First of all, sorry about the break - first I was very busy with RL matters and then had that "I quit smoking" thingy which made me too twitchy to play strategy games. Now that all issues have been dealt with, here's the update:
We've started taking on the second continent. Let's get on with it.
The strategic map of our first assault on the Aelcar the Shadow Wizard's holdings. We've got three objectives to take. Lotsa ruins on the map, let's hope for the best of goodies.
The troops deployed. I've made a couple of big mistakes here and have redeployed them, but forgot to take a screenshot. For instance, I've left the inexperienced warbands prone to an attack. A cavalry unit attacked it, and since the warbands had nowhere to retreat - being surrounded by allies - they surrendered. Reload, redeploy.
The tutorial has ended. From now on it's impossible to avoid losses. Our job will be to keep them as limited as possible.
Fortunately, Kingcomrade has a way with being blunt with others. Heroes are very important. They can own the battlefield if used correctly, but losing one is a terrible, terrible mistake.
During his turn, Aelcar fireballed our warband unit, breaking the morale and then slaughtered it with his skeletons. Let's buy another warband and hope it'll manage to get some experience.
My air forces are limited and now it shows; good thing I haven't bought any magic sky hunters which, while being powerful, are vulnerable to mechanical units. The wyverns hold on admirably, severely wounding two screamers (mecha sky hunters) - however if I'll do nothing they'll get killed. I drop a whirlwind spell on one of the screamers, killing it and make the Wyverns rest. That gets them only 1 HP back (if you rest next to enemy units, that's the best you'll get). Fortunately, the screamer unit left has only 3 HP and it is doubtful that they could win. I also got the Wyverns an amulet of magic resistance so that Aelcar's whirlwind would be completely useless.
My bombardiers don't have such an amulet, however, and they've been out of order for the most part of the mission, getting hurt by whirlwinds all the time.
The figure with 3 HP you can see here is a Bronzeman, mecha heavy infantry. They are slow but are excellent defensive units, having >20 armor. A fireball in conjunction with a heavy cav raid quickly makes the enemy rout.
Zerotol - our staff slinger - valiantly vanquishes voracious vermin, that is, finishes a 1 HP skeleton off.
Aelcar is still bombarding our hawk rider with whirlwinds - note that there are some casualties, not only injuries. That means that when fighting with Aelcar we've got to finish the missions as quick as possible so that he can't disown our troops of their precious experience with casualties.
In one of the ruins we've found a band of volunteers, which will serve us as cannon fodder with joy.
Not all ruins host benevolent entities or gold. These, for instance, had a bunch of skeleton skirmishers inside which decided that our overwhelmingly powerful forces are an excellent target.
A tactical view of the progress we've made.
Our wyverns took scouting duty after recuperating. It seems we've destroyed the majority of Aelcar's forces on this map already. The ogres will be no match for the might of Kingcomrade (and a small fireball plus Andhaira skirmisher support). The rest of the map is a simple mop up.
From the depths of a local temple Saint Proverbius hath emerged to aid us in our noble struggle for freedom and access to Shadowlord's shadow harem full of kinky goth chicks in sexy black lingerie.
Our victory here has convinced a gentleman of great expectations to join us - Sergeant Claw.
We upgrade our warbands to swordsmen - making them much more powerful. Unfortunately, we can't expand on our army right now. Maybe after the next mission.
Choices and Consequences. Where should we assault next?
-The forest of the weeping wind, to the north
-The broken fang pass, in the middle
-The Caerovian peninsula, to the south