Mostly, you have two options. First is all in, second is sending the council awayy. First one gives better chance of victory, but higher losses. Second one, which is sending your council away to Chibi, guarantees that, should you lose here, she will have a solid power block to back her up.
On another note, QQ is thirsty for that Aife salt.
Perhaps. However, she's already 3 votes in on the other side in her favor, because they want to watch her descent into madness. It's not the first time critical information was ignored just to see her suffer, and it probably won't be the last, if pattern holds ~
Even with all in, you're probably gonna have significant losses (almost certainly at least one named character will die). Which means if Dace dies (or even if he doesn't), you'll loose a lot.
If you send everything to America, you lose very little in the worst case. Good help is hard to find. Still you have a fair amount of stuff established here so sending people to America is a risk.
Random notes you'll probably want to know (with significant personal bais). Your battle maid is the strongest fighter on your side (although she leans far more to fighting champions in my opinion). Dragons are your strongest general units by far (especially against magic units). Personal opinion is that some of the other units are worthless, but that's mostly because they aren't meant to be frontline fighters.
Things to know about the other side:
Undead don't deal with morale (benefits or drawbacks). They will keep fighting until they die or the leader (Tom) is dead (might just have to force him to flee though). Death magic is very good at fuck everything, but most death units don't have to deal with that.
Last bit of advice is to look at these spells from Heroes'of Might and Magic 4. Those are the Death Faction's spells (Tom's Faction). He doesn't necessarily have all of them, but I don't want you guys to go in too blind.
Fleeing to America would be disaster thought. Getting a foothold again will be hard. Until we have a operational base up again the only thing that can keep them occupied from detroying our foundation of shops and resources are the Life and Order factions. Since those two can't be trusted to defeat anything Chaos and Death will have field trip.
Summary. Fleeing to America would only be viable if Life and Order can hold the enemy factions at a stalemate .
Fleeing to America would be disaster thought. Getting a foothold again will be hard. Until we have a operational base up again the only thing that can keep them occupied from detroying our foundation of shops and resources are the Life and Order factions. Since those two can't be trusted to defeat anything Chaos and Death will have field trip.
Summary. Fleeing to America would only be viable if Life and Order can hold the enemy factions at a stalemate .
Don't forget that all the other factions for some reason are in the British Isles*. It'd be a bitch to get back in, but you could play a strategy of not letting them get out. There's a lot more room to expand in America after all.
Also remember that Chibi has agency too (like everyone important). She has SLs to some (if not all) of your council. She's built to leverage the shit out of those, and you loose** some (if not all) of your SL perks if the person dies
*Except for the muggles. That faction is big, everywhere, and will get dicked on by anyone else if they come into conflict.
**Granted, for significant enough relationships to important people you can have perks transform because of their death and other stuff. Lots of those are vengeance themed though.
I'm playing devil's advocate by the way. I'm not allowed to say what the right path is here, but know that a best path exists.
There's a really good resource for finding out what Tom could throw at you lying around here. Your only (vague) hint is that mechanics wise there's a reason the game is called Heroes of Might and Magic.
***
Anyways, here's a lesson on how some spell based combat works in this quest.
Death Hero is fighting Barbarian Muggle "Hero". He really doesn't like this guy, so he chooses to use some powerful magic to kill him.
He is faster than this Muggle "Hero" (for reasons) so he goes first.
Death Hero casts Poison.
Poison - 2 mana
Combat - Curse/Direct Damage
Damage: 16 + 1.5 dmg/level + Demonology
Poison does damage to the target every round (starting with the current round) untill combat ends. You have to agree , there is nothing quite as appealing as gloating over your enemy as they die ever so slowly.
This spell will really ruin the Muggle's day. The Death Hero has been carefully cultivated (Read: Got lucky and ganked a few higher level heroes) to get to level 10 but doesn't have any demonology yet. This means if it hits it will deal 16+1.5(10)=31 damage per round unless something is done about this spell. With just one casting.
For reference, your Hero unit Martha has 130 max HP.
This muggle earned his place as a nuisance though. He's had lucky rolls and a bit of magic resistance. Unfortunately for him, he (finally) fails his resistance roll so the spell hits and puts him on the clock.
...
After a short fight the Death Hero finishes off the Muggle Hero and his troops.
Unfortunately, they run into the Chaos faction leader when he's on an enthusiastic walk.
The Chaos Leader has had a bad day and doesn't have time to deal with this shit. He's certainly faster than Death Hero.
*Chaos Leader's Moral Procs -- Gets an extra attack*
He casts his favorite spell Fireball to be done with Death Hero and his goons.
