Sorry I meant just one unit of longswords would probe.
...Do you also want to probe Center green with one? You can do that you know.
Roll to amount: 6. Nine. (WHY is the dice being so mean?)
Roll to counter your units: 4. five of their units counters yours. (I mean really.)
Roll to your units to counter theirs: 3. Your units counter some of them. (This is just ridiculous.)
Five Longswords, Three Town Watches, One Archer.
It would be a suicide mission to attack them.
I send one light longsword to both East: Yellow and East: Cyan. I send my archers to East: Salmon Pink.
So basically scouting everything around me.
I also begin training a unit of Spearmen.
The Kingdom of the Living River sends a diplomat to the Republic of the Port, offering a mutual defense agreement and a trade agreement. Through unity comes strength.
Your archers are readying to scout, but quickly realize that they would have to go East yellow to get there. (action canceled, if you want them to go there you have to move them though east yellow first, and that means talking with the natives...)
East cyan:
Roll to amount: 4. Five.
Roll to counter your units: 2. one of their units counters yours.
Roll to your units to counter theirs: 3. Your units counter some of them. (Why is three so common here?)
One Spear, Two Town Watches, Two Light Spears.
East yellow:
Roll to amount: 4. Six.
Roll to counter your units: 4. three of their units counters yours.
Roll to your units to counter theirs: 1. Your units counter none of them.
Three Longswords, Three Light Longswords.
Spearman>Summary.
I really am wondering how the dice even expect you guys to even win this game, I might just give you guys a bunch of extra troops next turn if it keeps going like this.
ALSO: it would be nice if you tell me when your turn is done so I don't have to check throughout this entire thread. And turns should go faster after the first turn.