Champs Cyclops wardrummer x1- knockback, battle harden 3, Feshcaller Mika- Weaken spells, sonic aura, g'hern general- battle master 3, hunter meek, Hyaenid Houngan- Cripple, pawn Lance Admiral- Warcry, barrage 1 terraced slag- empathy, heal self 3 voil nighthawk- snatch, shadow spawn- Mostly here for the anti-equip and stealth Voil queen x2- life siphon, summon young bat- She was in for a heroic quest, gonna switch to voil caverns, and surge voil on her now. voil sorceror x2- Magic bomb, magic acolyte voil stalker x2- elusive leap, conqueror voil stormflyer x2- storm acolyte, loyalty voil storm spear x2- lightning skewer, enervating touch- Would rather have stun, and reflexes 3, but they aren't leveled up yet, and that takes forever in this game. Also enervating touch doesn't work as it reads Whirling Quarry- Seism, stone barrage- Mostly here for seism, for when fw drops a relic 55 spaces away. Spells 1x avalanche 1x bad blood 1x distract 1x elemental vortex 1x lightning storm 1x peak tactics 1x vertical push 1x whispers of the mind 1x wings of steel Relics/Equips 1x echo chamber 1x tribal post 1x staff of the solstice
Some alternative runes to consider in a voil surge theme. May need to drop most of your non voil units, although very useful maybe even Mika and Drummer. Basically your looking to build as much damage as fast as possible, use bats to slow enemy progress, hold fonts to maintain your faction bonuses and use terrain to advantage where possible. Surge Units x1 Voil Progenitor 91 nora surge voil, voil caverns - Beast tank, prime candidate for opponent debuffs x2 Voil Queen 72 nora surge voil, summon bat - bat breeder, fair tank, ok early deploy if nothing faster is available x2 Voil Windstriker 78 nora surge voil, pounce - expensive but good damage potential, try to keep at 9 ap+ for ranged pounce and double tap x2 Voil Dive Bomber 67 nora multi atk1, surge voil - cheap high damage beater Possible non-voil includes Cyclops Ritualist - anti-summons, dispel Hyaenid Witch Doctor - cleanse, cackle, hex, inhibiting Spells Defend the Roost - saves a near death unit and generates 2 bats, useable on summoned bats Magnify Beast - +45 hp on Progenitor and fascinate Unstable Ground - place in opponents direct path, only effects non flying units Havoc's Touch - +5 damage, once surge gets going it's nora regen begins to repay the high cost Nublin's Surprise Pies - who doesn't like pie ? Ionization - as most voil are physical damage this adds some needed alt damage and synergizes with storm flyer/spear units Crescendo - nora efficient finisher Equips Cyclops Eye Belt - spot knockback Idol of Elements - immunity to multiple elements Slaver's Whip - removes problem champ for 3 turns, possible cliff dives Relics Voil Cavern - moar bats Rock Trap - stealthed knockback and stun
Well you can start with all your non voil units, it's then a matter of personal preference dependant on play style and what runes you currently have available. I would suggest copying your original BG and playing a few variants to see what works best for you. Most of the spells, equips and relics could be swapped out, although Vertical Push is almost x2 auto include.