Fireball - 5 mana
Combat - Direct Damage
Damage: 52 + 5 dmg/level + Pyromancy + Sorcery
Fireball causes a 3x3 yard explosion of flames a round a target within the line of sight of the caster, doing fire damage to all targets within its blast. As far as I'm concerned, there is no other spell. This one has it all.
Note: Size limits are based on game grid
He's level 20 with Grandmaster Pyromancy and Grandmaster Sorcery. That means fireball deals 52+5(20+5+5)=202 damage to all targets in the blast centered on the Death Hero. That'd probably be enough to kill him, but Grandmaster Pyromancy gives +100% damage to all Chaos Magic and Grandmaster Sorcery gives +100% damage to ALL magic.
606 Damage
*Luck procs -- Damage doubled*
1,212 Damage. Overkill describes the thing that was a sacrifice to the dice Gods for this kind of damage. Remember, he still had an extra attack before the Death Hero could do anything.
There's a really good resource for finding out what Tom could throw at you lying around here. Your only (vague) hint is that mechanics wise there's a reason the game is called Heroes of Might and Magic.
***
Anyways, here's a lesson on how some spell based combat works in this quest.
Death Hero is fighting Barbarian Muggle "Hero". He really doesn't like this guy, so he chooses to use some powerful magic to kill him.
He is faster than this Muggle "Hero" (for reasons) so he goes first.
Death Hero casts Poison.
Poison - 2 mana
Combat - Curse/Direct Damage
Damage: 16 + 1.5 dmg/level + Demonology
Poison does damage to the target every round (starting with the current round) untill combat ends. You have to agree , there is nothing quite as appealing as gloating over your enemy as they die ever so slowly.
This spell will really ruin the Muggle's day. The Death Hero has been carefully cultivated (Read: Got lucky and ganked a few higher level heroes) to get to level 10 but doesn't have any demonology yet. This means if it hits it will deal 16+1.5(10)=31 damage per round unless something is done about this spell. With just one casting.
For reference, your Hero unit Martha has 130 max HP.
This muggle earned his place as a nuisance though. He's had lucky rolls and a bit of magic resistance. Unfortunately for him, he (finally) fails his resistance roll so the spell hits and puts him on the clock.
...
After a short fight the Death Hero finishes off the Muggle Hero and his troops.
Unfortunately, they run into the Chaos faction leader when he's on an enthusiastic walk.
The Chaos Leader has had a bad day and doesn't have time to deal with this shit. He's certainly faster than Death Hero.
*Chaos Leader's Moral Procs -- Gets an extra attack*
He casts his favorite spell Fireball to be done with Death Hero and his goons.
Fireball - 5 mana
Combat - Direct Damage
Damage: 52 + 5 dmg/level + Pyromancy + Sorcery
Fireball causes a 3x3 yard explosion of flames a round a target within the line of sight of the caster, doing fire damage to all targets within its blast. As far as I'm concerned, there is no other spell. This one has it all.
Note: Size limits are based on game grid
He's level 20 with Grandmaster Pyromancy and Grandmaster Sorcery. That means fireball deals 52+5(20+5+5)=202 damage to all targets in the blast centered on the Death Hero. That'd probably be enough to kill him, but Grandmaster Pyromancy gives +100% damage to all Chaos Magic and Grandmaster Sorcery gives +100% damage to ALL magic.
606 Damage
*Luck procs -- Damage doubled*
1,212 Damage. Overkill describes the thing that was a sacrifice to the dice Gods for this kind of damage. Remember, he still had an extra attack before the Death Hero could do anything.
Please note that I made all the characters up there. The only thing that was real were the calculations.
And don't worry too much. Tom isn't even in his late game yet; he's not gonna be slinging 5th tier spells boosted by grandmaster traits. Unfortunately, Tom is one of (if not the) strongest unit currently active in my opinion. Granted, part of that is the Dice Gods seem to favor him and hate Fumbledore (and the overlord is doing his own thing off screen all the time).
Granted, the 5th level spells of the death faction aren't the best (compared to other 5th level spells). These are the really sought after ones (from what I hear):
Plague - 5 mana
Combat - Curse/Direct Damage
Damage: 16 + 1.5 dmg/level + Demonology
Plague causes all targets on the Combat Map, friend or foe, to come down with a deadly damaging disease. It has no effect on non-living or Death targets. Sickness always cripples an army, unless that army is already dead.
Mass Sorrow - 8 mana
Combat - Curse
Mass Sorrow causes all enemy targets to have maximum negative morale. I was on a wall when sieging army threw down their weapons and turned away. Some of them were weeping. The battle was over - for them.
Mass Weakness - 8 mana
Combat - Curse
Mass Weakness causes all enemy targets to do 25% less damage in combat. Endurance and strength are important in battle. The army that weakens first usually loses. I just help it along a little.
