Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
We just want our throne back Wesnoth SG 2

Just a heads up, I'm in the area expecting to be hit by Hurricane Irene Saturday night into Sunday. I'm not evacuating as I think I'm far enough inland to be safe, but I may lose power or internet during the storm, and if I do, there's no telling when I'll get it back.

So if my turn comes up and I'm strangely silent, that's why. On the other hand, if everything stays functional, I'll definitely want something to keep myself amused.

On topic - I agree with haphazard1, if we do manage to get into an unwinnable position on any of these maps, I would want to start over from turn 1 rather than concede defeat.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Mardoc I am acualy in the same position alright

So lets hope for the best
Reply

Best of luck and stay safe, Mardoc and fire&ice! (And anyone else in the path of Irene.) I did my share of hurricane prep and aftermath growing up on the Texas coast. I am glad to be living far inland these days.

f&i, should I play on from the save you posted? Do we start this map over from Turn 1? Other?
Reply

fire&ice' Wrote:Mardoc I am acualy in the same position alright

So lets hope for the best

Yep!

Fortunately, it's looking like it'll only be cat 1 by the time it reaches us. But I've got all my pots full of water anyway.

@haphazard1 - in my opinion, go ahead and play from the save fire&ice posted
EitB 25 - Perpentach
Occasional mapmaker

Reply

Mardoc Wrote:@haphazard1 - in my opinion, go ahead and play from the save fire&ice posted

OK, unless I hear otherwise from others of the team I will plan to move ahead from that save.

Preliminary thoughts:

- Daytime! jive Finally I get to play some turns where we have the advantage. lol
- Our decoys have been almost completely wiped out, just one left. But we are halfway through the scenario so they definitely served a purpose. A lot of green's faster units have been occupied fighting our expendables.
- Blue...is pretty much down to just the king lich. Unfortunately as a level 3 he is extremely dangerous. I would like to finish him off to prevent any more units being recruited, but we are not in a good position to hit him with a true swarm -- only a few units can reach him and maybe not enough to kill him. So that may have to wait one more turn.
- Hordes of walking corpses heading our way from green. frown Our best option for these is to retreat southwest into the hills. The corpses only have move 4, and require 2 moves per hill tile. So if we get at least 3 tiles into the hills then the number of corpses that can hit us per turn goes way down and we are much less likely to lose units because they keep killing the corpses that attack them.

So I intend to shift southwest into the hills, rather than trying to take blue's keep. We don't have any money to recruit/recall anyway, and the flat ground would allow mass waves of corpses to attack. I don't think the keep defense makes up for that. If I can, I will finish off blue.
Reply

Well, everything did not go exactly to plan....

Turn 7

- I decide we can take the blue lich king this turn after all, at least as long as we don't get really bad luck. I send the shyde in first to use her slow attack, reducing the damage for follow up units. Fortunately she gets one hit in. The enchantress follows and hits 4-of-5. jive And our arcane rider finishes off the blue lich king. smile
- I move our last decoy unit, an elf scout, to a tile where no one can reach him this turn. Let's keep this guy alive and distracting as long as possible.
- The main force retreats south towards the keep. There is a bit of hills in front of the keep, it is not perfect for slowing walking corpses. But it will do, and the keep tiles themselves are good for most of our units.

[Image: 09T07.jpg]

- IBT our decoy survives, and even better five wraiths are chasing him. smile
- Our arcane/holy water scout takes a serious beating from wraiths.

Turn 8

- Move our decoy south into the mountains (60% defense) where only 2 wraiths can reach him.
- Retreat the main group into the southern keep, making no attacks. I hate wasting daylight opportunities, but we need a better defensive position. And we are just trying to stay alive, so avoiding possible damage is a good thing. I arrange the two healers for mutual support as they are both damaged, and try to squeeze as many other wounded next to them as possible.

[Image: 09T08.jpg]

- IBT Delfador takes significant damage from wraiths who get more hits than random odds would normally expect. frown Our decoy survives again.

Turn 9

- I move the decoy again, trying to keep the enemy distracted. There is no point attacking, as he will only take damage and has zero chance of killing wraiths even in daylight.
- I decide to make a stand during this last daylight turn rather than retreating the main force further. We kill 4 wraiths and a dark adept. smile
- The main purple undead forces are about to arrive, including a bunch of level 2 units. And green's walking corpses should also engage....

- IBT our decoy survives yet again, although taking some damage. smile
- Two chocobones attack, one missing both attacks and the other being destroyed by one of our paladins. jive
- However two walking corpses get lucky and land all 4 hits on our archmage, who is now seriously injured. frown

Here is the situation as night begins to fall:

[Image: 09T10.jpg]

- Most of our backline wounded are starting to get back to decent shape, which is good as we will need to rotate fresh wounded out of the front line.
- Watch out for the incoming level 2 units, these are significantly worse threats than the walking corpses. Maybe we should retreat another row or two of tiles? The bonus healing from not moving the backline units has been very nice, though, so up to the next player. Also, green moves before purple and the walking corpses may fill the spaces next to us and make it hard for purple to reach us.

We just need to get through the night turns alive, and this scenario will be over. Don't attack if we do not need to and if it will risk more damage, but hit the enemy wherever it is safe (like ranged attacks on that chocobone).

Good luck, Ranamar!
Reply

That adept scares me.
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.”
Reply

I like how it's the lone human among all the undead who is scary, but yes, i agree that the adept is probably the scariest among the lot.
Reply

Uhhhh.... huh Not seeing it, really. The adept is scary? huh We took one of those apart last round without much trouble. If green doesn't move to fill the spot I expect it to attack the paladin since it would be an unopposed ranged attack.

I worry a lot more about the bone shooter. Nasty ranged attack, decent melee attack, fair number of HP, blade/pierce resistance. And the wraiths, mostly because of those draining melee attacks to heal themselves.
Reply

Looks pretty solid, haphazard. Three turns really isn't that long, not when you've kept our army as healthy and well-organized as this. I don't think there's any debate that we'll win, the main question is whether we can manage to win with no further casualties. And perhaps if we can get more XP out there - I notice our Rider is approaching lvl 3, for instance smile.

I suspect right around the end of the night, when the scenario ends, is when we'll feel we've got this under control and can consider counterattacks wink. But taking out the southern guy with time to heal up from that fight ought to make a huge difference for us going forward.
EitB 25 - Perpentach
Occasional mapmaker

Reply



Forum Jump: