First Turn

While the odds for this battle may look even, the enemy army is primarily Skinks with 4 units of Saurus as the only real damage dealers. Solid tactics and Teclis' magic we will pull through almost unscathed.Deploy your forces on the right hand side, it doesn't matter too much how you order your forces as we will be marching up and redeploying close to the enemy.March your troops forward towards the smaller cliff to the right of where the enemy has deployed. Be careful here that your Phoenix does not get too far ahead, it will cause some enemy units to break off and try to engage.*Note: Flying unit speed is the same with run or walk toggled, the difference is they will stagger to ranged fire in walk mode, and not in run. Save unit fatigue by "walking" them until close to the enemy*Deploy your army as above. The idea here is to bait the Lizardmen army to blob up on the Swordmasters and Spearmen on the right, with the flank protected by the cliff, spears on the left to cover the Swordmasters. From here your Archers will move forward to provoke the Lizardmen while Teclis will follow to cover their eventual retreat.Move your Archers and Teclis forward and target the Saurus Warriors, you should be able to get a few volleys off before they respond. Immediately after they start moving, pull your Archers back.The Archers falling back to safety as the Lizardmen move to respond, move them to the high ground on the cliff so they can fire over your line. Teclis will stay a moment longer to cover their retreat with spells.Teclis getting off a Flock of doom on the Skink Skirmishers who clumped together, don't forget to throw a fireball (Skink cohorts seem to take the most damage, they are tightly packed and low armored).By now your Archers should be in position on the cliff, have them fire on the skirmishers as a priority. They will be slowly chipping away at your front-lines health but its mainly their poison debuff we want to avoid here. Teclis can keep casting Fireball and Flock of Doom as soon as they are off cool-down,Here we have the skirmishers just about fully routed by the archers while the Lizards melee infantry has blobbed mostly on the Spearmen with the Swordmasters chewing through a unit or two. This is perfect for casting Flock of Doom on as many units as you can, once again don't forget to throw Fireballs when available.*Note: If you hold "Alt" while casting any AoE spell you can cast it on the ground instead of a unit, this will let you center it on the blob.*The enemy lord will push into your line and once he does swoop your Phoenix down on him, just as he is about to be engaged switch to Teclis and cast The Enfeebling Foe on him.*Keep an eye on your Phoenix as its attack animations like to draw it away from its target and it may end up in the enemy infantry blob, not attacking the lord. This can be especially bad if it ends up in a group of Saurus Spears.*Have your Archers shoot into the flank or rear of any unit they can from their position, leaving the blob for Flock of Doom, keep casting Flock and Fireball every time they come off cool-down and if you have the winds cast The Enfeebling Foe on the enemy lord.We don't have any units to properly chase down routing foes at the moment so have your Archers target the enemy furthest away but still in range for as long as they can until they run out of ammo. Teclis can run alongside routing units casting Flock as well.As you can see we pulled through the battle with hardly a scratch. I prefer to take the replenishment here due High Elves having the Martial Prowess ability, keeping them above 50% HP grants them +12 MD and +2 MA.Teclis will have leveled up after the battle so put a skill-point into Flock of Doom this will allow him to overcast the spell and more importantly give a -30% cool-down.With no lord and hardly any Saurus left it this battle will be a walk in the park.*Note: It is recommended to manually fight this battle too as the Auto-Resolve losses are quite severe.*Standard checkerboard deployment opposite the enemy. This time they will march to you, hang tight and let the come.*Note: If you hold "Ctrl" down while selecting units one-by-one in the order you want them lined up eg. "S-A-SM-A-S" when you deploy them they will be in that order. From here you can select just your archers and "Alt" drag them backwards behind your melee line.*As they get closer, target the Skirmishers with your Archers as they lack shields and will take higher casualties. Cast spells with Teclis as soon as they are off cool-down, it won't take long before they route due to losses.You can safely ransom captives here as long as you don't plan to auto-resolve the battle next turn, otherwise take the replenishment.Once again Teclis will have leveled up and this time we want to take the spell Flaming Sword of Rhuin. This spell will carry us through the early game and remain a mainstay damage dealing buff throughout the campaign.It matters not what Lord you pick to recruit here, we will be disbanding them straight after they colonize the final region in the starter province.At the moment the Citadel of Dusk is the only faction that will deal with us right now, go ahead and establish a Non-Aggression Pact, Military Access, and Trade Agreement with them. You may only be able to get a Trade Agreement this turn and that is okay.*Note: It may be tempting to get forms of Alliances in this campaign however I would discourage this with anyone other than mainly Kahlida. The rituals will have the Lizardmen, Skaven and Dark Elves declare war on you, and the Dwarfs will pull you into early wars.*Upgrade the Militia Camp into the Rally field, we will demolish it later however need it now to unlock researchThat is it for the first turn, go ahead and hit the end turn button.