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Swamplings wesnoth SG 3

Finished up the scenario, in 3 turns =) The naga king came out to kill a level 0 bat with 0 experience, and was killed in return. Next!

We're now exploring the cave of the dire wolf. We have Clammie, Eeep, Kennison, Reed (the goblin mimic who heals), and Skandix.

[Image: WesnothB-2.jpg]

Also, Clammie believes that the alliance with Skandix is going to end soon, so if possible get Reed trained up.
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Amelia Wrote:Finished up the scenario, in 3 turns =) The naga king came out to kill a level 0 bat with 0 experience, and was killed in return. Next!

Nice work! smile

I will try to get to this later today.

Amelia Wrote:Also, Clammie believes that the alliance with Skandix is going to end soon, so if possible get Reed trained up.

Of course we aren't going to get to keep the healer. rolleye
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12 turns played. The first 9 or so were just walking and exploring, but now things are getting interesting.

Our small group explored the caves, moving north along a passage that came to a hub with 5 other passages radiating out like spokes. Skandix told us to take the southeast passage, down which we ran into some zombie bats -- a form of soulless, level 0 undead that spreads plague (new zombies if they make a kill). We fought past them and there was a keep, where Clammie found he could recruit more mimics (yay!) and pillagers (expensive but very yay!), plus the usual weaker critters. More "regular" zombies are coming from an opening to the south.

I recruited a few level 0 bats for scouting and village claiming, as usual. There was an altar in the southeast cave, so I sent a bat. We got a long dialogue, where we find out that Skandix had received a prophecy from his friend Kleesyx (or however this is spelled) that he would bring a friend's corpse to the altar. A specter shows up (named X-something) and talks with Skandix, telling him that Kleesyx was lying and has actually become a lich. But something went wrong with the lich transformation and now Kleesyx is a horrible mutant undead thing. Kleesyx then shows up, says he is hungry, and attacks Skandix who gets poisoned. Kleesyx then disappears, and the X-spectre says he has gone to bring his undead hordes. We also get a note that we hear stone shifting as passageways open. frown

The X-spectre guy moves to a nearby keep (only reachable by flying things) and starts recruiting ghosts and spectres. He is an ally, and his first group of ghosts heads northwest -- I guess that is where the enemy is coming from?

Skandix is poisoned and did not heal, despite being on a village. Apparently this is some mystic poison -- we were told he must go to the altar of the Dire Wolf to be saved. I don't think this is the altar near our keep -- probably something further into the caves that we will have to fight through undead to reach.

I have recruited a few more mimics for healing -- try to get them some easy kills on weakened undead, but be careful. The undead do a ton of damage and these mimic guys are really weak. I have also recalled Misris and recruited more pillagers. They are expensive but have fire attacks which will be good against undead. Most of our other units have blade or pierce attacks which are not very good against undead. The soulless at least have no ranged attack, so kill them safely if possible.

There is an unclaimed village to our east/southeast. The bat on the altar can claim it. Use the three bats to explore across the spokes, as they can fly over chasms and lava to explore and hopefully grab more villages. We are going to need the money -- Kleesyx has well over 1000 gold. yikes

Our keep area, with green zombies (led by someone called Zombie Batmaker) coming from the south. We will need to finish this guy off and then fight Kleesyx' hordes. Control of the hub with its villages for healing will be important.

[Image: DireCaveT13.jpg]

Also, Eeep picked up a holy water earlier and has arcane melee attacks for the rest of this scenario. In hindsight this wasn't the best choice, as Eeep already had fire attacks. Sorry. frown Make use of him anyway, as he is one of our best units.

Good luck!

The Save - Turn 13
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the save

[Image: 29osx3t.jpg]

So I exploded somwhat and found stuff.

The red square - a spear that it looks like could boost a unit of ours if it goes there. However I don't think it will be worthit since the path looks realy far out of the way.

