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Swamplings wesnoth SG 3

Save received, played.

I managed to kill Kleezyx on the first turn, and mopped up his remaining undead the second turn. From there it was a slow job of healing everyone and moving our Saurian to the altar, which was behind the wall south of Kleezyx' keep and opened up after his death.

I used the time to move Clammie to talk to the troll, who fought us but once defeated joined our side. Not sure if he will carry over, but if he did then we have a troll rocklobber available. smile Strong level 2 unit, regenerates, ranged attack. I hope he is available.

Skandyx (or whatever the saurian's name was) reached the altar, and we get a long conversation about his life, death, etc. with a spirit of the last dire wolf. Skandyx is transformed into a dire wolf, and Clammie becomes his rider and transforms into a Dire Wolf Rider. These can promote to Dire Wolf Master, so Clammie can get stronger. smile Also, goblin knights can now promote to Dire Wolf Riders and Great Wolves can promote to Dire Wolves. smile

We were given an option of continuing, or leaving the caves -- I chose to end the map. I suppose I could have moved Clammie to a keep, recruited a spear goblin, and spent 50+ turns walking him to get the spear. But that did not seem worth the trouble. rolleye

Our next scenario involves orcs. We get a long story on how orcs and goblins are related and how interbreeding was killing both races, and how Clammie is a descendant of a powerful Orc chieftain, blah blah blah. Anyway, you can see it by loading the save -- I have posted the scenario start so you can get all the background.

When the map starts we find our leaders facing several orc archers and an orc crossbow. They have deserted from the Hammerhead Clan, hoping to find the rumored goblin riders and join them. The leader of the Orcs is unhappy about this and we will have to fight our way through. But we can now recruit orc archers if we want. smile Finally some decent ranged units.

We have 250 gold to start, the orcs have about 450. Pretty rough terrain for this map, lots of hills and only a few narrow open paths. There is a keep to our west that I assume is where we need to go.

Good luck!

The Save - Hammerheads
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Dire wolf riders? Now i can feel justified about making those Wolf Knights =)
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Amelia Wrote:Dire wolf riders? Now i can feel justified about making those Wolf Knights =)

Definitely justified. smile The Dire Wolf Riders still have no ranged attack. frown But they get poison melee attack, and we will have to see what the Dire Wolf Masters get.

A question for anyone/everyone: how many scenarios are there in the Swamplings campaign? Seems like we have played quite a few, and I am wondering how many are left.
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haphazard1 Wrote:Definitely justified. smile The Dire Wolf Riders still have no ranged attack. frown But they get poison melee attack, and we will have to see what the Dire Wolf Masters get.

A question for anyone/everyone: how many scenarios are there in the Swamplings campaign? Seems like we have played quite a few, and I am wondering how many are left.

I checked and there is 16 senerios in this campaign
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As was said by Haphazard this is a very mountainous map.

There is hills on our half. Mountains on their half and one road.

So I recalled all of our loyal units. Our dwarfs and troll the mountain fighters. The rest have been pillages and 1 bat *for scouting*. Also I misclicked so we have 2 gobo healers. I assume it can't hurt

The archers are down by the villages along with eep to try and prevent the first wave from taking them till be break into Mr. Hammer's keep

http://dl.dropbox.com/u/22697709/S-Hamme...-Save4.zip
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Sounds good, fire&ice. smile Glad to hear our troll is out there lobbing rocks. The extra turns to get him converted to our side were worth it. smile

We no longer have a true (strong) healer -- again. frown But I did manage to level up two of the goblin mimics to Jinx. Still only +4 healing, but they have significantly better melee and ranged attack. So hopefully they won't die quite so easily.
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Sent the save by email.

Here's the situation:

[Image: Swampling4.jpg]

The poison is really annoying. Thank god they have no archers...

We basically have a choice of using our cutthroats (again) to slaughter them, or train up our level 2s.... at the cost of a few i think. The troll got a few daggers and blades and he's half HP. Dwarves are doing ok, but they don't really have much hp compared to our other stuff. As usual, wolf riders are doing the best.
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I have received the save, and will try to play later today.

Our lack of a true healer is a problem, especially with poison from those orc assassins. frown Retreating those units to villages will be our only option.

I will try to get some XP for our less developed units, so we can get more of them promoted or at least on the way to being promoted. At least we have positive cash flow, that will certainly help.
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Sorry for the delays, but work has been eating my life the last couple days. banghead I will try to get to the save within the next 48 hours. If that is too slow, feel free to skip me.
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It's ok for me. I also take a lot of time with this...
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