Also bear in mind its only konrad who needs to make the forest, so try and move him the maxium distance each time, and then everybody else can cover as needed
We just want our throne back Wesnoth SG 2
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turn 7 move forward and see about moving south through loyalists
turn 8 move between the forces moving konrad further turn 9 move konrad further and kill enemies turn 10 kill the rest of the enemies and move konrad turn 11 move konrad turn 12 WIN um yeah I had killed most of the forces sent out by the Ai of turn 9 so I just finished this scenario. I saved you two turns of nothing if you want all the dialog from the council The Save If you want the next turn The Save
Maybe a little more detail on how things went, F&I? Kind of bare bones on the report.
![]() And yeah, the Elven Council scenario is pretty dull -- lots of speechifying and plot line stuff, no actual action at all. I have the save, will try to play in the next houir or so. We are on the home stretch at last, heading back to Wesnoth to confront the evil queen and finish the campaign. :-) On this map we need to take out the enemy leaders, the first of whom is quite close and can be rushed immediately.
Turnset played, went pretty well but I really should stop living dangerously....
Turn 1 - Move the heroes south for an attack on the closest general. - Recruit with a focus on loyal units, healers, and level 2s that are close to promotion. There are only two more scenarios after this one, and we will need all the max level units we can get for the final battles. IBT enemy recruiting pretty much exhausts their available gold. They do have a fair number of villages, but they will not be able to recruit many more units than they have now. Those units are mostly pretty dangerous, though -- level 2s and level 3s. Turn 2 - Recruit more healers, top level mage types (great mage, sylph), and one trident merman for the river as there will be some fighting to get across the river. - Send Konrad forward to join the fight. I don't want to over-recruit, and we can use the closest general's keep if the next player wants more units. - Advance heroes and first set of recruits against the nearest general, forming a defensive line. It is daytime and those royal guards can do a lot of damage. ![]() IBT Kalenz gets mauled but dishes out a lot of damage in return. Turn 3 - Advance latest recruits, and claim a couple villages. - Kill 3 of the 4 royal guards, the last one has 1 HP left as we did not get quite enough damage. Two elven rangers promote to avenger, and an elf hero gets a level 3 kill and is very close to promoting as well. ![]() IBT the general comes out to fight and attacks Delfador. The 1 HP royal guard joins in, and Delfador is cut to 1 HP before he strikes back and kills the royal guard! ![]() ![]() Here is the situation: ![]() I recommend attacking the general with the elf hero -- he is 6 XP short of promoting, so he will be close enough that one more level 3 fight later will get a promotion. Then finish off the general with the arch mage (highlighted, a bit north next to the sylph), since everyone else in the area is now max level. But that is just my recommendation, play however you like. ![]() The enemy is busy grabbing villages and heading for the ford, so we have a bit of time to move down and cut them off. It might be worthwhile to recall a gryphon rider or two to try to steal villages from the enemy, although with the enemy's melee-heavy unit mix gryphon riders will not match up well in combat. The Save - Return to Wesnoth T04 haphazard1 Wrote:Maybe a little more detail on how things went, F&I? Kind of bare bones on the report. I updated the post but I can't get you pictures because the replay is kinda fucked up it says I lost Can anyone explain that fire&ice' Wrote:I updated the post but I can't get you pictures because the relay is kinda fucked up it says I lost Strange, I don't think I have run into that myself. I rarely check the replay, though, so maybe it happens and I just have not noticed.
Looks like I'm up again... I'll get it tonight or tomorrow.
Haphazard, your plan for the current target seems like a good one. I assume the rest of the order of business is to get to the keep and recall any more close-to-leveling L2s we have. Ranamar Wrote:Haphazard, your plan for the current target seems like a good one. I assume the rest of the order of business is to get to the keep and recall any more close-to-leveling L2s we have. I recalled the L2s that were closest to promoting, but we have a number of units in the middle XP range for L2s. Including some dwarves, who might be very good to level up for the final battle -- they make good units in a defensive line, which we will certainly need. They are a bit slower, but that is less of a handicap on this map than it will be on the next. So if you get a chance, recall them and see if you can get them some XP. I would not recall too many more units, though, as there are just not all that many opponents on this map. Good luck!
Turn 4:
Executed plan to defeat first leader as previously specified. I moved Konrad onto the keep and looked at our recall prospects. I hadn't realized how much money we're burning per turn previously, but I recalled four Dwarves that seem like they have half a chance at leveling. There is a significant lack of L3 Dwarves in our army, actually... (We have a resilient/quick Dwarvish Lord and that's it.) I left Delfador and Kalenz in place to grab the extra 2 health for a turn because we they'll probably catch up to the front in a reasonable time frame anyway. Turn 5: ![]() Mostly, we just moved to try to engage with the other opponents. They're really far away. ![]() Next turn, in the second half of night, we should be able to fight that pair of grunts with something. Alternately, we could use it as an opportunity to dress ranks, what with the slightly slower Dwarves who can take hits and need exp coming forward. Turn 6: ![]() Actually, this is going to get really funny (for us) really fast: The Loyalists seem to be trying to cross a river, without a ford, at night! Better yet, we have Dwarves we can use to defend, and they get equal dodge on flat and sand! Somehow, I doubt the AI is actually going to turn back on that plan, because the Loyalists have mostly squashed the Orcs... so, I'm really hoping for a bloodbath. ![]() Actually, I'm hoping even more so because those Royal Guards are pretty terrifyingly powerful. At night, they do almost as much damage to my Dwarves as they do. Then again, I guess that's what you get for having L3 units. Anyway, if I can take that guy down, I suspect a promotion will be in order. (Checking the numbers, not quite... but it'll get any one of them about half the exp left that they need to level up.) As for the Orcs, send in the Elves after all... shoot arrows all night. The situation, starting turn 7: ![]() From poking around the position, it looks like we should be able to do some serious damage to the guys in the water (80% Thunderguard shot with leadership boost? Yes, please!) and break out across the bridge... or in some cases just charge straight across the water. Our L2 Guardsman can definitely reach that spit of sand (40% defense just like flat ground because he's a dwarf) next turn and we can always fly in healing behind him with those two shydes. Meanwhile, Li'Sar doesn't really care about water: it's 40% defense, just like sand, which would be death if she didn't have the Void Armor, but she has that. (Notably, Duelists don't care about sand vs. water either, but they also move really fast, so letting them get out of the water and onto the sand still seems like a poor decision.) The way those Loyalists are bunched up is just asking for them to be taken from behind in a turn or two as the day is coming to a close. On the other hand, we need to watch out and kill that Royal Guard pronto, because he's 8-4 against Dwarves without a sun boost. Our flying Elvish casters are probably good support... they don't get 50% on water, but they do get 40%, and they're beefy enough at L3 to be able to take a hit or two. (The only problem is that then we'll be healing them for the rest of the mission...) As an aside, watch out for the lone random Orcish Crosbowman who seems intent on stealing one of our villages from our loyal rider in the NW of the map. Unfortunately, I think he's a little to far away to send the trident man after him. the save: http://www.qotw.net/~rickynumber24/HttT-...o-Save7.gz |