Green square - the walking dead souless base that has been bothering use with 1 zombie per turn. Either set up as an xp farming base for units or kill either way should be good.

yellowish square - we found Mr. Zombie man and he has some skellies and walking dead. The ghost allies are attacking but I think they will dies soon as they are basicaly suiciding against that wall.

Brown Square - looks like a base for an enemy that we will find later so prepare for a long map?
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Looks like good turns, fire&Ice. smile

Lots of the map has been revealed, we know where at least some of our enemies are. Hopefully we are grabbing any villages that might be out there -- 11 is certainly more than I knew about at the end of my turnset. smile

The spear...yeah, that looks like a long trip. lol Even a fast unit like a wolf rider would take a bunch of turns to get there. Might be worth it if we really do expect a long map, possibly including another enemy for that empty keep in the east.
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haphazard1 Wrote:Lots of the map has been revealed, we know where at least some of our enemies are. Hopefully we are grabbing any villages that might be out there -- 11 is certainly more than I knew about at the end of my turnset. smile

I have been grabin all the villages that I spot there are 2 in sight that we don't have

1 I can't reach yet and 1 that I missed picking up because it blended in far too well
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Welp. Not good.

Firstly, i took a village near that 'empty keep' at the top right.

[Image: Swampling1.jpg]

Two villages disappeared, one already ours, the other the bat was taking. Sigh.

Not to mention 7 new enemies, but they're not moving.


Next, bottom left, i sent 2 bats to scout out. There was a village....

[Image: Swampling2.jpg]

I sent a pillager down to take the spear, maybe stop by the troll on the way?

[Image: Swampling3.jpg]

Finally: main front battle. We broke through the initial wall... but i see like 25 - 30 enemies. Urgh. Also, bottom right is still fighting. I decided to promote the rider to a knight, since we can just get pillagers by recruiting anyways.
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Looks...messy. yikes

How is the enemy's cash holding up? Still lots, I am assuming, since he is recruiting cheap undead for the most part.

What should we do with our cash? We are definitely negative per turn, and there are not enough villages to get positive. Should we spend it while we have it, so we will have more units for later? Is there any benefit to not doing so?

I will try to get someone over to talk to the trolls -- that message sounds like maybe we can negotiate. More allies would be useful. The undead keep...no idea. Those are some pretty nasty units, though. frown
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haphazard1 Wrote:What should we do with our cash? We are definitely negative per turn, and there are not enough villages to get positive. Should we spend it while we have it, so we will have more units for later? Is there any benefit to not doing so?

I think save our gold as it looks like we have plenty of units now and we can always use the gold later. For emergency units near the leader for example.
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Three turns played.

Our bat exploring the northeast found a small lake with an undead mermaid siren. She spoke and told us she would only speak to our leader. I have Clammie moving to the hub so he can then head northeast and meet her. Important? Who knows? But Clammie wasn't doing anything anyway.

I did recruit three more pillagers -- we are going to need more troops. I have moved some units up the north spoke to block the undead coming that way -- move the wounded pillager to safety. The northwest force I have shifted to a purely defensive position. We are going to need to wear down the enemy, as fighting in the open is a quick path to death. Watch out for the level 1 skellies that are showing up -- archers and axes, much more dangerous than the soulless types.

Our ally's ghostly forces have all died. They killed a fair number of soulless in the process, but went out in the open and got overwhelmed.

In the west I have a pillager moving the very, very long way around to reach the spear. Keep at it, from the looks of the north we will have plenty of time. rolleye

I did eliminate the batmaker zombie in the south, and those troops are moving back towards the hub to join whichever combat needs them most. Not sure why one unit was promoted to goblin knight? They can't promote further like the pillagers can, and their melee attack is blade and is poor against undead. Another pillager would have been more useful.

There is an unclaimed village in the northeast spoke with a bat by it. Grab the village, then explore the little area west and north of there. Maybe there is another village or something.

Lots of fighting to be done, but be careful -- soulless are so easy to kill that multiple of them can attack from the same space and wear down our defenders. Keep rotating back to the healer and villages.

Good luck!

The Save - Turn 22
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