Green slots are the Wizard and Apprentice, yellow are the standard warband slots (includes Inn); orange is the kennel for the Warhound and purple is for potentially summoned creatures.
Red indicates that they fell in battle at some point. They are OK if they passed the roll to live afterward, while BW/BI is badly wounded/injured and had to miss a battle. CC is a close call, while dead is dead. Some are struck through if dead, or fired. Some members of the warband either weren't up to par or I was unwilling to wait for them to come back to full health. Grey indicates I did wait for them to get better in the case of the Archer and Treasure Hunter. That Small Construct survived every game, what a hero. I almost always had a pregame summoned Zombie to assist too. Them and the Thug or Thief were basically arms to carry treasure.
This game never happened, I think these colours were moved along to whatever the next game was. Yellow indicates they are back in full health while Purple indicates a new member for that particular game. I believe there was an expensive Marksman (100gp) in the game Gandalf died in so maybe it was better it didn't get played! The little 'Str' next to three of them indicates Strength potions, which my troops were well-versed in guzzling every game.
I made up these stat lines early on and obviously didn't update for the incredible Treasure Hunters and so on. I think we all realized early on that Fight was the best stat, namely for dodging arrows. Hence we all had hand weapons and daggers to help get the Fight up. I think Ger raised his F every time he levelled up, making him really powerful in close combat. This aided in the attempts to get kills for your Wizard, which can be difficult.
I was an Elementalist, obviously. I was a Summoner too for Leap, but it wasn't as important as games went on. Enchanter was another but I didn't sink too many points into it. Same for Chronomancy, though Fast Act was a good trick here and there. Necromancy helped me get the troop numbers up, so critical for carrying treasure. Sigilist had some cool spells I became enamoured with, namely Absorb Knowledge, which gave me a few XP boosts down the line.
My neutral affiliated spells. I liked Reveal Secret as it added another treasure to the game I think. Heal wasn't used very often but very handy when your Wizard has maxed out HP (20).
I kept this handy. I think I had some sort of discount on various units? Hence everything was 1gp cheaper. I almost always bought potions like Strength, occasionally stuff like Grenade and Demon Bottles.
I also have a tally of my last few levels of Wizard and what I hoped to buy next.
My treasury had 544 gold after the 10th game I played with this party, though a Marksman set me back 99 and three strength potions another 150. Not sure what LA stands for in the context of the game again.
My Vault notes all the equipment and Grimoires I possessed at the time, most of which were equipped - the Apprentice has the Force Ring for example. My base had an Inn with a Kennel, allowing me 2-3 extra troops I think and a free Warhound slot. I think Carrier pigeons reduced the cost of men by 1gp and I can't remember what the Crystal Ball did if anything. Maybe it made Reveal Secret easier is that what the asterisk is for? I have a record of past sales on the right as well.
I tried to keep a score of how well we did. My casualties include any unit that fell to 0HP in a game. Note my second game where I had 92% casualties and lost my Wizard, Gandalf. I generally lost a lot earlier on with my Warhound charges and general recklessness but got better over time. Average over 12 games was 40%.
Place I determined by treasures collected. I had the most treasures in the most games with 25, Donal had 23 and Ger had 22. Granted some of mine were Reveal Secret bonus treasures. If you discount my first two games, I only got 22 treasures overall. My level at the end was 39, Ger's was 37 and Donal's was highest at 42. That Necromancy Dart and clever placement of that spell that acts like a portal (the eye?) worked really well for him.
Trying to gather intelligence on the guys and keep tabs on their warbands. This is probably inaccurate but helped with my pregame strategising a bit.
Pre Silent Tower plans. I got the most treasures in this game so it must have worked. My 5 Warhounds flying around early on as fun. I really liked the Wizard, Apprentice, Captain, the Rest way of moving units in this game.
I think this was the game where we used an old Heroquest board?
Pre game plans and post game commentary. My Wizard managed to kill Ger's Apprentice apparently for a tasty 80 XP if I'm right, almost a full level. My Captains were notoriously terrible. I even keep a tally of spells cast.
The WORMS! game. 16 spells cast, presumably successfully. I think the red and reddish hues to everybody indicate level of injury! Pure red indicates downed, as happened to the Captain, pinkish indicates finished without full health. One Archer must have escaped untouched.
My Apprentice killed a Vampire, or the Vampire, I can't remember. My Captain actually did well. I remember them being questionable now - pay to get them, pay to maintain them, their XP gains were poor (10 or something for killing average units, higher for Wizards etc) and they just generally didn't excel beyond other units (which was typical of Frost Gravy).
My Apprentice managed to down Ger's Wizard! Captain apparently bad in the Piper scenario. Any kills by the Wizard are welcome.
My Ice Dragon scenario. My Wizard became a badass, killing things in one or two goes with Bolt, the best offensive spell when fully upgraded. He killed the Ice Dragon and the Cult Leader. I think I kept refitting my Captain in different ways, one day a two handed specialist, the next an archer. Almost always inadequate.
Ah the last game we played. I think I adopted a 'kill Donal's Wizard' at all costs type of mentality. OK maybe not but our two guys were the best at hurling offensive spells, while Ger got even better at summoning hideously powerful demons that got stronger every game. A great Wizard means a good Apprentice. I think I was very happy with my lineup by the end of the campaign, with one slot free to change things up every now and then.
^ The template for the game we never played. Out of Game (OOG) raise zombies and reveal secrets followed by actual ingame spell casting. Usually Elemental Hammer on a ranged unit or Leap on a early game treasure grab. Cool how my Wizard could pass a Bolt on a 5 and App on 7.
^ My experience log for my Wizard and by extension, my Apprentice.
That's pretty much it! Had that Excel sheet for ages and wanted to share it somehow.
It would be cool to get together with the guys and play one last game! Maybe a once the treasures are off the board, it's a deathmatch, last man standing kind of deal.