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We just want our throne back Wesnoth SG 2

Alright, so we need to blow open a hole and slip at least Konrad through, preferably guarded by something. Fortunately, it's Dawn, so my whole turnset will be with orcish penalties.

For a bonus, we could try to get Konrad some XP. I'm willing to write off all the Elvish fighters if need be, though.

How best to start?
I decide to try to take out these two. We're not going to break the line this turn, but the assassin and the orcish warrior can do the most damage to us. I don't think I can guarantee killing the Troll, so there's no point in putting damage on him. I actually want to keep the wolf on the line - he doesn't do a lot of damage, so it'd be much better for him to fight than one of the fresh nasties from behind.
[Image: Wesnoth%201-7.jpg]

At the end of the turn, I discover I've wounded them both severely, but killed nothing. Man, fighting from behind is tough! Still - there's a good chance of these two dying on the enemy turn if the AI's not smart enough to withdraw them.

I can't figure out how to get our two rear fighters or Konrad into the fight, so they stay stationary. I feel guilty about this, but I steal our ally's village for some healing. A 3 hp fighter's not worth much to us, and he'll be able to catch up if we win.

[Image: Wesnoth%201-7b.jpg]

And, I hit end turn. If luck is with us, we kill the wounded orcs on the line with our counterattacks and can break the line next turn. Fingers crossed!

In the East, the orcs kill most of our allies, prompting this:
[Image: Wesnoth%201-7c.jpg]
As it happens, Galdrad dies pretty easily.

On our front, we don't kill many orcs, just the assassin - but the orcs dive to a western hole they create in our line, and then the brown brethren clean up some of the heavily wounded orcs!

At the start of Turn 8, therefore, here's the situation:
[Image: Wesnoth%201-8a.jpg]

Look at that beautiful hole Konrad can run through! The goal for this turn seems pretty clear - run Konrad as far as his little feet will take him, pin the orcs in ZOC, and see what damage we can do.

At the end of the turn, we still haven't killed any orcs, but Konrad's at the forest edge, our eastern line ought to hold out one more turn, and the west looks pretty solid. It'll have to do. My only worry is that Troll smashing Delfador's head in (only got 2 out of 4 lightning strikes, or it would be deadalright).

[Image: Wesnoth%201-8b.jpg]

With nothing more to do, I hit end turn. Just need a little bit of luck here. We lose one fighter, and the brown troops again do a beautiful job, killing a pair of orcish fighters, leveling one elf!, and generally parking themselves where we'd want them to be.

With Delfador having taken some more damage, and us down to 2 Elven fighters, I decide discretion's the better part of valor. C'mon, Delfador, can't you run any faster? The end of the turn sees this situation:

[Image: Wesnoth%201-9.jpg]

As dusk settles in at the start of Turn 10, I discover that Konrad can in fact book it to the signpost. That would be a pretty dull turn for whoever's next!
[Image: Wesnoth%201-10.jpg]
So I have each elven fighter shoot some arrows at the troll for XP, run Konrad to the sign, and finish it off.

Man, that was nervewracking! Konrad, an almost dead Delfador, and 2 fighters are all that make it out - and that required our elven friends to die almost to the man!cry

[Image: Wesnoth%201-end-a.jpg]
[Image: Wesnoth%201-end-b.jpg]
[Image: Wesnoth%201-end-c.jpg]
[Image: Wesnoth%201-end-d.jpg]
[Image: Wesnoth%201-end-e.jpg]

Of course, you know there can't *actually* be refuge at the Isle of Alduin wink.

After this exchange:
[Image: Wesnoth%202-beg-a.jpg]
[Image: Wesnoth%202-beg-b.jpg]
[Image: Wesnoth%202-beg-c.jpg]
[Image: Wesnoth%202-beg-d.jpg]
[Image: Wesnoth%202-beg-e.jpg]
[Image: Wesnoth%202-beg-f.jpg]
[Image: Wesnoth%202-beg-g.jpg]

We gain a Loyal horseman, in addition to being able to recruit! Let's try to keep him alive, shall we?

We discover we have a choice of goals. Survive til the end, or defeat the enemy leader for a 'special bonus'. Regardless, we need to keep Konrad, Delfador, and Sir Kaylan alive.

I'll leave the recruiting to the next player, but my first thought is that we want a mix of troops this time, Horsemen for plains fighting, elven riders for grabbing villages pronto, and fighters/archers to hold a line in the forest. We probably want to race to the forest in the middle, hold a line overnight, and then depending on our situation, either reinforce and keep holding, or try to push onward for our special bonus. Still - only 9 turns to kill the leader, that's a stretch.

