Dark Wizard 07
Previous --- Index --- Next Scarn 3rd - Morning Invye and Jim have taken the town of Castin during the night. Originally, they were to head south and take Tourla Castle, but with the enemy still in sight, our strategist has ordered them to bunk down and repel the expected attack. Jim the manticore is in trouble. Chimeras are super-effective against him. Invye, on the other hand, is pretty strong against them. And dragon pups are always a pain in the ass. The enemies have multiplied overnight. Fortunately, our ghost squadron has arrived. MJ proves his use by paralyzing a skeleton. Paralysis is simply AWESOME. It's why I made sure to get 5 ghosts ;) The enemy can't attack or counterattack me when paralyzed. Also, my units pretend like the paralyzed unit isn't even there, so I can walk through it. Movement is always a problem. The movement range is affected by enemies nearby (as well as terrain and unit's race). See the gap between the skeleton