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We just want our throne back Wesnoth SG 2

Amelia Wrote:I didn't manage to kill the leader... on normal difficulty. Somehow i'm terrible in this game. (I don't save/reload either though).

Combat luck can swing things quite a bit, as can RNG decisions like when the allies send knights to attack the orcs. But on Normal it is possible to stand and fight and have solid odds of beating the orcs. But in our current game it would almost certainly be suicide to even attempt it.
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haphazard Wrote:Comabt luck can swing things quite a bit, as can RNG decisions like when the allies send knights to attack the orcs. But on Normal it is possible to stand and fight and have solid odds of beating the orcs. But in our current game it would almost certainly be suicide to even attempt it.

Also, honestly, that decision was made when we chose to recruit mostly Shamans for XP development instead of heavy hitters like Archers. I think it'll pay off in the long run, but it's definitely a tradeoff.

haphazard1 Wrote:I should be able to play tonight, maybe 8-10 hours from now. So there is plenty of time to offer advice and comments. smile

There's not much to say. I would probably spend Turn 7 with minor stuff and setting up for the rest of the turnset, no need to be greedy and risk excessive damage while it's only dawn. That would be pretty much rearranging our line, and ranged attacks only. Maybe also pick off that heavily wounded orc near Konrad.

Then turns 8 and 9, I would bet the horsemen can kill off a number of the foe, particularly if they're wounded in T7. The combination of +25% for us and -25% for the orcs will be dramatic.

If we have to, I bet Konrad could just keep running into the corner. You might check our soldiers for XP, and pick out one or two to sacrifice, if need be.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:It looks like no one will be levelling on this map

Um I gave one horseman 2 of the 3 kills. So feeding him the kills when possible would be good and might level him depending
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Completed the Blackwater Port map, and we are off to the Isle of Alduin for more fun with mages. smile

Turn 7

- Kill the wounded orc grunt with a horseman.
- Delfador fries another lightly wounded grunt.
- I send a horseman with 1 XP north as a decoy, and he kills an orc archer! Damn, now he has some XP and I will be sorry to lose him. frown But we need to divert some of the orc forces...oh well, he was a nobody when I sent him out. lol
- Retreat Konrad and Haldiel (the loyal horseman) to villages for healing.

[Image: 02T07.jpg]

- IBT the orcs destroy our decoy horseman. frown But it takes 5 orcs to do it so he served his purpose and kept that wave of orcs off our main group.

Turn 8

- Delfador drops a wolf to 1 HP, and a 1 XP shaman kills it but is left exposed on our northern flank. I am afraid this guy will probably face the same fate as our decoy horseman. frown But someone has to draw enemy attacks, and who knows? He might survive.
- Our two more experienced horseman each charge and kill a grunt. smile
- Our various shaman are getting a little bit of experience slowing the trolls. :neenernee

[Image: 02T08.jpg]

- IBT everyone survives. smile However, that high-XP orc archer visible at the top of the previous screenshot attacks Delfador and promotes. frown

Turn 9

- Our two horsemen combine to kill a troll, boosting the killer to 33/35 XP. smile
- Delfador and two of the shaman combine to kill that level 2 orc, boosting a shaman to 22/26. smile
- The other shaman continue harassing trolls for minor XP. Konrad is still healing, and may get attacked by two trolls but he will survive it even in worst case.

[Image: 02T09.jpg]

- IBT we lose the northern flank shaman. frown But he served his purpose and drew attacks, probably saving Delfador's life (<10 HP left! yikes).

We get some dialog as the ship arrives, and the orcs flee from the human reinforcements. We set sail for the Isle of Alduin. We finished with 51 gold and 40% carries over, so we will start the next map with 20 extra gold. Every little bit helps. smile We have horsemen with 33/35 and 26/35 XP, plus shaman with 22/26, 7, and 8 XP. Even Konrad grabbed a few, mostly from getting beaten up, but XP is XP. lol

Here is the Isle of Alduin. (Large, so hidden in spoiler tags)

[Image: IsleofAlduinmap.jpg]

We start with 160 gold, while the orcs have 100. However they start with all 36 villages under their control, so they get a lot of income. We have to cut that down immediately, and start getting some income of our own.
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Don't lose the mage. That is all. tongue
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Looks good, especially the dramatic upswing in XP once the light was in our favor!

