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T1 - the elite eggsnatching force! 2 riders, a shyde, a ranger, and maybe Kalenz/Delfador if their headstart is enough to let them keep up.
T2 - the eggsnatchers move out - time to call on the Loyal forces:
We're already running low on cash, though . There's a lot of villages on this map, but I figured speed in getting to the gryphons was more important than speed in getting income. Hopefully this wave can fix that slightly.
T3 - and, we blow the last of our money on the dregs. These guys are here to take the hits . DON'T confuse the loyal fighter with the new guy, only one of them is disposable
T4 (start) - we're broke, but earning money, and with several villages easily grabbable. I'm not sure if Konrad should stay home and wait for the money to build up, or head out and start bashing heads. I lean toward option #2, given how spread out the enemy is - if we can hit one flank before they regroup, we might be able to punch right through.
Here's what we're up against - the foe ran out of money this turn as well, so what you see is what you've got:
The best news here is that they're spreading way the heck out. If we're careful, defeating them in detail should be quite doable. The bad news is that they're almost all level 2 units, and a pretty nasty mix of cavalry and duelists.
Only one scout can reach Mother Gryphon this turn, so it's probably best to hold off for the moment. Similarly, one enemy duelist can reach her this turn. If we're lucky, he attacks and wounds her, but we can steal the kill:
I'm not sure, do we have to defeat the sleepers too? We might be able to simply ignore them.
[url="http://dl.dropbox.com/u/16549110/HttT-Gryphon_Mountain-Auto-Save4.gz"]
And, The Save[/url]
EitB 25 - Perpentach
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I don't know why I didn't say it before, but it occurs to me to point out that it could do us good to level one of the three Elvish Captains we have to a marshal. We usually have some L1 expendable forces, but we're always going to have L2s, even if they're just lucky L1s that leveled up last scenario.
As for the sleeping gryphons, I'm not sure we need to wake them, but it looks like they ZOC up the approaches pretty well (although not perfectly, thankfully...) from our end.
As for the bad guys... wow, that looks kind of anemic... except for the fact that they're all L2s aside from the horses.
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Mardoc Wrote:T1 - the elite eggsnatching force! 2 riders, a shyde, a ranger, and maybe Kalenz/Delfador if their headstart is enough to let them keep up.
Looks like a solid group for the job.
Mardoc Wrote:We're already running low on cash, though . There's a lot of villages on this map, but I figured speed in getting to the gryphons was more important than speed in getting income. Hopefully this wave can fix that slightly.
Yep, between villages and early finish bonus we should be able to do OK on income here.
Mardoc Wrote:T3 - and, we blow the last of our money on the dregs. These guys are here to take the hits . DON'T confuse the loyal fighter with the new guy, only one of them is disposable
Absolutely! Take care of the loyal guy, and try to get him some XP. We could use a loyal captain/marshal.
Mardoc Wrote:T4 (start) - we're broke, but earning money, and with several villages easily grabbable. I'm not sure if Konrad should stay home and wait for the money to build up, or head out and start bashing heads. I lean toward option #2, given how spread out the enemy is - if we can hit one flank before they regroup, we might be able to punch right through.
I would agree with moving Konrad to the attack. We do not really need a ton of troops on this level, as long as we can concentrate our forces better than the enemy.
Mardoc Wrote:The best news here is that they're spreading way the heck out. If we're careful, defeating them in detail should be quite doable. The bad news is that they're almost all level 2 units, and a pretty nasty mix of cavalry and duelists.
Hmmm, fewer ogres and more duelists than my run through this map. That will make things tougher, as we can't simply hit them with unopposed ranged attacks. Also, keep the duelists' skirmisher trait in mind! They can ignore ZOC and hit units that usually would be safe. Guard our wounded carefully!
Mardoc Wrote:Only one scout can reach Mother Gryphon this turn, so it's probably best to hold off for the moment. Similarly, one enemy duelist can reach her this turn. If we're lucky, he attacks and wounds her, but we can steal the kill:
I'm not sure, do we have to defeat the sleepers too? We might be able to simply ignore them.
You can try to ignore the sleeping gryphons, but they may wake up and attack as you move past them. But for the egg quest, only the mother gryphon matters.
Ranamar Wrote:I don't know why I didn't say it before, but it occurs to me to point out that it could do us good to level one of the three Elvish Captains we have to a marshal. We usually have some L1 expendable forces, but we're always going to have L2s, even if they're just lucky L1s that leveled up last scenario.
A good idea. The only problem with elf fighters and their promoted variants is the base speed of 5, compared to the 6 of the archer line types. Unless a fighter type has the quick trait, they are painfully slow in rough terrain. But if we could get a marshal, it would certainly be useful.
Ranamar Wrote:As for the sleeping gryphons, I'm not sure we need to wake them, but it looks like they ZOC up the approaches pretty well (although not perfectly, thankfully...) from our end.
We can try to ignore them. May or may not work, but we do not have to do anything about the sleepers.
Ranamar Wrote:As for the bad guys... wow, that looks kind of anemic... except for the fact that they're all L2s aside from the horses.
The enemy forces are not a huge threat in this scenario, as long as they are spread out. If they manage to concentrate before we can pick off a decent number of them, though, they will be a fairly nasty problem. Particularly the duelists and their skirmisher trait -- protecting wounded is difficult against them.
I think Jkaen is up? Good luck!
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Mardoc Wrote:I'm not sure, do we have to defeat the sleepers too? We might be able to simply ignore them.
for the egg quest just the mother as the other people have said
However in my playthrough the sleepers always woke up no matter where I moved so we will most likely have to fight them too.
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haphazard1 Wrote:I think Jkaen is up? Good luck!
Yes, he is - he's also travelling, though, with iffy internet. I figure we give him 24 hours or so, then let f&i pick it up. Hopefully the moment is one of his moments *with* internet .
Sorry to hear about the sleepers - although both Delfador and Kalenz ought to be able to nuke them down if need be. Maybe we'll be lucky and they'll eat that Duelist first.
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Excellent work, Jkaen! Especially since the enemy had more forces in place to attack the mother gryphon than we did. Stealing the kill from them, very nice.
Now we just need to mop up the enemy forces, although as you noted this may take some work with the high defense tiles. Fortuntely arcane attacks should help a lot.
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Yikes, that was quick. Good work, Jkaen. Agreed with haphazard, magic ought to be our greatest friend now - I don't think the humans have any. They don't have any healers, either, so any gradual fighting ought to be mostly in our favor.
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Mardoc Wrote:Yikes, that was quick. Good work, Jkaen. Agreed with haphazard, magic ought to be our greatest friend now - I don't think the humans have any. They don't have any healers, either, so any gradual fighting ought to be mostly in our favor.
Yes, looks like I mis-remembered on the mages. That's one problem with re-playing this campaign recently, some of the details on the different maps have blended together. Must have been one of the other maps where we face some of the queen's forces that they had mages.
It is a big help that the enemy does not have healers. But they do have villages, at least until we take them for ourselves. Which we want to do anyway.
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will take turn on wednessday since thats when I can take it
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