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wesnoth successive game

Hmmm. Seems to be the wrong save, Fire&Ice. Different campaign.

Anyway, I will try to salvage our guys to the east especially since it includes my avatar specter guy. banghead But with the various units behind them and ZOC, it will not be easy. frown

The situation at the main front looks a lot more promising, with dwarves ruling the mountains.
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haphazard1 Wrote:Hmmm. Seems to be the wrong save, Fire&Ice. Different campaign.

Anyway, I will try to salvage our guys to the east especially since it includes my avatar specter guy. banghead But with the various units behind them and ZOC, it will not be easy. frown

The situation at the main front looks a lot more promising, with dwarves ruling the mountains.

err yes thats my solo campaign I am honestly shocked that they are at the same turn. Anyway here you go
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Some rather tense turns, trying to save our loyal units in the south. Quite a nasty mess Fire&Ice left us in -- try not to get caught like this in future, eh? banghead

Turn 10

We are in a very tough position in the south. Not only are a handful of valuable units trapped, but our shyde -- one of our three healers! -- is among them, and in the most vulnerable position as well. cry My specter avatar is also in the group. frown I will try to get these units free, especially the shyde -- if necessary sacrifice the others to get her out.

We start by focusing two of the fugitives on a wolfrider, as its ZOC is locking the shyde in place. We kill it, and start shuffling our units NE. But more enemy forces are approaching. frown

[Image: T10south.jpg]

Bruindane recruits a footpad and recalls a highwayman, spending all our available gold for some help for our trapped units. He then moves out himself to lend a hand.

In the north the dwarves are smashing orcs and wolves in the mountains. We even manage two promotions, one to thunderguard and another to dragonguard. smile We have pushed around the enemy line and are starting to hit them in the flank.

The center is an ongoing struggle, but we are killing enemy units and advancing slowly. Our ancient lich just destroys, as usual. I love this guy. smile

IBT we lose a footpad (the one in the water...I should have moved him, it is just too dangerous). Lots of damage and poison, but everyone else survives including our southern units. smile

Turn 11

Tremendous progress this turn in the north and center, as we obliterate most of the enemy line and advance. There were enough holes for us to get 3 and even 4 attacks on multiple enemy units.

[Image: T11north.jpg]

[Image: T11central.jpg]

The south is much more difficult. frown I have brought a fugitive from the island to prevent the enemy from sliding around the north and trapping us, but one of the other fugitives is now badly injured. The shyde is also hurt, but has moved to the village. My specter avatar is now holding the exposed point position, after healing himself by dicing up an assassin.

[Image: T11south.jpg]

If everyone survives, we can kill the heavily wounded orc next turn to open a path to the NE. But if anyone dies the enemy will have us trapped again. frown

IBT...the shyde and wounded fugitive survive! jive We lose a couple units elsewhere, and take the usual sizable damage and poisonings.

Turn 12

A fugitive kills a wolf (the orc died attacking), and the shyde is free! She flees to the north, as the fresh units cross the water to cover her escape. The wounded fugitive also tries to flee but may still get caught; the specter moves to the village to cover with its ZOC. There are many wounded enemy units, but we do not have the forces to finish them off. frown But our healer has escaped, and the others may yet make it as well. jive

[Image: T12south.jpg]

We have crushed the opposition in the north and center, and have advanced multiple units into the enemy castle. jive Another turn or maybe two and we should be able to kill an enemy leader or two.

[Image: T12north.jpg]

Our position on the island has become hopeless. frown I retreat the hunter and poisoned fugitive, leaving our injured thug as a sacrifice to cover the escape. The thug does get a kill of a wounded assassin, and is only 3 XP short of a promotion. If he can somehow survive an attack or two, he would promote and might survive....

[Image: T12central.jpg]

IBT we survive in the south, and the thug does live through two fights and promotes! But he gets swarmed, and is heavily wounded and poisoned already. frown But he distracted a bunch of enemy units for a crucial turn, and is not dead quite yet....

