The Fantasy General Mini-Campaign is a five battle campaign designed for experienced players. In this scenario, the Council of Five has decided to launch its rebellion against the Shadowlord with a campaign against Aelcar the Shadow Wizard on the Isle of Four Winds. Confident of a swift victory, the Council sends Sir Kalador to lead the assault while holding a smaller force in reserve, just in case.... Strategy Notes: Army Management Because this is a short campaign, you will want to decide which unit types you will base your army around and concentrate on them, both in buying and research. Increase the research in these unit types to 15% - four unit types is a good number to limit yourself to since spreading your research money too thin will not allow your to receive the upgrades in time to use them. If you do not plan on buying more than one or two units in a given type, don't bother researching it - you'll need the money in your treasury for upgrades and new units. If you plan on buying Beast or Magical units, you will want to keep an extra 10% or more in your treasury so you will have the money to replace lower grade units. With the more expensive unit types, such as Seige and Fliers, you will want to stop researching them after gaining grade 1 since there will not be enough time to reach grade 2 (unless you happen to find large sums of money at the shrines). General Tactics Be sure to keep your army moving towards its objectives and avoid getting bogged down at any one skirmish or population center. Try to hit the enemyon a relatively broad front and use your faster troops to flank the opposition's main force. Many times, damaging several enemy units (as opposed to destroying one or two) will force the opposition to retreat - thus allowing you to move forward on your next turn. However, be sure to have those flankers ready to chase down the damaged units before they can rest. When moving, make sure to move your units that are farther away from the enemy first. This will allow you to create a constant wave attack going against your enemy. You will also move quickly across the map, and you won't get locked into a bottleneck. Take advantage of the surround bonus (two or more units adjacent to a target) as much as possible. Be aware of hex into which a target is likely to retreat and plan your sequence of attacks accordingly. You can often force an enemy unit into the attack arrange of another unit. Don't forget to keep your units fresh with resting and recruiting. Units at half strength will not be able to advance effectively.