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At turn 127, the army consisted of 6 monks. But there was already an advantage on the Facebook board, although diplomacy/necromancy/easy wins with shifted guards were avoided. A "model" Tazar for a struggling and poor Dungeon faction: ranged attack, artillery, water magic, and leadership. Fanatics, marksmen, and a ballista with mass bless – that's the strength, not some liches with archmages :). Thanks for the game!