Vampiric Touch - 8 mana
Combat - Blessing
Vampiric Touch cause a friendly target to gain 1 hit point for every 2 hit points of damage they inflict. Everyone loves vampires, and sometimes they want to know what's it's like to be one.
General bit of advice -- Wiki walking is your friend here. A lot of this I'm ripping straight from a wiki to help you guys have more information to help make your choices while not giving you too much.
[X] Life Quest : Where getting a pass is cause for celebration
we should know all we can about that old chessmasterjourneyman (way to many mistakes to be a master, but tenacious enough to be at journeyman level).
Closing the votes in 2 hours ~(gave up on the GMT thing) Yeah, no, my minion brought up an important point that should have been obvious considering the PC but apparently wasn't.
Edit: Also, my minions pointed out : There is 0% chance of Riddle getting his hands on the Nature anchor. Dace'll pull a Lily and if things become too bad, he'll break the link himself an throw the anchor into the floo towards Chibi's safe house. He's an intrigue character, planning for the worst case scenario is something he'll do automatically, which is why you didn't get the choice to keep chibi with you even though her being here would crank up morale and luck by yet another notch.
You also have to remember, Chibi has her own fortune, inherited from her dead father, she wouldn't start from scratch.
Edit: Also, my minions pointed out : There is 0% chance of Riddle getting his hands on the Nature anchor. Dace'll pull a Lily and if things become too bad, he'll break the link himself an throw the anchor into the floo towards Chibi's safe house. He's an intrigue character, planning for the worst case scenario is something he'll do automatically, which is why you didn't get the choice to keep chibi with you even though her being here would crank up morale and luck by yet another notch.
You also have to remember, Chibi has her own fortune, inherited from her
Alright then, good information, I actually want to do this, but afraid of the anchor situation :
[X]Plan protect our legacy
-[X] Yes
--[X] Martha
-[X] No: Medium chance of death. Dace will just use spells from afar. -[X]Elizabeth
--[X] To America! (Will be safe). -[X]Oliver
--[X] To America! (Will be safe). -[X]Agatha
--[X] To America! (Will be safe). -[X]Moody & Jason
--[X] To America! (Will be safe). -[X]Lily
--[X] To America! (Will be safe).
-[X] Frontline : Treants
-[X] Frontline : Wolves
-[X] Frontline: Moon does
-[X] Middle: Fairies
-[X] Frontline: Dragons
-[X] Backline: Elves
-[X] Backline: Druids
[X] Death Quest : Psyching up, throwing down.
I'm sending all of our advisors to the America, this is so that the Chibi is completely safe.
Why I'm sending everyone instead of fighting is because all the QM and beta commentary make me feel that any advisor that stay actually will die instead of some change of survival as they posted. And even if that not the case, it is said that at least some of them will die anyway.
If you asked "but it listed there is a change anyway, the QM won't lie!" Don't forget that we get the ability to act on rumor mill because Dace have stupidly high intrigue, who to say that Dace force prediction is correct when NOT EVEN ONCE WE EVER ATTEMPTED TO SPY ON DEATH FACTION.
And also, if the Death faction killed everyone that not in America, if they are a bit smart, they will immediately hunt down Chibi to "finish the job", especially if they know she get the Nature Anchor in her hand, so we need all hand on deck to protect her instead.
Death interlude for possible intel on how the death are going to attack us.
Lastly, on QQ the QM said that Dace originally going to survive anyway, but now he might actually died, not by the QM choice. This imply that we actually lower his change of survival by making all of his advisors fight with him instead. Below is her exact post :
I'm also a She. And no, Dace was originally set to survive this one but now he's prolly gonna die, yeah. But be positive, it won't be my choices that kill him ~!
I might vote for the protect our legacy if we keep Moody and Lily with us for the battle. Moody isn't ours and the overlord has an interest in Lily for some reason.
I might vote for the protect our legacy if we keep Moody and Lily with us for the battle. Moody isn't ours and the overlord has an interest in Lily for some reason.
I'm sending Moody to safety because as blonddude said, good help is hard to get, and we did spent 2-3 turns before we get him, and that only because of high rolls. And from the latest update, we are now sort-of-friends with Dumbledore, so it is fine.
As for Lily, I can't in good conscience send half-crazed lady into the battlefield, especially when it is said that she can become crazy again.
As for the overlord attention to her...lets ask the QM, @LordPenguin is the overlord really have its eyes on Lily ?
Still stick with sending Lily to safety in America, making her fight to likely death here so that she die and lose the overlord interest is a big no, it says something about our morals and loyalty if we kill allies merely just because they can attract problems.