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Swamplings wesnoth SG 3

OK, played three turns. No one important has died yet, but it is only a matter of time. rolleye

The campaign continues with yet another "our guys are complete retards and deserve to die" storyline, as Eeep manages to injure a merman and turn the locals against us (yet again). We also start the scenario with several units injured because they shot one another while trying to learn to use bows. banghead And of course the scenario starts in the morning so the lawful mermen get their first attacks fully boosted against our shrinking-from-the-light goblins. And oh yeah, the mermen have enough starting cash that they now have more units than we do, with their average units being as good as our best units (such as those are) and far better than most of our troops.

Not like the odds are stacked against us or anything. rolleye

I managed to avoid losing anyone but the level 0 starter [STRIKE]target[/STRIKE] goblin, and it is now evening so we are not suffering double daytime penalties compared to the mermen.

[Image: SBTMT04.jpg]

The key is to stay inland -- this is a MUST! Mermen get terrible defense on land and fantastic defense in water, so force them to come up onto the land. Don't leave anyone exposed at the water's edge and we might barely survive this.

Our bat to the northeast needs to retreat, but mermen have huge movement so make sure its gets somewhere safe (if that is even possible). The two level 0 bats up north should claim more villages, as we need money badly. The western blood bat should also grab a village. The mermen have moved to flank us so be careful.

Good luck!

The Save - Turn 04
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Sheesh, this campaign looks terrible.
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thesave

So uh nobody died

I ended up wasting the lvl on our archer
and I almost lvl our lvl 1 wolf

2 merfolk down
alot more to go

[Image: 34rc8x2.jpg]

I would like to say why would those merfolk not get out of the water
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fire&ice' Wrote:I would like to say why would those merfolk not get out of the water

Well, they can attack us without leaving the water. So why wouldn't they stay where they have 70% defense and we have maybe 40%?

Still, good news so far and there is no arguing with results. Nice work, fire&ice.
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Got it, will play tonight.
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Top: Lured the merfold out of the village onto the hills, where he had 30% defense. Lost the 5 hp bat, but he's down to 2 or 3 hp.

Bottom: Moved the two bats, baited another merfolk onto land. Said merfolk is now dead.

Mid: It was very hard to lure them onto the land, because they're like goblins. ONE MOVEMENT. I recruited 3 new goblins, using them as sacrifical bait. One died.

However, killed 5 of them. Got the wolf upgraded, the level 1 rouser some exp, and one of the new gobs is at 17/18 xp. (1 hp). Let him range attack something.

[Image: Wesnoth1-1.jpg]

[Image: Wesnoth2.jpg]

Currently: There are 5 merfolk left, including the leader. Bottom is cleared, mid has 3, top has one. Something like that. Should be smooth sailing.
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Very nice turns, Amelia! thumbsup

If we can finish off the remaining merfolk, we can start thinking about dealing with the leader. Getting anything but bats to him is going to take forever. frown Maybe we can swarm him with bats? Or would we lose too many trying that?
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Gold reserves. We get one bat every two turns, so i don't think that's possible. We also need to stockpile gold for the next maps... otherwise we're running out.

Edit: Btw, our best hp soakers are the longbowman (don't ask) and our wolves. The gobs all have 30-35 hp MAX. I placed Eeep out to tank 2 merfolks, he ran back to the village with one dot. Not my best day. Either use those big hps or level 0 gobs to tank... and the level 0 gobs did quite a good job :P
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Three turns played, finished the map. smile

Used the 1 HP goblin needing 1 XP as Amelia suggested, promoted him to a moonbeam. We can use another unit with nightstalk, decent ranged attack, and also he was slow and moonbeams get one extra movement.

Killed off 3 mermen on the first turn and started grabbing more villages. Got the final non-leader merman on the second turn and moved units towards the leader. The merman leader moved up and attacked, so we were able to hit him with the two great wolves and Clammie struck the final blow to end the scenario. smile

Apparently this was enough to establish trade relations with the merfolk, as we had proved our worthiness. We get an all-plot scenario where Eeep shows Clammie that goblins can ride wolves, so now we have wolf riders. jive We then move to another scenario where Kennison and Clammie have gone back to Ronry's hut and buried him, and sort through the books, potions, and assorted stuff he left behind.

Knight Shining shows up looking for Ronry, and after some dialogue realizes that Clammie is actually Clammie. Eeep shows up as a goblin knight, and Knight Shining flees to the south (follow the line of bridges, it goes into a cavern or something down there). So now we have our new challenge: defeat Knight Shining.

Clammie is now a healer -- at last we have healing! smile Eeep is a goblin knight, our rat is also present, and we have Kennison who is invisible thanks to one of Ronry's potions.

Good luck!

The Save - Clammie the Healer - Turn 01
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next person can go find Mr. Knight person

we are standing at cave entrence

I crossed the map during those 3 turns

the save
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