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Use +50% damage buff, 25% armor debuff and always crit debuff to kill elite infantry stack at turn 1. Use taunt on turn 2.
You can use one backstab against the manawyrms even. When done with shooters I used ghost to scream at enemy tanks to slow them.
Also remember your dark caster has this debuff to always land a crit with all attacks for 2 turns. Used that to kill one of the enemy tanks.
Also what seemed to work very well through these trials is not attacking with a unit you put some place just to delay the enemy so it lasts longer.
TBH I think Amok was the hardest of them all. Until I found the ghosts can reach the shooters so fast from left side.
Also you debuff enemy armor.
Mana snakes go after the Death Knights who use taunt so they ignore Ghosts.
From here it is trial and error but this start got me through that damnable fight.
Delayed ghost turn lets you scream the samurai and next turn teleport next to the enemy ranged units to block their attack. And on the third turn scream the samurai again, effectively wasting nearly 4 turns for the samurai.
In the meantime, assassinate and crit on the floating tadpoles to get rid of them., Very important, remember your assassins do not take retaliation. Which means if on turn 2 you buff them with knights, they can pretty much take out anything the enemy has if both squads attack it.
You never should attack an enemy with assassins without reducing armour before.
And last but not least, using the mage to reduce casualties your ghosts would take feels pretty important. Just whack whoever you think is gonna attack your poor banshees.
Both the poison spell and the chain damage spell from the mage feel like red herrings. So i 100% ignored them.
Oh also i have beaten this trial without using the knights buff, since i did not know it buffs surronding units, i thought it was a self buff only. Welp. It still worked.