Collapsing tunnels is a great fun but there is one more greater!

That needs 1, 2 or more foolomancer.
1.:Simply create a maze of the tunnels (right and set) and watch the enemy with lookamancers.
2.:We fool the scouts by an image that they found the way in, but we really show a dead end. The army starts to move and the front arrives.
3.:We demolish the end of the path and open the way to the back of the army. We can have 2 choices now:
4a: Veil the back of the army as the defenders, so the front will think they found the way and attack
4b: Veil the front of the army, as the defenders caught them and attack.
5: If this not works, how about closing the caves before and after them without hesitation? If they did wander a lot in the caverns (and you finished off their cavefiters), they will absolutely have no retreat.
If trying to dig, the hole cave might collapse over them (no captain would sacrefice such an army - I hope)

This hole caving plan does not need mutch units, being while Parson can aim for the flying units.

Other plan:

Simultanously collapse the caves separating a few dosen foes at once that can be defeated without major losses (or without any losses). If blowing up all the caves would demolish the castle, this might be a good strategy :D Use the same thecnique like the dragons, except blocking the way afther backing. Ah, can mudgolems and earth elementals walk trough solid rock? This might help a bit too...
What is better this way? XP!!!! Parson can levelup!!!


If this trick would get out of hand, then do build some extra walls to the city that can be veiled as the real garrison thus making the foes to siege (maybe themselves?) a fake castle. Can buy time. Maybe till population ("This week is the week of PLAGUE!, no dwellings increase population") Ah, is this heroes 2,3 or 4 cause in 4, population is daily...

Why did Parson not set the unitgrowth?

Tooooooooooooo mutch questions I guess...