Bruindane is moving west -- keep him covered but moving maximum distance each turn, and get him into the castle. Once he reaches a keep tile (and there are plenty of them) he can recruit fresh units anywhere in the castle, either to ambush enemy leaders or to use ZOC to paralyze the enemy movements.

The enemies combined now have 60 units (we have killed a ton) but 151 income per turn. yikes We must kill enemy leaders now that we have reached the castle, reducing their income and recruiting ability, or we will get swarmed under.

There are a lot of wounded units scattered around, and some poisoned ones. Try to keep them around the healers, or use them to grab enemy villages. Keep our loyal units safe! It took everything I could think of to get the shyde free, and the specter may still die. Keep an eye on our Great Mage as well -- Fire&Ice had only 1 HP at the start of my turnset! yikes He is up to 31 now, but we missed his firepower badly.

Just think how this scenario might be going if we had Krash and his 700 gold. cry The enemy would be in serious trouble, I think.
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Oh lol I thought it was my turn. I played it too. I sacrificed both fugitives but I got the shyde and the wraith out. I didn't try to bring more units to help them just killed the rider and then ran them out the following turn using fugitive shields. I'll check out your save next.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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haphazard1 Wrote:Fire&Ice had only 1 HP at the start of my turnset! yikes

Don't blame me for that one blame Lewwyn for leaving him with 1 hp and poisin at the start of my turnset.

it took me 1 turn to diengage
1 turn to get to a healer
and 1 turn to get rid of poisin.

Swsome that you saved my screwup I will try and do better to scan the map instead of trusting the movement showed by the game.
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We are safe in the SE and on the island. Combined there are only 3 units left down there. It got pretty hairy, but Fugitives on hills can survive when they're not supposed to... I lost two units this turn set. The first was that trapped bandit on the island, the second was a fugitive in the big castle. I actually almost lost the Minister of Justice! He raced up to put the hurt on one of the kings and then got surrounded. I had to kill two units just to free him from ZOC. But at this point we have more units than they do. Also, Bruidane stopped to get two more kills. Make sure to try and get our elvish sorceress at least one of the 2 kills in the south east.

[Image: Screenshot2011-05-08at93156PM.png]

[Image: Screenshot2011-05-08at93205PM.png]

I got one king(Troll) and wounded 2-3 others, but they're all huddled on their villages. Go get em. Bring the hammer down.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Looks pretty good, Lewwyn. smile

Yeah, that outlaw (former thug) was never going to survive. But he kept multiple enemy units occupied long enough to get a couple more valuable units to safety.

Nice work to get Bruindane some kills, he is almost ready to promote. And we have actual income, so if we can get him to a keep tile we can produce some reinforcements anywhere in the big castle. (They can do the same to us, so be careful with badly injured units.) Sorceress is also close to leveling up.

Maybe we should start grabbing more villages away from the enemy, cut down their income? They have a solid base income that we can't block, but it would be good to deny them the extra income and unit support. Depends on whether we can just kill them outright, or if they can still produce too many units to fight through.
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Okay I finished I took 1 extra turn because I didn't think Haphazard would like to fight a 15 hp leader

BTW this next senerio is save the bastard senerio. We have an elf leader/ally traped on the opposite side of one STRONG orc army. I think we need to save her.

I believe we need gryphons to intercept some of the army in time she only has 400 gold against the orc army with 1k gold

Good think we have close to 3k.

[Image: 16ge6qe.jpg]
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Nice work wrapping up the enemy leaders, Fire&Ice. thumbsup

Oh joy.... Another "save the suicidal loon from his (her?) own stupidity" scenario. banghead

If we had had some drakes for the past couple maps, I guess we could use them to intercept/delay the orc army. As is, I think you are correct and a wave of griffons to rapidly move south and assist may be our best bet. This means delaying recall of our own troops, though. And with not many villages, a bit under 3000 gold is going to go awfully fast. frown

I will not be able to play until tomorrow, maybe 20 hours from now. If Lewwyn wants to grab it before then just post that you have it. Otherwise I will play and see what I can do.
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haphazard1 Wrote:his(her?)

the names Sisal so I would assume its a girl.

Oh I found this funny that she has our thousands of gold but she only uses 400 of it.
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