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.
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.
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:
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:
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 dead).
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:
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!
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!
Of course, you know there can't *actually* be refuge at the Isle of Alduin .
After this exchange:
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?
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.
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.
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:
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:
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 dead).
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:
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!
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!
Of course, you know there can't *actually* be refuge at the Isle of Alduin .
After this exchange:
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
Occasional mapmaker