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Swamplings wesnoth SG 3

haphazard1 Wrote:Not sure why one unit was promoted to goblin knight?

From what I understood from amelia the wolf rider went knight because we could recruit pillagers in as many numbers as we need.
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Pillagers are superior to goblin knights in pretty much every way. So even if we can recruit them (for this map), I would have promoted pillager. But he might be useful for future maps.
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My thinking was that we could recruit Pillagers, so if we wanted another one why not just recruit another? We took the time to train this wolf rider, and if we turned him into a pillager.... he becomes someone we could have just recruited straightaway.

And how's the troll going?
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Amelia Wrote:And how's the troll going?

The troll is just sitting on his village, chilling out. smile

Oddly, he is green -- the same green as the Batmaker zombie who has now been killed off. Not sure what impact this might have.

I was moving Clammie to the hub to head northeast and talk to the mermaid siren, who definitely stated she would only talk to our leader. Maybe the pillager who gets the spear (if it ever gets there...very long path) can talk to the troll on his way back?
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Everyone is still moving to there objectives pillage to the spear, leader to the mermaid.

I set up a wall against the zombie.

I got to ask do you guys not want our posined healer healing. I think I have been the only one using him.
He has a bloody +8 healing use that bloddy person.

http://dl.dropbox.com/u/22697709/S-Dire_...Save25.zip

[Image: 2s1pxlv.jpg]

Also if we ever break through to the leader it will be from the north.

I did loose one pillager the one you had at half health in the middle of the northern army. He died amoung friends and was quickly avenged.

No levels and no new people spawning and I have no idea what to do with our bats now. Maybe get them the holywater nobody else can reach?
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Sounds like decent turns, fire&ice. smile Just a big, seemingly endless horde of undead to withstand. frown

I had used the healer a bit, just was keeping him back from the front lines.

I was hoping we could get a bat around the front with the enemy to explore and find out more of what we are up against. Maybe try a bat at the northern front? Things are a little more open there. Not sure it would survive long, though.
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haphazard1 Wrote:Sounds like decent turns, fire&ice. smile Just a big, seemingly endless horde of undead to withstand. frown

I had used the healer a bit, just was keeping him back from the front lines.

I was hoping we could get a bat around the front with the enemy to explore and find out more of what we are up against. Maybe try a bat at the northern front? Things are a little more open there. Not sure it would survive long, though.

There is one bat in the south of the two fronts.
Oh and the wolves show enough that we know the bats won't make it anywhere before they die.
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Sorry, i'll take a skip this round. I'm having some medical problems, and i don't think i can play this for a few days.
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Sorry to hear that, Amelia. I hope everything improves and gets back to normal very soon.

I will try to get to the save sometime later today.
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Played 6 turns, since not a lot was changing for most of them.

Highlights:

- Clammie reached the siren, who made a bunch of over-the-top promises about joining us and how great it would be. Clammie didn't think much of that, so she claimed she could give him what he wants most: his son back. She produced a soulless zombie version of the dead son. Ick. Clammie told her he would never allow her to join us, and she got mad and turned into a nightgaunt (level 3 undead spectre type) and is now an enemy. yikes Clammie and a bat are now fleeing as rapidly as possible back toward the hub -- Clammie may need some support as the nightgaunt is chasing (although it has nightstalk so I am not sure how far behind it is). The nightgaunt also took back a village, and will presumably take back the one along that passage as well. frown Maybe bring a pillager or two to support Clammie, and then the bat can take back villages?

- Our long-traveling pillager reached the spear, but was told that he is not a spear wielder and can not have the weapon. banghead Oh well, guess we will never use it then. I have started the pillager on the long way back.

- We have pushed forward on the southern front, and also pushed a long way forward in the north. We now have visibility on Kleezyx, who is summoning/recruiting 6 units every round. frown But we should be able to finish him off fairly soon.

- We almost have a clear path for our bats to check the region south of Kleezyx. There are a couple level 1 soulless with ZOC blocking the way this turn, but maybe next turn we can get a unit down there to see what there might be.

- Use our cutthroats (Eeep and Misris) to slaughter large numbers of weak undead. Eeep is healing by the saurian healer after killing 6 enemies last turn; Misris is on a village in the north and is almost full strength for another mass attack. Just be very careful not to leave either exposed -- make sure they get kills to keep refreshing their movement and that they escape to heal after they get too damaged. But using them has really helped grind down the enemy numbers.

- Keep trying to get our mimics kills. I managed one level 1 kill for our northern mimic, and a level 0 kill for the southern guy. It would really help to get one of the mimics promoted.

Good luck!

The Save - Turn 31
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