September 20th, 2011, 17:39
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Yeah, that underground level was very quick, so I went ahead and started the next one. Delfador got poisoned and spent the whole level at 1 hp, though.
In the new one, I've recruited mostly dwarves, with a few magi to back them up. Looking at the walkthrough, we probably want to focus to the north to try to unlock dwarven guardsmen, saving the south for later. Apparently if you step next to the signpost in the south, that opens up the undead sooner than if we stay back.
The Save
EitB 25 - Perpentach
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September 20th, 2011, 18:11
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Yep, one of the three getting poisoned is pretty standard. Just as long as you don't get unlucky and have someone die in the first attack, the rest is pretty straight forward. Did you find the gold?
For the new level, it is helpful to recall one merman. Especially if we have a quick one, as the extra movement helps a lot. Send him south, being careful not to trigger the signposts early.
The fighting in general is pretty rough, especially when we first make contact. But that can take a few turns, even with dwarf fighters for (somewhat) faster movement.
September 20th, 2011, 21:09
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haphazard1 Wrote:Did you find the gold?
Yep, an unlimited turn timer helped, but yes, 200 gold to the good. Which means that Jkaen can do a last round of recruitment and get us a merman.
EitB 25 - Perpentach
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September 21st, 2011, 01:12
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Back to playing again now, so I will do my turns once I get back from work
September 21st, 2011, 11:15
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Did a last round of recruitment and moved the bulk north.
I think its the pebble looking tiles that open the undead up, so avoided them
The Save
September 21st, 2011, 13:55
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Looks like good (if somewhat dull) turns, Jkaen.
There is a lot of walking on this level before anything happens. But it looks like the lead units of our northern force have reached the main cavern area and met the local dwarf forces. So contact with the enemy should not be far off.
On the southern group, I believe you are correct about the "stacks of pebbles" tiles. I would avoid them, or even getting next to them if possible. There is an automatic event which will trigger opening of the passageways to the undead around turn 20 (if I am recalling correctly), so we will need forces in place by then. But for now we have other enemies to deal with...once we actually find them!
Our merman should explore the water in the south, as there are some good things to grab there. But it will take quite a while for the merman to slowly move through the tunnels to reach the water.
September 21st, 2011, 19:17
(This post was last modified: September 24th, 2011, 18:18 by fire&ice.)
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Still boring turns I almost think we should trigger the skeleton people early so that we have somthing for our many troops to do.
spoilered for large size
So um we got a message from a dwarf we save in a village that his family was killed when the cavern was flooded so we know there are villages back behind the water if our merman ever gets there.
The only enemies we will fight seem to be backed behind small openings so we should not need to worry too much about the long lines that looked like we recruited for.
September 21st, 2011, 19:31
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fire&ice' Wrote:The only enemies we will fight seem to be backed behind small openings so we should not need to worry too much about the long lines that looked like we recruited for.
Yeah, it looks like I overdid it quite a bit. At least we'll have plenty of opportunity to rotate dwarfs out of the fight to heal
Hoping that we at least get enough villages to pay for these guys.
EitB 25 - Perpentach
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September 21st, 2011, 19:46
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Mardoc Wrote:Yeah, it looks like I overdid it quite a bit. At least we'll have plenty of opportunity to rotate dwarfs out of the fight to heal ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
Hoping that we at least get enough villages to pay for these guys.
I think there are 5 - 6 more villages the 1 by the dwarf king and more behind the water. I think that should slowly pay of our debt.
September 21st, 2011, 20:01
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Very interesting -- when I played this map solo (at one difficulty lower), the local dwarves were crushed by the enemy and I barely arrived in time to save the dwarf king by attacking the enemy from behind (they were already up to his keep). Yet here, the enemy has apparently been almost totally ineffective against the local dwarf army.
Oh well, we end up with more forces than we really need. But we will need plenty of extra troops to rotate our level 1 dwarves against those level 2 orcs and trolls, so it could be worse. We should try to get at least one healer up near the front to heal wounded units as we rotate them. Maybe some of the other slow (non-dwarf) units can start proceeding towards the southern area, as it will take them time to get there anyway?
Also, we can go ahead and send some units into the shallow water -- we don't have to wait for the merman, as some of the goodies there are reachable by anyone I think. The whirlpool will need the merman, though.
I should be able to play within the next hour or so (need food first, too hungry to concentrate ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) ). I will try to make some progress against the enemy and get more troops into position to actually be useful.
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