The orcs start with about the same sum as us and our ally combined (136 us, 80 ally, 220 orcs), but have 25 gold income with only 3 villages! They'll have constant reinforcements no matter what we do, then.

I'm not sure which of these saves is the one we want - I'm guessing they're before and after cutscene:

Before?
After?
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:I feel guilty about this, but I steal our ally's village for some healing. A 3 hp fighter's not worth much to us, and he'll be able to catch up if we win.

Don't 99 out of 100 times the village is better served under our control.

Oh and it sounds like you left alot of low hp units for the AI to clean up enough kills to level some units. Cleaning those kill or stealing them from the AI is good if you can manage.
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fire&ice' Wrote:Oh and it sounds like you left alot of low hp units for the AI to clean up enough kills to level some units. Cleaning those kill or stealing them from the AI is good if you can manage.

Yes - I kept having situations where I'd do almost enough damage, but the last unit I brought in would whiff. Well, that and fighters were good for blocking off orcs, but not so much for dishing out damage, not when I was afraid to attack melee and let the orcs have extra swings at me.
EitB 25 - Perpentach
Occasional mapmaker

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Excellent work, Mardoc! thumbsup

And very nice reporting as well. I never have the patience to grab the long conversations, and just end up summarizing. lol

fire&ice' Wrote:Don't 99 out of 100 times the village is better served under our control.

Very true -- almost always the human can make better use of the support/gold than the AI can.

fire&ice' Wrote:Oh and it sounds like you left alot of low hp units for the AI to clean up enough kills to level some units. Cleaning those kill or stealing them from the AI is good if you can manage.

Meh. Barely anyone got out alive -- trying to level up units was not a priority at all. If you can grab a kill from the AI, sure it is nice. But that was not the point of the first map.

For the new map, we definitely want most of our forces in the forest. Extremely important goals are to get a couple shamans recruited and start trying to get them some XP, and also to try to get Konrad some XP if we can do so safely. Keeping our loyal horseman alive is also important -- he is very fragile, but his speed can be useful for grabbing villages and his charge attack is great if we do not leave him isolated to get swarmed.

The AI will do exactly that with the occasional horseman it sends to help us, and they will die uselessly for the most part. frown But we can try to steal a kill or three from it, and they do at least distract the orcs a bit.

Trying to defeat the orc leader for the early finish bonus...well, 9 turns is not a lot of time. We can just wait and see how the battle develops. If we can, great, if not then no big deal.
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The dialogue in this game is pretty bad lol
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Can we see the map for the new level please?
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uberfish Wrote:The dialogue in this game is pretty bad lol
haphazard1 Wrote:I never have the patience to grab the long conversations, and just end up summarizing.
Maybe that's what I should do smile. I just liked the character drawings. But it did start to get old, pasting everything into Paint, cropping, saving...

Jkaen Wrote:Can we see the map for the new level please?
I couldn't figure out how to take a good summary picture. And, well, was tired of screenshotting after those conversations wink. Anyone know, is there a way to zoom out to an overview level, like the minimap only not mini?
EitB 25 - Perpentach
Occasional mapmaker

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uberfish Wrote:The dialogue in this game is pretty bad lol

I've seen worse in some of the campaigns that aren't endorsed as canon. rolleye

(I don't have it installed presently, or I'd be tempted to ask to join in. I need to finish the FFH2 adventure, so maybe I'll ask then, but I'm afraid I was always pretty incapable if I lost my elite core somewhere in the middle of a campaign and needed to level new units, so I mostly played on low difficulties.)
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Mardoc Wrote:Anyone know, is there a way to zoom out to an overview level, like the minimap only not mini?

Mardoc,

There is a separate screenshot command to get the overall level map without the interface sections. I can never remember what it is, but if you look under the options you can find it under the list of keyboard commands. It is called "Map Screenshot" or something like that.

Quick summary: we are in the southeast, the orcs are in the southwest. The port is in the center-north, with the coastline slanting from southwest to northeast (-ish). There are two sections of forest between us and the orcs, with a north-south road through the middle.

So we want to use the forest for defensive ground, being elves. But horsemen are most effective on flat ground. So we need to be careful not to leave our loyal friend hung out to dry while we fort up in the woods.
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Jkaen Wrote:Can we see the map for the new level please?

no problem

[Image: 2m3mg7m.jpg]
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