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Yikes that looks hard to get.
You can bring flasks, if you end up not using them you can still get the achievement, but you will still have the assurance of having them.
What also helps is to think of health and death saves as resources, rather than things that need protecting at all time. Sure, you don't get death saves back, but your mages should have multiple. And by this time you should also be able to deal with the negative conviction.
Sacrificing a death save for a strong mage you really want to hire is really not a bad thing.
The fun starts when you have to do a 4-skull with a solo student.
For the op, in any case its not that hard. As others said, for combat you usually go with fire and air mages, and a strong earth mage for survival purposes. Earth mages should have a huge pool of hp, fire mages should have a lot of mana and attack power, and air mages should have attack power and if you can, hp. HP is always important in this game, and you should always have two mages with a big pool that you put in the front row (and of course earth mage should always be put on the front row).
@Sheep Sometimes just settle for mediocre-good while looking for the best. Doesn't hurt to spend some 'down-time' on gathering resources and maybe stashing up on food and potions.
Also, earth's shield gets taunt so you really only need one fast earth guy that can handle all the damage. I do tend to look for vivified for earth, while also realizing that with greater speed there is no need for a big health pool. Oh well..
I don't know if it still counts when the rest of the team is knocked out. But save your game before going into battle and do give it a go.
Your other mages can't also be in the process of fleeing. It takes a turn and they may still get hit before actually leaving combat.
Always check the attack order of all characters and know that passing can at times be a very valid move (as in: don't deal 100+ dmg with your fire mage on an enemy with low health that won't do damage before another mage can get a cheaper kill)