

Actually, mermen are pretty key to this level because there are a bunch of villages on islands you’re not likely to get without them. Also, you can use your mermen to hold swamp hexes fairly effectively (this is good in Swamp of Dread too, actually). Keep some healers behind your line to shore it up and they should mostly break upon you.

You should be able to get into position for this by nightfall and withstand his rush - it’ll mostly be walking dead anyway, which are pretty pathetic, though be careful if he recruits any dark adepts early.

Move down towards his keep a bit and set up a line either around the first swamp you come to, with your troops on the grass/hills/forest, or on the two hexes of hills and their general vicinity. The trick to Muff Malal’s peninsula is to play in a little bit defensive. Once I realized they are pointless against the undead I kept them back taking villages. Oh and I only lost one of the thieves this time. I guess I need even more cannon fodder so I don’t have to send in the better ones as a last ditch defense. Now I need to work on getting some more melee guys leveled up. It was a huge risk, but Konrad killed him and leveled up. I didn’t want to put my mages up against the leader’s huge ranged attack, and my earlier attacks had put him at 13 hp left, so I sent Konrad in. I ran out of melee guys to put between my mages and the undead leader when they kept falling. I’ve got a red mage, a white mage and a druid all from this mission.Īnd Konrad is level 3 now. I went through a ton of melee cannon fodder and even lost my champion though. The siege of Elensfar is always a tough one, but I got a lot of experience.
