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wesnoth successive game

absolutly no reason to recruit only reason leader was left in the keep by me is that he is horrible at this kind of fighting.

we are fighting skellys heavily resistant to pierce for ovious reasons.
And the main source of damage from Bruindane our leader is pierce.
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When I finally ground my way through this level, I had 10 90HP+dwarf lords... which on mountains can kill units fast enough that they will get the level up heal before dying.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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OK, done with work stuff (for the moment only, sadly) and have the save.

Time to kill some more big skellies. jive
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Turnset played, nothing very dramatic happened.

Turn 49

- One of our fugitives kills the white skelly king. Yummy XP. smile
- Lots of units get shuffled about. I position to only take 1 attack from the south and north passages.

[Image: T49defensivepositions.jpg]

- We also get visibility on the castle to the south. There is a level 3 death knight there, no other units.

[Image: T49deathknightincastle.jpg]

IBT our southern leader (an outlaw) takes no damage at all. smile The north is not so good, a fugitive is critically injured (2 HP left). And I made a mistake moving him where he is, the draug's ZOC blocks him from escaping. frown Need to kill that draug to free him again.

Turn 50

- Various units are exploring the water tunnels, and the drake is oh-so-slowly returning as well. I guess flying is hard in small tunnels.
- Our southern outlaw continues to do well, hitting the draug hard with every shot. smile
- In the north the two fugitives manage to kill the draug, and I move the level 3 dwarf lord to block the passage. Only 1 draug can reach him, so the injured fugitive can escape next turn.

[Image: T50fighting.jpg]

IBT we get decent results, blows are traded and we get more hits than the two draug manage. smile

Turn 51

- A faster unit finally reaches the lead in the water tunnels, maybe we will find something now. Dwarves do not swim very well, apparently.
- The badly injured fugitive escapes to heal with our druid, who is also patching up the cycled out dwarf lord and southern outlaw.
- Fresh units move to the fronts, and both the draug are redlined.

[Image: T51fighting.jpg]

IBT the skellies do not attack. Too badly injured to risk it, I guess? huh

We are doing pretty well, just keep cycling the lead units back to the druid.
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haphazard1 Wrote:IBT the skellies do not attack. Too badly injured to risk it, I guess? huh

Yep, if the AI's health is low red like that they won't attack and they may try to escape to healing. Unfortunate for these guys there's no villages behind them so standing in place is the only way to heal.


Okay quick an easy turnset. Killed the two redlined guys with outlaws and leveled the one to a fugitive, the other needs like 3-4 XP duh

Then next turn I killed the next south Draug by luring him into range of two attackers. Up top, the 1st of the 2 draugs there had attacked the newly lvled up fugitive and now he took some sling fire as well.

Then closed in on the bottom king and injured him, also no losses on the IT though it was close:

[Image: Screenshot2011-04-10at80342PM.png]

In the north, I finished off the 1st draug and placed our big higwayman in its place next to the 2nd draug. I did not attack, and on the IT it attacked the highway man and they exchanged blows. Now I did not attack because I wanted to keep him as healthy as possible to move him one space past that Draug's ZOC. Worked out, OK. Lemme show you what I set up here:

[Image: Screenshot2011-04-10at80423PM.png]

You can see that in this place, the highwayman moves past the Draug and if wished can still attack it. The fugitive now has room to move forward and sink a few shots into the Draug. I recommend moving the Highwayman up attacking with the Fugitive and ending turn. If the fugitive hits twice it will redline the Draug and the Draug will not attack. Also the highwayman will be attacked by one of the Draug's further up the line. You could hit with the fugitive and then attack with Highway man to finish off the Draug but then the XP doesn't go to a lower level unit and if the highwayman fails to kill the Draug and is injured it may die to the IT Draug's attack because you won't be able to move a unit past the ZOC to protect the Highwayman from the north. If you are successful in killing the Draug however you can easily move a unit to protect the highwayman. Regardless, following the destruction of the 1st Draug and the luring of the second you can pull back to the towers, lure it closer and multi-attack that Draug.

Whatever you do... don't get the highwayman killed, he's one of my favorites. cry
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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The only reason this picture is included so we all can laugh at monsters being spawned on the walls.

[Image: ouxesw.jpg]

Look at the naga just to the right of the lich. :neenernee its some serious talent.


[Image: 2pzz0ar.jpg]

I hate naga in water FYI.

Um unless we step next to the mine on a cave wall hex Malifor won't see us and we can bring up all the heavy guns and heal them up to full first.
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I have the save. I am not too confident about taking on the final boss, so I will work on clearing the water tunnels in case there is a reward at the end. And I will shuffle our strongest troops forward and make sure they are all fully healed. Lewwyn can then handle the actual final fight.

Is the lich king able to summon more Naga fighters? Or should those two be the only ones? Those guys are bad news in water as they are. frown

Anything else need to be done to set up for the finale?
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no reward other then a single extra village

lich can't summon more naga. only two. yes very annoying and deadly two already took out one outlaw by scoreing a perfect round.

make sure all units are grouped near the mines without opening the gate.
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Turnset played.

I was not sure if I could get right next to the mine entrances without triggering something, so I left one space empty around them.

Turn 58

- Shuffle units. Pull back in water tunnels to force the level 2 naga to fight from the land tile.
- Position our wounded units to heal with the druid and white mage.

IBT our sacrificial thug actually survives the naga attack. He even lands two blows. smile

Turn 59

- The thug stands his ground, giving time for the other units to pull back to where the naga will have to face two opponents.
- My wraith avatar moves into the little lake, and wakes up a water serpent. frown
- More healing, unit shuffling.

IBT the level 2 naga kills our courageous thug frown, but he gets one more hit in first. smile The other naga advances into the 2-to-1 and exchanges some blows with a dwarf.

The water serpent advances but does not attack my wraith. Is this because he is a wraith?

Turn 60

- Two dwarves kill the level 1 naga. My wraith wails at the water serpent and hurts it a tiny bit.
- More unit shuffling and healing. Everything is pretty much in position for the final assault on the big boss.

IBT the level 2 naga advances to the 2-to-1 tile but does not attack (may not have had enough movement?). The water serpent again does nothing.

Pretty much all set up and preparation this turnset. Nothing exciting enough for a screenshot. lol
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Kk, played it. Malifor fell on my 3rd turn. it took quite a punch to take out these liches... The Dwarvish lord actually killed one of the skelly knight first turn out which was good. But I had 4! Fugitives hit 1! liches and he still survived to kill one of the fugitives the next turn. It was pretty insane. They just had a ton of health. I lost two fugitives on the 1st IT but those were the only losses. After that I was able to manage all the damage. I was even able to give the last two kills to our Elf druid and then the White Mage:

[Image: Screenshot2011-04-11at100107PM.png]

He then proceeded to die slowly and continue to yell at us in all Caps for a while rolleye

Still, Victory:
[Image: Screenshot2011-04-11at100208PM.png]

We then had a long "cutscene" between Haml of the dwarves and bruindane that basically amounted to:

"You're weapons are done, we'll help you train to take back Dwarven Doors."
"Thanks, here's gold"
"We don't need your gold we're finding treasure everywhere. Keep it."
"Okay, time to go."

The we rush outside and are greeted by:

[Image: Screenshot2011-04-11at100417PM.png]

Who we then learn from Lewwyn's deductive reasoning must be the master that the one orc was screaming about in the first place.

Objectives and start:

[Image: Screenshot2011-04-11at100557PM.png]

And of course the save:
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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