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wesnoth successive game

Yeah, drakes max out as 40% defense anywhere. That is really unimpressive on mountains and hills where practically every other unit gets 50%+ defenses. Except for clashers, drakes tend to be glass cannons just as much as mages are. Their main advantage tends to be speed, which you can't really make use of with a single drake, much less in a static defense map such as this.

Speaking of static defense, what was the reasoning behind creating as broad a front as you have now? When I play "hold out to turn x" maps, I usually attempt to make the front as small as feasible, so the enemy cannot make good use of their numerical superiority.
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Caustic Soda Wrote:Speaking of static defense, what was the reasoning behind creating as broad a front as you have now? When I play "hold out to turn x" maps, I usually attempt to make the front as small as feasible, so the enemy cannot make good use of their numerical superiority.

We decided at the start that we did not want to just play defense, but instead to go out and try to kill as many orcs as possible. We have ridiculous amounts of gold, so why not try to get some more experienced troops for later recall?

The easy thing to do would be to hold just the mouth of the cave, rotating units every turn back onto the villages in the cave or to your healers. Minimal risk, but also very dull.

As it is we are wearing down the AI forces. I don't think it will happen in time to actually kill any of their leaders (18 turns total for this map, I think?). But we would certainly do so if more turns were available.
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Well, who knows... we might be able to get to the leaders. In about 2-3 turns we should have knocked the orcs down enough that we can rush out the lvl 3 fugitives from the cave and make a mad rush for the leaders and actually in the north those units can start circling around the units or make a break as is. It'll be tight but I think there's a shot.

F&I be aggressive. XD
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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so lets see be agressive and kill orc bastards coming right up.

*opens can of but kicking* lol

trolls troll

[Image: fdhcog.jpg]
Turn #1 breaks out catapults :catapult: and sends the troops on a charge. tonguearagon:


[Image: zvzf9x.jpg]

With this picture I want to say that these mages are kick ass innocent
I mean the female mage was attacked and devastated many enemies :shju:
Then she gets killed by some nice hits by orc grunt.
However the white mages must have some speical powers as she was reborn yikes.


A recap -
  • Destroyed 2 layers of orc in the south
  • destoryed most northern orcs
  • found a cheat involving the white mages
  • --- somthing we need to avoid if we can
  • set up somone else to push for the two leaders we might get
  • ---the purple and green leader. I don't think we can get the blue one.
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Very solid work, Fire&Ice! thumbsup

I think the two white mages have this as a special ability -- I saw it mentioned in the discussion of the previous scenario. (I am reading about each scenario after we finish it -- I do not want to be spoiled but it is useful to see what the community thinks about each map.) I agree we should avoid exploiting it. One of the online strategies for the previous map was to use the pair of white mages as a continually resurrecting assault force -- very cheesy. rolleye

Anyway, the green AI leader looks gassed. We can probably take him out. Purple leader still has a little fight left in him, but many of his units are wounded and we should be able to start flanking his line from the north and getting 3 or 4 against 1 attacks. I should be able to roll up most or all of his remaining units in my turns.

I will push forward as aggressively as I can. We only have 5 turns left in this scenario, so I am not sure if we can get both the green and purple leaders. Blue is just completely out of the question, even though he also appears to be mostly exhausted.

Hopefully I can get to this tonight, maybe 6 hours from now.
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OK, 3 turns played. Things have gone well, but the AIs are not about to give up....

Turn 12 IBT

Fire&Ice sent the save at the end of turn 12, so I had to deal with the IBT. Not a fun way to start, just waiting for the AI to kill our units. frown Still, it did not go too badly as we lost only 1 minor unit.

Turn 13

We destroy the last of the enemy line in the north and start flanking the southern units, where the purple AI has only a handful of units left.

[Image: T13north.jpg]

[Image: T13south.jpg]

IBT our white mage in the south dies and is then resurrected. Sorry, I was not trying to take advantage of this. frown Apparently when this happens the restored mage loses all XP, although they do not lose any levels. He had been about halfway to level 3, but no longer. frown

We also lose a level 2 unit when the green king comes out of his keep. frown He was on the end and all the available green units piled on.

Turn 14

- I manage to get our leader Bruindane a kill. smile
- Our druid also gets a kill. Almost to the next level.
- We block the green king from returning to his keep, and should be able to kill him next turn.

[Image: T14north.jpg]

We have fully destroyed the enemy's lines in the south and are advancing on the purple keep.

[Image: T14south.jpg]

IBT the purple king also comes out to fight, but misses every blow. lol

Turn 15

- Bruindane gets another kill, a level 2 this time, and promotes to General. jive
- I also get a kill for our white mage Sister Sooooo.
- An outlaw levels up to fugitive, and a dwarf pathfinder to explorer. smile
- A huntsman gets the final blow and kills the green king. dance We get some dialog indicating that he found 500 gold on the green king's body. lol
- The blue king then gets some dialog about how we have killed one of his guys, and he calls for reinforcements. yikes
- A couple more kills to mop up the north, and green has been wiped from the board.

[Image: T15north.jpg]

Purple has a couple units left.

[Image: T15south.jpg]

IBT things get messy. Apparently with the green king's death, the AIs got a big cash infusion. Both blue and purple recruit enough new units to completely full their keeps. banghead Almost all level 2 units, in fact. yikes

I think it is time to retreat and form a defensive line again, and pull back towards our base. With the fresh waves of AI units we are not going to be able to reach either king in the time remaining, and the oncoming blue wave could swarm us under if we keep our troops forward.

