5 stages done, and only less than 22 minutes in!
http://dehacked.2y.net/microstorage.php/info/641677932/Langrisser%202%20TAS%201.3.bkm
Scenario 4
Victory Conditions: Death of Morgan
PREPARATION
Elwin enlists 5 Soldiers.
MAP DEPLOYMENT
Select auto-deploy; Elwin at top, Hein to the left, and Scott to the right.
Turn 1
Hein casts Attack magic on one of Elwin's Soldiers, who is left behind in order to benefit the rest of Elwin's troops due to the spell's global effect (targeting one unit affects all of that Commander's troops, regardless of where they are on the map). Elwin then moves straight ahead and lands on the tree tile. His boosted Soldiers then take out the guarding Barbarians on either side, followed by the Warlock Commanders.
During Enemy Phase, 1st Assassin is manipulated into damaging the Priest's Guardsman for a low 5 HP. In turn, his Soldier is prevented from outright killing the Guardsman off, saving time on both its death animation and preventing the Priest from casting Heal 1 during the next round. As for Priest 2, she is damaged down to 7 HP to also prevent her from also using magic (she will only use her Treat command).
Afterward, Morgan remains put* while the Shaman will rush down towards Elwin, attacking one of his horseman with an Archer.
*Even with the Speed Boots, Elwin is unable to move close enough to Morgan to bait him into moving down toward him. Elwin would probably be able to accomplish this if he was promoted to a Knight, but this would likely take up more time than it would save.
Turn 2
Hein casts Attack again on left behind Soldier, while Elwin moves up and takes out the guarding Barbarian. Two boosted Soldiers are needed to kill the Shaman; one to soften him up (and subsequently die), and the other to rush in and finish him off.
During Enemy Phase, Assassin 1 and his troops are manipulated into making non-lethal attacks, effectively causing a 'log jam' of units inside the Temple's entrance. Assassin 2 can only strike with his Pikeman, who is also manipulated into making a feeble attack.
With all other enemy allies defeated, Morgan is compelled into moving south, where one of his archers takes out a weakened Soldier.
Turn 3
Once again, Hein makes use of his attack spell on Elwin's out-of-range Soldier. Elwin then begins the finishing sequence, moving up to take out the guard on Morgan's right flank. Elwin's boosted Soldier then immediately moves in to finish off Morgan, ending the stage.
Post-battle, Elwin class changes, promoting up to Knight (+10 Move w/ Speed Boots!). Newly joined ally Cherie follows suit, promoting up to Hawk Knight.
Scenario 5
Victory Conditions: Death of all enemies within 22 turns OR Elwin reaches top of map within 22 turns.
(Faster to kill all enemies. Too much time is spent having Werewolves chase Elwin during Enemy Phases).
PREPARATION
Elwin enlists 5 Horsemen, while Cherie enlists a single Griffon and equips a Great Sword.
MAP DEPLOYMENT
Manual deployment: Elwin is positioned at the top, with Cherie to his right. Hein is placed south of him, while Riana is posted to the southeast. Scott takes the last available spot.
Turn 1
This is a stage where Elwin and his Horsemen assert their dominance. Elwin, with his expanded Commander range, moves up first, landing between the two Werewolf units. He is strategically placed so that his Horseman all benefit from his AoE stat bonuses. Similar to the last stage, the guarding Wolfmen on either side are taken care of first, soon followed by the Commanders themselves. Elwin's 5th Horseman is then moved into range in order to be used later. Riana is moved upward near the bridge, while Cherie shoots straight ahead with her troop AI activated (this is faster than manually moving her Griffon).
During Enemy Phase, the Assassin rushes down and kills off a Horseman (who is manipulated to survive) with his Pikeman. Both the Warlock and the Assassin are now grouped together.
Turn 2
Elwin and a Horseman take out the Assassin, which prompts Morgan to call in the first wave of Werewolf reinforcements. Riana heals two injured Horseman back to full power; they both then move in to take out the Warlock. Cherie again rushes ahead into position for the next round.
Turn 3
Werewolf Commander #3 is snuffed out by Elwin's Horseman. In particular, killing the Wolfman while leaving the Horseman at 7 HP was a difficult manipulation to pull off (due to the Wolfman's 20% land effect bonuses from being on a hillside). Cherie then moves one space to the left, creating an opening for her Griffon to take out Werewolf Commander #4. Due to her class, Cherie receives a 20% defense bonus from being on a water tile (making no-damage manipulations much easier).
After defeating the 4th Wolfman, Morgan calls in the last wave of reinforcements.
Turn 4
Elwin shoots straight ahead and blitzes Morgan. Cherie's Griffin is positioned on a specific tile in order to draw the 6th Wolfman Commander onto a weaker tile. Instead of being on a hillside or forest (20% bonuses), he is manipulated into landing on a tree (5% bonus, instead). This makes it possible to defeat him without resorting to having Hein use his Attack spell (and having to hire an additional Griffon).
Turn 5
Elwin and Cherie authoritatively route the last 2 Werewolves, ending the stage.