I should be able to play tonight. It looks like my goals should be mostly grabbing villages, so I'll go for a first wave of horsemen headed mainly north and west, and a second wave of elves headed south, I think. I might not even contact the orcs in just three turns smile.

And a 4th unit to keep alive? Hopefully he's at least Loyal too. I assume we'll probably promote him up the damage line, assuming his survival, since we ought to have Shamans/Shydes to handle the healing?

Unless there are comments/requests/complaints? As haphazard likes to say, there's still probably 8-10 hours before I can play, so there's plenty of time wink.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:I should be able to play tonight. It looks like my goals should be mostly grabbing villages, so I'll go for a first wave of horsemen headed mainly north and west, and a second wave of elves headed south, I think. I might not even contact the orcs in just three turns smile.

We definitely want villages, lots and lots of villages. We need the income and unit support, and even more important we need to take it away from the orcs.

Mardoc Wrote:And a 4th unit to keep alive? Hopefully he's at least Loyal too. I assume we'll probably promote him up the damage line, assuming his survival, since we ought to have Shamans/Shydes to handle the healing?

We get a loyal mage, if I am recalling correctly. And we gain the ability to recruit more mages, which will be very important. On promotion, I am unsure -- I would be tempted to make him a healer/white mage type, as he would be more likely to survive long term in that role and we want to keep our loyal units alive. Other mages can be promoted as damage dealers. But whatever works best for you.

Mardoc Wrote:Unless there are comments/requests/complaints? As haphazard likes to say, there's still probably 8-10 hours before I can play, so there's plenty of time wink.

Watch out for the orcs -- they already control all the villages so they will advance towards us a lot faster than you normally see in most scenarios. (No stopping to grab villages.) You also need to guard both sides of the center mountains, as the two regions can not really support each other until we can push far enough south to reunite for the final drive against the orc king.

Also, watch out for orcs and trolls getting into the hills/mountains. They are very tough to pry out of there once they get established on the high-defense terrain. frown

Good luck!
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What's our goal on this map, anyway? Is it a simple 'kill the enemy' map? The first one where we might actually manage to do so?

haphazard1 Wrote:We get a loyal mage, if I am recalling correctly. And we gain the ability to recruit more mages, which will be very important. On promotion, I am unsure -- I would be tempted to make him a healer/white mage type, as he would be more likely to survive long term in that role and we want to keep our loyal units alive. Other mages can be promoted as damage dealers. But whatever works best for you.
That's a good point, damage dealers are much harder to be both useful and keep alive. As demonstrated by our troubles with Delfador and Konrad smile. Not that I expect him to gain enough XP in three turns for it to be my decision, but I think I like the white mage approach better now.

haphazard1 Wrote:Watch out for the orcs -- they already control all the villages so they will advance towards us a lot faster than you normally see in most scenarios. (No stopping to grab villages.) You also need to guard both sides of the center mountains, as the two regions can not really support each other until we can push far enough south to reunite for the final drive against the orc king.

Also, watch out for orcs and trolls getting into the hills/mountains. They are very tough to pry out of there once they get established on the high-defense terrain. frown
Remind me, are the mountains/lake impassible, or just very slow?

My inclination is to not go into the hills at all; almost none of the objectives are there, so we ought to be able to bait the orcs onto flat ground. Even if we can take villages fast enough to be on parity with the orcs for total income, we need to bias the fighting toward areas where we have an advantage, which means daylight and forest.
EitB 25 - Perpentach
Occasional mapmaker

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Yes, our goal on this map is to kill the enemy leader. And we have a time limit, so we can not waste too much time along the way.

I think there is an impassable section in the middle, with hills/passable mountains around the edges. There are a few villages in the mountains, so we will want to move into them at least in spots.
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You're going to want to recruit max 2 elvish scouts. Short of the Griffin, its the best scout over all terrain types.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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