that we can't intercept them (more likely, but would require an extremely aggressively-minded commander) then Dis City should be quite safe.BLANDCorporatio wrote:I ask, because it appears like, even with the garrison archers, our presence in Dis City is mostly token.
Since we aim for sensible play, aka not leaving our cities unguarded, there should be more guards, maybe. So that we don't lose them to a successful siege from the enemy.
Unfortunately, those are the two most widely separated of our missions. The escort mission is going to be several turns northeast, while Logan's Run is to the south.ETheBoyce wrote:How far apart are Logan's Run and the Escort Mission? it might make sense to have Coil ferried between the two via Balrug if possible