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We just want our throne back Wesnoth SG 2

haphazard1 Wrote:Well, maybe. lol I am not sure what our choices are exactly -- can you give a quick summary?

yes


Elf Archer 17 gold 29 hp 6 move 5-2 melee 5-4 ranged
Elf Fighter 14 gold 33 hp 5 moves 5-4 melee 3-3 range
Elf scout 18 gold 32 hp 9 moves 4-3 melee 6-2 ranged
Elf Shaman 15 gold 26 hp 5 moves 3-2 melee 3-2 with slow ranged


haphazard1 Wrote:I remember that we also have some scouts available, who are weaker but have very good speed. Do we want to include a couple of these, and use them to grab some villages along the way? They would provide a bit of additional income (more gold left over == more gold for the next scenario) and would also slow the enemy advance a bit as they will take the time to claim the villages from us. Or would our (small) unit support costs prevent us from gaining any income anyway? Probably not worth it in that case.

Just recruiting a bunch of basic elf fighter types, maybe mix in an archer type or two, and we should be fine. If a shaman is available...hmmm, we are not going to have a chance to level him up and healing on a village is more effective anyway. So I would probably skip anything but combat types.

yes that all sounds nice but if we recruited anything but fighters we would lose out on a unit. Thus I made the choice to spam fighters
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fire&ice' Wrote:turn #1

find out I can recruit 7 elf fighters 14 gold each

OK, this gets us one additional unit. We may need every one, too.

fire&ice' Wrote:good news
- we have 9 units instead of 8 like I thought we would
- their are less orcs running around
- our AI is charging in the same direction as us

All good things, especially the AI moving to support us. We need our allies to soak up the main force of the orc attack. Just as important, they will lock up a lot of the enemy forces with their ZOCs.

fire&ice' Wrote:bad news
- most of the orcs are lvl 2+

This is standard for the scenario, even on lower difficulties. We are not supposed to fight these guys, anyway.

fire&ice' Wrote:-the green orc has 5 units in the grassland that we wish to run through
- we will have to fight the green orc more then we hoped

Hopefully most of them will advance and attack our allies in the forest. If we have to kill a unit or three to clear the path, Delfador will be very useful. We just don't want to see so many orcs that their ZOCs overlap and prevent us from moving north.

fire&ice' Wrote:- we should have run north of the river it is 1 turn faster and the orcs would not have been there in time

Maybe for the expendable elf troops it would be. But Konrad and Delfador can not move through forest quickly. We should aim to have everyone link up in the forest just north of the rivers, and then drive north. The exact path is not critical, as long as we don't get tied down in battle.

fire&ice' Wrote:Elf Archer 17 gold 29 hp 6 move 5-2 melee 5-4 ranged
Elf Fighter 14 gold 33 hp 5 moves 5-4 melee 3-3 range
Elf scout 18 gold 32 hp 9 moves 4-3 melee 6-2 ranged
Elf Shaman 15 gold 26 hp 5 moves 3-2 melee 3-2 with slow ranged

yes that all sounds nice but if we recruited anything but fighters we would lose out on a unit. Thus I made the choice to spam fighters

I think it was the right choice. On nightmare we are not going to be leveling these guys up. We are going to have our hands full just getting Konrad out alive.

Is there a save? (I am guessing we are sticking with the 3 turns per set we used before?) I am not sure when ASM will be available again, so I assume that I am up next.

Looks like we are off to a good start, Fire&Ice! thumbsup
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haphazard1 Wrote:Maybe for the expendable elf troops it would be. But Konrad and Delfador can not move through forest quickly. We should aim to have everyone link up in the forest just north of the rivers, and then drive north. The exact path is not critical, as long as we don't get tied down in battle.

When I grabbed the map pick I looked and to get to the first village in the grassland it is faster to run north on the river for some reason.


haphazard1 Wrote:Is there a save? (I am guessing we are sticking with the 3 turns per set we used before?) I am not sure when ASM will be available again, so I assume that I am up next.