Three turns left, so Lewwyn should be able to wrap things up for us. Good luck!
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Just to let you know I have the save and I'll play it tomorrow morning I think. Friday night here smile
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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haphazard1 Wrote:Turn 12 IBT

Fire&Ice sent the save at the end of turn 12, so I had to deal with the IBT. Not a fun way to start, just waiting for the AI to kill our units. frown Still, it did not go too badly as we lost only 1 minor unit.

!

Sorry I thought gave you turn 13

Yes, if they are spawning waves it might be a good Idea to back out now. We got the gold we came for. lol
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fire&ice' Wrote:Yes, if they are spawning waves it might be a good Idea to back out now. We got the gold we came for. lol

Even with all our unit recruiting and recall, we might have made a profit. lol If not, we are probably fairly close. And we have gotten a ton of XP and promoted a lot of units. smile A few losses of good units, and of course our poor loyal drake. cry But overall we have done pretty well on this scenario.

The new blue units will take a couple turns to reach us, and there are only three turns left. So if we pull back to a line in the hills/mountains in front of our cave, we should only have to deal with the new purple units. That is still about 8-10 fresh level 2 units, and maybe more next turn. frown But we should be OK.
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Okay, played through the turn this morning... Geez its past lunch I'd better eat after this...

First I had to make a decision here. I wasn't in a great position, at all. basically I'm caught on flat lands with a sudden influx of strong enemies. The only good thing is that I have fugitives on the front line. Even on flat land they get a 60% bonus. So I plan with them in mind. I also notice I have a couple dwarves running from the north. They are worthless on flat land with 30% def. Only good for mountains. Where are the mountains? East and south. I decide that I'm going to form a strong line on the south mountains, form a line down the east forest and pull back in the center. By doing this I spread out the attacks on my units and I maximize the amount of damage I can do on a counter attack. Defending sucks. You can't choose your weapon for one and you have multiple units focusing fire. My goal was to limit the fire focus and damage taken and then mount a counter assault. I started rushing all the healthy units from the north towards the battle lines. So here is how I ended my first turn:


[Image: Screenshot2011-04-16at122434PM.png]

You can see I used the one fugitive to kill the wounded crossbow. This allowed the wounded footpad to escape the ZOC and get to healing. It did make that fugitive the anchor in my first retreat line though. You can also see I brought the dwarves down and Bruindane as well. Then i formed a line with the fugitives and the outlaw. In the north East i formed a line of thug and bandits. The bowman sat on a forest in the far east. I ended turn:

[Image: Screenshot2011-04-16at122627PM.png]

Here you can see that I've taken a bit of damage to the fugitives (two poisoned), but that's fine. In the NE you can see the bowman survived 3! attacks. That is awesome because that's 3 attacks I don't have to worry about. Overall, 0 losses.

Now here's where it started to get a bit tricky. I was worried about my south dwarf gambit and here's where I took a risk. In order to help set up my northern lines and help the fugitives fall back I needed to leave the wounded fugitive who was still on the village. I moved the two dwarves south 1 tile and formed a line. The line ended with the fugitive. I was pretty sure he was going to die, but if I sacrificed him I was confident I would be able to avoid any further casualties down south. SO I gambled him and left him.

In the NE I started a counter attack. The thunderer that I had moved FORWARD last turn now was able to attack one of the 3 wolves, and killed it! Then using the minister of justice I was able to kill another. I shuffled some more thugs and bandits and moved a thug and footpad from the north group(who I had moved in this direction last turn) in order to form a pretty ZOC in front of the center village and wounded fugitive. These two were cannon fodder. lvl 1 recruits with only 2 XP combined. Here's how I ended the turn:

[Image: Screenshot2011-04-16at123601PM.png]

In the IT I lost the Fugitive, but it took 4 attacks to do it, effectively stopping a swarm north. It controlled the AI's flow. In the NE I lost nothing. In the center I lost the thug and footpad fodder:

[Image: 1Screenshot2011-04-16at14025PM.png]

So from there I brought the dwarf scout guy south to help with the wolf rider, and the dwarves all attacked out taking minimal damage. In the NE Minister of justice, thunderer and both thugs attacked out killing a lot. In the center my counter attack began, I used the General to help give power and took out the line orc line, Also got the assassin, yay. Our lvl 2 trapper leveled to hunstman with marksmenship.

Here's how I ended the turn:

[Image: Screenshot2011-04-16at125717PM.png]

During the IT I only lost one thug. No one else died. The cutscene ran and basically everyone said let's retreat except F&I who says "Aww I was just starting to have fun!" Shucks.

[Image: Screenshot2011-04-16at125948PM.png]

Final loss tally during the retreat: 1 fugitive, 1 footpad, 2 thugs.

I couldn't get a great pic of the final battle scene but I figured this would do because you can see the main battle. If we had continued, from this position I would have easily beaten the orcs back and taken out the purple guy, no sweat.

There was a long-ass story line. Basically we go back to the dwarves and say "WE NEED MORE POWER!" And then we decide to go find the crazy mages and dwarves of the north. We arrive and find the two at each others throats. The dwarf guy apparently killed the mage dude and now he's returned as a lich intent on killing the dwarf dude. All of our mages somehow know the lich dude and so they teleport over to the dwarf to try and stop the lich dude and bring him into the fold. I'm uploading the save from before the cutscene so you guys can watch the whole cutscene to understand better, also:

[Image: Screenshot2011-04-16at10544PM.png]

and

[Image: Screenshot2011-04-16at10611PM.png]


crap that took a while, gotta eat something...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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