I will play later tonight
note for myself
push for the orc leader
trigger skeletons
don't get destroyed
win
anything else?
note for myself
push for the orc leader
trigger skeletons
don't get destroyed
win
anything else?
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
We just want our throne back Wesnoth SG 2
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I will play later tonight
note for myself push for the orc leader trigger skeletons don't get destroyed win anything else?
Nice work, JKaen!
A great mage now, very nice. And starting to get promoted dwarf units is also good. Good luck with the undead, fire&ice! I think the passages will trigger automatically on T20, although you can trigger them manually of course. It looks like we have units ready to go, while also slowly pushing against the orc leader.
Agreed, very nice work. Made me glad I bowed out for the round .
On a different note - apparently there's an issue with the RB hard drive full. Can you guys go back and delete any attachments we no longer need from this and other SG's?
EitB 25 - Perpentach
Occasional mapmaker haphazard1 Wrote:Nice work, JKaen! I wish dwarf fortress dwarves were that good... but then again, if oyu danger room them they can be. :D
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I messed up the west entrence pull back and blast them one at a time as they come up to our mages.
Gee I think you guys have played ahead while I have not.(recently anyway) I didn't know what those people in the water were doing so I shifted them over the turn before I needed to shift them back to cover the back door. heres turn 22 PS. DON'T use thunderers as damage people they have pierce attacks on skeletons with 60% resist to that damage making them total crap. they can tank and die but not deal damage. Fake edit - yes master mardoc
I (and I believe others of the team) have played this whole campaign before, fire&ice. So I/we have some ideas what to expect on things like the water entrance.
Still, looks like a solid round. No mention of the west, how is the fight against the orcs and trolls going? That is the place to use thunderers, if any. I agree they are crap against undead (as so many units are). The undead general is summoning mostly level 2s, nasty. We will certainly need to avoid getting swarmed until we have whittled down his troop numbers a bit. I will do my best. I have the save, will be playing right now.
OK, played three turns.
Turn 22 - fire&ice had not mentioned it, but the western orc/troll leader is dead. Seems like he might have at least dropped a comment about that, just to keep us informed. - Shuffle eastern units to advance our enchantress (she can only move 1 tile per turn ) and to bring fresh dwarves to the fronts. No attacks, as they enemy is too strong for us to attack without taking so much damage they will finish the unit off during the enemy turn. - By the lake I retreat wounded units to heal with the merman priestess. Kalenz is left facing a 2-on-1, but there was not a good alternative. - In the west claim a village, start moving units that can fight undead back east. - IBT Kalenz hits 6 of 8 times. Obviously I just need to use him for melee instead of arcane ranged attacks, which he always misses. - The undead shift around rather strangely, leaving one of the eastern units unopposed. Turn 23 - I take advantage of the odd movement to advance Delfador and kill a big skellie. We will now have 2-on-2 action in the east. - I complete our withdrawal by the lake, and the undead will now have to move through a single-tile chokepoint into our 2 defenders. - Claim another village in the west, keep moving units, advance enchantress, blah blah blah. - IBT the undead general attacks Delfador, who gets rather badly beaten up. By the lake Kalenz is heavily wounded. Turn 24 - Most of our units do not match up well with the level 2 skellies. Thunderers no way, dwarf fighters too weak to attack and survive counterattack, mages get chopped up by melee. Rather than lose a lot of units, I decide to take advantage of the undead general attacking Delfador and go for the immediate kill to end the level. - First our red mage by the lake gets a kill and promotes to arch mage. - Then the merman priestess kills the only level 1 skellie for some XP. - Delfador retreats, and a dwarf fighter gets one blow on the undead general (barely surviving). - The enchantress finally reaches the front and fries the undead general, promoting to sylph and ending the level. We get 212 extra gold to carry over, entirely from early finish bonus as we were still solidly negative (although with slight positive income). We can now recruit dwarf guardsmen, who get a very nice steadfast trait. But they do not have impact weapons and will suck against undead. We move deeper into the caverns seeking the Sceptre of Fire, only to run into Princess Li'sar again. How annoying, she's the proverbial bad penny. A sizable force of level 2 wolves and trolls attacks, and the Princess agrees to cooperate -- for now, anyway. Here is what we face: Note that any of Konrad, Kalenz, Delfador, or Li'sar dying is an automatic loss. So things will be a bit tricky.... The Save - Hasty Alliance T01
My advice for playing this is first turn shift our vets intot he back line to deal with that wolf and put the front line full of rookies as whoever goes there gets slaughtered
I agree with Jkaen on the approach here. The shape of our keep leaves two spots exposed to 3-on-1 attacks. With level two attackers, those units are almost certainly going to die. Even a tough level 3 could be killed, so I am not sure we should risk it.
Maybe we should recruit some of our newly-available dwarf guardsmen? Fairly tough units for level 1s, and good against orcs and trolls. haphazard1 Wrote:I agree with Jkaen on the approach here. The shape of our keep leaves two spots exposed to 3-on-1 attacks. With level two attackers, those units are almost certainly going to die. Even a tough level 3 could be killed, so I am not sure we should risk it. Looks like I'll be up for this... Dwarf Guardsmen would certainly stand the best chance of surviving, what with doubled resistances. (They'll get something like 40% resistances, along with the 60% defense in fortifications...) Unfortuantely, their damage output leaves something to be desired... Actually, if those are goblin knights on the wolves, which they look like, this could work pretty well: Konrad will give them all +50% damage on their attacks while they hold the line, and they'll always be attacked in melee where their base attack is at least 5-3. On top of that, they have enough HP that, even if we get unlucky and always get hit, it'll take at least two if not three attackers to kill one off. The second turn, we can see who is relatively healthy and use them to ZOC up the enemies so that we can confidently recall some units that can actually do some damage without them risking getting killed off immediately. Obviously, this would also involve Kalenz and Delfador going to beat up the lone wolf down at the bottom. Sound good? BTW, nice job finishing up the previous scenario! |