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We just want our throne back Wesnoth SG 2

Mardoc Wrote:No, mermen are actually lawful too. Although you've a point that anyone in defensive terrain can be pretty good.

I was mis-remembering; it was actually the nagas we were fighting who were neutral.

Mardoc Wrote:I did test - fighting lvl 0's does not give XP, only killing them does. But they have no resistances and only 18 hp, so it shouldn't be too hard to get to the killing smile

Let's just be careful and not get our units swarmed and killed. The XP will accumulate. smile
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Amelia Wrote:Actually, was it this campaign that had the land of the rising dead? 5 enemy leaders, of which 4 of them were just spamming walking dead. I still remember the nightmares of having powerful units... they just suicided in droves. Every unit that attacked died, leaving space for the next unit... and the next... and the... WAIT A MINUTE DID MY GRAND KNIGHT JUST DIE.

Repeat until suddenly i have 10 units dead, and there are even more walking dead coming.

I still dread that scenario.

Maybe... that might have actually been the scenario I was thinking of. I know I lost Konrad holding the gate (and then reloaded, of course. rolleye) several times in whichever scenario it was.
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Endless undead? yikes Sounds...unpleasant. lol

Yes, sometimes being swarmed by weak enemies is a major problem, as they don't survive to fill space and cut off additional attacks. Sort of similar to dwarf ulfserkers, where large numbers of rounds of combat tends to kill the unit even if each individual exchange is in your favor.
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We should play the necromancer campaign next. smile
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antisocialmunky Wrote:We should play the necromancer campaign next. smile

I've never played that campaign... I'm too much of a whore for healing, which kind of rules out most of the chaotic forces. (That, or I'm strongly Lawful aligned, and I dislike playing against my alignment. tongue )

Dammit, at this rate, I'm going to reinstall Battle for Wesnoth, and I have more games to play than time for them already!
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Didn't engage realy picked off a few troops out in front and set us up in defense terrain.
Or tried anyway

[Image: 29mq80y.jpg]

Somthing I noticed that is not fun the necromancer will never stop recruiting so we can't realy kill him. So we should keep somone by the sign and just leave when we start to get low on HP.
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fire&ice' Wrote:Didn't engage realy picked off a few troops out in front and set us up in defense terrain.
Or tried anyway

Somthing I noticed that is not fun the necromancer will never stop recruiting so we can't realy kill him. So we should keep somone by the sign and just leave when we start to get low on HP.

Looks pretty good to me. smile And it's Dawn, so haphazard will be able to play with being more aggressive if he wants in his turnset.
EitB 25 - Perpentach
Occasional mapmaker

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You can kill the necro. You just need to kill one of his summons and have another unit ready to take its place after it dies.

Of course, if you meant that you can kill him because you rather farm XP until the end of the turns, then I guess you are right.
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Lots of turns left, lots of time for XP farming still to go. smile

That horseman to the west looks to be in a bad situation, cut off and surrounded. I will need to go rescue him and provide a bit more support over there, looks like. Otherwise we appear to be in good shape. There are more island villages to claim so our gold will continue to increase, and we can keep smashing undead and develop our units. There is even decent defensive ground available to keep moving south for the eventual kill of the necromancer.
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Three more turns, a fair bit of progress.

Turn 7

- Kill various undead, claim villages, advance south, etc.
- Merman initiate promotes to priestess. Now we have a water-going healer. smile
- IBT the isolated elven rider (lvl 2) is killed. cry The previous player hung him out by himself where no one could reach him, and he just got overwhelmed. I hate losing promoted units. cry

Turn 8

- Kill various undead, claim villages, advance south, etc.
- Konrad gets a kill, almost enough. smile
- IBT multiple defensive kills.

Turn 9

- Kill various undead, claim villages, advance south, etc.
- I had a shot at the necromancer with a knight, but figured we wanted to continue milking the map for XP and gold.
- Konrad slices and dices a dark adept and promotes to commander (level 2). jive Our loyal mage is 1 XP away, a knight is 2 XP away, etc.
- IBT a mage gets beaten up. He will need to be pulled back and healed.

Here is the current situation at the start of T10:

[Image: 05T10.jpg]

Be careful of any unit which is on a corner; they take multiple attacks and can be worn down quickly. frown This is what happened to that mage.

We are maybe too close to the enemy keep, if we want to keep milking the map for XP. We could pull back and form a full line, preventing more than a couple attacks per turn on any one unit. Space out the healers (druid, shaman, merman priestess) and remember that Konrad now provides leadership to lower level units around him. Keep claiming island villages -- we may want to send our mermen to join the one in the south so he does not get pinned down by the water-going undead.

Other than that, just keep hacking and blasting away. smile The gold and XP are both piling up, and we will need both on the next map.
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