Yes just forgot edited in with drop box
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Three more turns played. Things aren't looking all that good....

Turn 4

- Keep moving west-ish. Konrad and Delfador have reached the northern river edge. I keep our elven fighters out of reach of the orcs -- no need to start taking damage/losses quite yet.
- IBT the orcs massacre our allies. cry Level 3 orcs and trolls are killing an elf per turn each, while our allies go 5 and 6 against 1 and can't manage a single kill. banghead

Turn 5

- Konrad and Delfador are across the rivers finally. We make our first attacks, 3 fighters gang up on an orc assassin and kill it for our first victory. We'll probably lose the winner, though. frown
- Unfortunately the green orc is moving more troops into the open area. frown
- On the plus side, the orcs are all pretty much out of money and with negative income from unit support. So what we see now is all we should have to deal with. It is still a whole lot of enemies, though....
- IBT our allies do a lot better, killing several enemy units for minimal losses. Two of our units come under heavy attack, but survive with major damage. The big problem is that our path north has been cut off, and purple orcs and trolls and starting to head our way from the northeast. frown
- The southern orcs reach our keep, and Konrad is sad that his home is being destroyed. Get used to it, kid. alright

[Image: T05end.jpg]

Turn 6

- We need to break open a path northward, while avoiding taking too many losses. I send Delfador into battle to serve as the anchor of our line. He boasts about his power and how no one dares oppose him, and then proves it by hitting 4-for-4 and killing an unwounded level 2 orc. :fireball: (We need a lighting bolt/smite smiley! This will have to do for now. lol)
- Our fighters try to work northward, and kill an orc to start hacking a path.
- IBT we lose one of our wounded fighters. frown And Delfador takes a hit, and another fighter gets poisoned. Without any way to heal (the enemy or our allies have all the local villages) we are going to struggle to keep units alive.
- Fortunately our blue allies have covered our eastern flank reasonably well. We need to punch a hole in the green orcs line, preferably before the purple orcs show up in force. There isn't much to our north (except the green king) if we can manage to break through. That may not be easy, though. frown

[Image: T07start.jpg]

Good luck!
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haphazard1 Wrote:(We need a lighting bolt/smite smiley! This will have to do for now. lol)

:storm: :ele: how are those

Our allies are just geting destroyed lol
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fire&ice' Wrote:Our allies are just geting destroyed lol

Yeah, the orcs having this much gold is pretty nasty. I went back and played this map on Normal difficulty, and it was a cake walk -- exactly as I remembered it. Minimal fighting, very easy. So this strategy may not work at this difficulty.

The problem is that we are pinned down, and it will take at least a couple turns to break through. (Assuming we can break through.) There are only 6 turns left including the current one, and Konrad has to reach the signpost. This is not a lot of time.
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Just FYI, we're going to want some high level shamans pretty quick due to their insane dodge rate in trees and to deal with friggin assassins.
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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Yes, we will definitely need to level up a couple shamans. But this level did not really seem like the place to start that process. We will be lucky to get Konrad to the sign post in time, and still have Delfador alive. I don't really expect any of our expendable troops to survive.

Maybe I am thinking about this map entirely the wrong way? I read comments on the wiki discussion thread with people slaughtering entire armies of orcs and killing the leaders, leveling up half a dozen units, and still finishing early enough to get a sizable gold bonus. But I just don't see how it happens, even on lower difficulty levels. Raw level 1 recruits against level 2 and level 3 orcs and trolls? smoke Maybe if you get lucky and manage to finish off an enemy red-lined by the allies you could get one or two units leveled.

Of course, that assumes any of your allies actually live more than a few turns. Which does not seem very likely. frown

I was planning to recruit some shaman units at the start of the next scenario and try to get them some XP in the fighting.
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antisocialmunky Wrote:Just FYI, we're going to want some high level shamans pretty quick due to their insane dodge rate in trees and to deal with friggin assassins.

yes high level shamans are nice however so are rangers since they can go invisible. thumbsup
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Rangers are pretty good for stalling :]
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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