July 16th, 2011, 14:11
(This post was last modified: August 19th, 2011, 22:28 by fire&ice.)
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(insert epic story about taking back our kingdom here)
[SIZE="1"]I just stink at storytime[/SIZE]
1) Jkean
2) Fire&Ice
3) Haphazard1
4) Ranamar
5) Mardoc
ASM - Writing a thesis
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We are Konrad
Hp 32 moves 6 attack melee 6-3 no traits
We have our mage savior Delfador
Hp 55 moves 6 melee 8-2 magic 14-4 loyal intelligent
Also we can recruit elves
in the map we are the red circle
our allies our the rectangles
the enemies are stars
we need to get through the orcs with only 5 recruits as aposed to the 25 each orc is getting.
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not playing till I get some input but I think we just run down the left of the map with what ever our 5-6 recruits are
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fire&ice' Wrote:We are Konrad
Hp 32 moves 6 attack melee 6-3 no traits
We have our mage savior Delfador
Hp 55 moves 6 melee 8-2 magic 14-4 loyal intelligent
Also we can recruit elves
Alright! Getting this game underway.
fire&ice' Wrote:in the map we are the red circle
our allies our the rectangles
the enemies are stars
we need to get through the orcs with only 5 recruits as aposed to the 25 each orc is getting.
Hmmmm. Where are the recruit numbers coming from? Is this based on gold, or info from the scenario, or what?
I have played this scenario before, although not on the top difficulty. Mainly you just run like hell. I took the time to recruit a couple rounds of basic units, grabbed the nearby villages for income (not really needed, but the advancing enemies will take the time to capture them), and ran for it. Our allies will get the crap kicked out of them, but they will hopefully keep the enemies busy for a brief time while we escape to the top left corner of the map.
I went west along the path, then north across the rivers and along the west edge of the map. I am not sure if this is actually the best way to go -- moving west once north of the river might be quicker. But the two attacking enemies to the north may be able to catch you on that path.
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fire&ice' Wrote:not playing till I get some input but I think we just run down the left of the map with what ever our 5-6 recruits are
How much money do we have on this difficulty?
I actually recruited two rounds of troops and then ran, rather than just one and run. I am not sure it makes much difference, really, as this level is not about fighting. I went and checked the wiki, and in the discussion thread lots of people are discussing leveling up units and killing off orc leaders. That is not really what this is about. Sure, getting some XP is nice if you can manage it. But it is unlikely you will get a lot, and will it be worth it on the next scenario to pay a recall cost rather than recruit cost just to get someone with 6 or 8 XP?
There will be plenty of fighting later to level up units. This map is all about the running away. "Brave, brave, brave Sir [STRIKE]Robin[/STRIKE] Konrad!"
"Shut up! It is not cowardice when there really are 200 orcs and trolls after your head!"
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haphazard1 Wrote:Hmmmm. Where are the recruit numbers coming from? Is this based on gold, or info from the scenario, or what?
I went west along the path, then north across the rivers and along the west edge of the map. I am not sure if this is actually the best way to go -- moving west once north of the river might be quicker. But the two attacking enemies to the north may be able to catch you on that path.
numbers were based on gold.
Us - 100 gold - gets you 5-6 troops depending
each ally - 170 gold - gets you more then 8 troops
orcs - 500 gold each - enough troops to KILL US
lvl 1 units are less then 20 gold each so I rounded the cost up for easy head math.
I think your path is better considering we will need to worry about enemy troops
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fire&ice' Wrote:numbers were based on gold.
Us - 100 gold - gets you 5-6 troops depending
each ally - 170 gold - gets you more then 8 troops
orcs - 500 gold each - enough troops to KILL US
lvl 1 units are less then 20 gold each so I rounded the cost up for easy head math.
I think your path is better considering we will need to worry about enemy troops
OK, definitely less gold on this difficulty level. So you are right on troops -- 5 or 6 will be all we can manage. So we might as well recruit the lot on the first turn and start Konrad running immediately.
I like the path west because Konrad and Delfador do not move quickly in forest. If we go north of the river it will take many turns to move them west to the clear zone at the edge of the map. If we go west south of the river on the path, we will get to the map edge quickly and can start north. The rivers will be slow to cross and there is still some forest, but we can get Konrad and Delfador into the open area where they can move quickly. Our elves can stick to the woods and screen us from the northwest leader's forces.
Another advantage of this path is that we mostly can ignore the northeastern and southern enemy leaders. Their forces will be busy elsewhere on the map but should cause few if any problems for us.
On fighting and the orc leaders' gold -- yes, we can not even attempt to give battle. With maybe 6 troops, we do not want to attack anyone if we can help it. Maybe if we get a chance to kill an enemy unit already red-lined by our allies, but not if it will slow us down at all. Our troops are essentially throwaways; their ZOC can be used to screen the enemy from reaching Konrad (and Delfador, but mainly Konrad). If we find ourselves needing to fight through an enemy line, we have probably already lost. Their ZOC will pin us down and the orcs have more than enough gold to just keep throwing troops in until we are smothered. Keeping Konrad free to move is our top priority.
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haphazard1 Wrote:Our troops are essentially throwaways;
so I guess recruit the cheapest unit and start moving
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fire&ice' Wrote:so I guess recruit the cheapest unit and start moving
Well, maybe. I am not sure what our choices are exactly -- can you give a quick summary? Elves in general all get some melee and some ranged, just in different ratios, so most of the available choices are likely to be decent.
I remember that we also have some scouts available, who are weaker but have very good speed. Do we want to include a couple of these, and use them to grab some villages along the way? They would provide a bit of additional income (more gold left over == more gold for the next scenario) and would also slow the enemy advance a bit as they will take the time to claim the villages from us. Or would our (small) unit support costs prevent us from gaining any income anyway? Probably not worth it in that case.
Just recruiting a bunch of basic elf fighter types, maybe mix in an archer type or two, and we should be fine. If a shaman is available...hmmm, we are not going to have a chance to level him up and healing on a village is more effective anyway. So I would probably skip anything but combat types.
July 16th, 2011, 17:47
(This post was last modified: July 16th, 2011, 18:37 by fire&ice.)
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turn #1
find out I can recruit 7 elf fighters 14 gold each
turn #2
Just move people to the left
turn #3
Just keep moving just keep moving
Final over view
good news and bad news
good news
- we have 9 units instead of 8 like I thought we would
- their are less orcs running around
- our AI is charging in the same direction as us
bad news
- most of the orcs are lvl 2+
-the green orc has 5 units in the grassland that we wish to run through
- we will have to fight the green orc more then we hoped
- we should have run north of the river it is 1 turn faster and the orcs would not have been there in time
the save
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