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wesnoth successive game

Nice work, Lewwyn! thumbsup

Those final liches looked tough, which I why I left them for you to deal with. lol Only a couple losses (even if painful) is pretty good, I think.

OK, new scenario, we have lots of gold. Hold out 18 turns, or kill the big orc baddie? Hmmm, he does appear to have an absolutely huge keep -- can he recruit a unit per turn to all of those spaces? yikes How much gold does he have? If it is anything like ours, we are going to be facing a lot of units.
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Good job giving the xp to the druid and finishing the level.

I was thinking today and I believe we should not level up the white mages any more. Healers never were great attackers. That said the level 3 will give them luminesance(or somthing like that) A spell that gives every tile next to the unit a +25% boost to loyalists. With our army made of nuetral dwarfs and chaos humans plus a few random loyalist units. The next level white mage seems like a bad Idea for us ATM.

Also I think we should plan if we are just going to hold the fort or push out for leader kills.

I won't be able to play today. Tommarrow or day after

@Lewwyn how many times did you kill malifor it turns out he is immune to death from units other then our mages XD
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fire&ice' Wrote:@Lewwyn how many times did you kill malifor it turns out he is immune to death from units other then our mages XD

Holy shit! Are you serious? I was seriously just trying to give Xp to lower level units.

During the last turn he was at 23 HP. I hit him with an outlaw who hit for 12 HP but he healed like 2. SO Malifor was at 13. Then I hit with the other outlaw once for 12 and he drained to 5 HP. The White Mage was the only unit left that could reach that could use the XP so I attacked with him and killed him. Didn't know he was the only one who actually COULD kill him. Guess I just got lucky...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Lewwyn Wrote:Holy shit! Are you serious? I was seriously just trying to give Xp to lower level units.

During the last turn he was at 23 HP. I hit him with an outlaw who hit for 12 HP but he healed like 2. SO Malifor was at 13. Then I hit with the other outlaw once for 12 and he drained to 5 HP. The White Mage was the only unit left that could reach that could use the XP so I attacked with him and killed him. Didn't know he was the only one who actually COULD kill him. Guess I just got lucky...


lol yes I am serious I have been playing spoiled up until this point so I did know about all the secrets and traps that were there. :neenernee I acualy died at this point by being stupid. I did know about the crap ton of gold which is why I wanted the hard difficuly. rolleye
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unless somone speaks up I will recruit with the Idea that we will be attacking and murder the leaders.
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fire&ice' Wrote:unless somone speaks up I will recruit with the Idea that we will be attacking and murder the leaders.

The scenario objectives say no gold carried over -- does that mean our entire 11K+ stash disappears? cry If so, then I agree there is no reason not to spend, spend, spend on recruits and try to crush the orcs. As long as we are careful with our experienced troops and don't lose them, why not try to build up additional experienced units for later recall?

I am not seeing a downside here, other than the risk to our experienced units. And if we throw enough recruit fodder into the front lines (and for 11 thousand gold we can throw a TON lol), that risk should be minimal.
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haphazard1 Wrote:OK, new scenario, we have lots of gold. Hold out 18 turns, or kill the big orc baddie? Hmmm, he does appear to have an absolutely huge keep -- can he recruit a unit per turn to all of those spaces? yikes How much gold does he have? If it is anything like ours, we are going to be facing a lot of units.

Finaly cracks open save and finds that all enemy leaders have 400 gold

so all together we will face prolly.

1200 gold ~ 18 gold per unit for orcs anyway.

so 66/67 original units plus what the villages give him.
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haphazard1 Wrote:The scenario objectives say no gold carried over -- does that mean our entire 11K+ stash disappears? cry

Un ya we had no gold carry over last senerio also so we still got the gold party jive

Playing save now *spam fest comence*

Turn 1 camp recruits I am scared and might fall back to just hold but well dammit they got alot of troops

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Sorry they are big I just wanted to get this out there as I need to take a break and only got turn 1 done.
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A general question: what are you calling up for troops? We got our key loyal units automatically it seems, so are you recalling units or recruiting newbies? I am quite new at this game, and have had issues in many scenarios with the AIs' initial waves overwhelming and killing my recalled troops. So I usually spam out some newbies to absorb the initial rush, then have my better units move in and clean up damaged enemies. There are probably better ways to handle things, but I am still experimenting. smile

Of course, we are not facing the situation of more expensive recalls exhausting our gold. lol And we have several healing/curing units which will help greatly. I am not used to dealing with such abundance. lol
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haphazard1 Wrote:A general question: what are you calling up for troops? We got our key loyal units automatically it seems, so are you recalling units or recruiting newbies? I am quite new at this game, and have had issues in many scenarios with the AIs' initial waves overwhelming and killing my recalled troops. So I usually spam out some newbies to absorb the initial rush, then have my better units move in and clean up damaged enemies. There are probably better ways to handle things, but I am still experimenting. smile

Of course, we are not facing the situation of more expensive recalls exhausting our gold. lol And we have several healing/curing units which will help greatly. I am not used to dealing with such abundance. lol

Well I mostly recalled at this point plus 4 meat bags to absorb some damage. This is acualy the first campaign where I have had enough gold for more then 2 or 3 good rounds of recruiting which usualy is enough.

I was planning after my initall recall. Seeing how bad we are outnumbered and spamm footpads/thugs which would be used as shields hopefully letting our loyal/leveled troops swoop in for the kill.

for the rest of my turn I will be spaming out footpads/thugs/poachers to tank damage.
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