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We just want our throne back Wesnoth SG 2

I think I would lean toward heading south as well, with some sort of distraction. I like the scouts idea best - they can grab villages as easily as fighters, but actually have a chance of surviving. Shamans - that seems like a very expensive way to go, especially if they go in pairs.

Time is unlikely to be much of a factor in recruiting, our starting keep is huge. Money will limit us, though. I'd say priorities are horsemen for the holy water, paladins, and mages, with a smattering of anything else we can use.

I didn't mention this before - but Jkaen is up.
EitB 25 - Perpentach
Occasional mapmaker

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Oh right, didnt realise. Will start it now
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Jkaen Wrote:Oh right, didnt realise. Will start it now

I didn't want to push while the discussion was still going strong, your choices now will influence the whole scenario after all. Besides, we did the last two sets in a day.
EitB 25 - Perpentach
Occasional mapmaker

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Ok, played. Turn 1 I recruited the attack group, turn 2 the stalling group

[Image: Start%201.jpg]

[Image: Start%202.jpg]


This is where I left the stall group

[Image: 4%20Stall.jpg]

And here is the main attack group. I have 2 riders coming back with holy water

[Image: 4%20Main.jpg]

And here is the save
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As you can see I didnt bother with blades or pierce against the undead. Hence the heavy magic and paladin forces
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Looks like a good start smile

I fear the night will be brutal, though, mostly because I see even more L2 units coming up from the south, and we're kind of stuck on flat ground until we take the castle, unless those guys all manage to get into the hills.
Then again, that's not saying anything we didn't already pretty much know.
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Mardoc Wrote:Shamans - that seems like a very expensive way to go, especially if they go in pairs.

Not sure I understand this? huh Shaman are dirt cheap at 15 gold apiece, only fighters are cheaper at 14. Admittedly shaman aren't likely to kill anything, but that isn't the point of decoys. They are there to draw attacks away from the main group, so they should not even attack unless they can do so at no risk (ranged against melee-only).

Anyway, Jkaen has started and we don't have any decoy shaman. frown He also went with riders for the holy water rather than horsemen, which we will probably regret. Will have to wait and see.

Our main force isn't quite as far south as I had hoped, but we are anchored on a couple villages. Maybe we can shift a bit west into the hills for better defense? I am also worried about that green blob on the minimap -- it doesn't look like our decoys are drawing very many of the green enemy away. frown They have pulled some of the wraiths, which will help. Walking dead aren't that fast, so we will have a couple turns to fight blue before our main force gets hit from behind.

Let's see how things develop. This is a very nasty level, and we may (probably will) lose some good units. frown But if we can keep our required heroes alive, we will be victorious.
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haphazard1 Wrote:Anyway, Jkaen has started and we don't have any decoy shaman. frown He also went with riders for the holy water rather than horsemen, which we will probably regret. Will have to wait and see.

Oops... I missed that. You had me convinced...
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In the end I wanted the extra speed and pace to get the water outback to the main force before trouble came for them, plus being able to get the extra ranged attacks out hopefully safely I thought was worth it


... holy water does work on the bows right?
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haphazard1 Wrote:The reason I suggest horsemen rather than scouts is that the holy water only gives arcane to melee damage.

Couple pages back, unfortunately...

He went on to point out that charge means we can 1-shot enemy units because of their weakness, especially during the day.
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