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We just want our throne back Wesnoth SG 2

"Our top horseman attacks for the last XP and promotes to knight. I chose this over lancer as he will have 8 more HP and the option of a sword attack, avoiding charges doubling enemy damage."

It is almost always correct in my experience to promote along the path that has more promotions available, so knight rather than lancer because lancer is a dead end.
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Is there a good reference somewhere for what promotions are available for each type of unit? I chose knight over lancer based on the immediate benefits, but it would be nice to know things like how many promotions are possible, etc.
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Ok, I've got it, and I'll play another turnset today.

The early finish bonus is always more than what you'd get from controlling all the villages on the map for the remaining turns, so the only reason we'd consider waiting would be to farm some extra XP. Which might be worth considering, of course, but that's the tradeoff.

For unit advancement, a bit of digging found this spot on the wiki

It seems to cover all our options but the special characters.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:The early finish bonus is always more than what you'd get from controlling all the villages on the map for the remaining turns

Is this always true? Or is this only generally true? There are a lot of villages on this map (36), so the early finish bonus would have to be pretty large to be worth more than all the villages. Of course we only carry over 40%, so that is really only about 15 gold per turn....

Thanks for the wiki link, I had somehow missed that page. Very handy info, especially for unit types I have not used much before.
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haphazard1 Wrote:Is this always true? Or is this only generally true?

Generally true but we won't know till we finish the map
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haphazard1 Wrote:Is this always true? Or is this only generally true? There are a lot of villages on this map (36), so the early finish bonus would have to be pretty large to be worth more than all the villages. Of course we only carry over 40%, so that is really only about 15 gold per turn....

Well, according to the official walkthrough, on this map the early finish bonus is 38 gold/turn. I believe it's a conscious design decision, to prevent milking the scenarios for gold.

Of course - a difference of 2 gold/turn might be worth eating in exchange for a bit of XP...we'll cross that bridge when we come to it.


Ok, my goal in the east will be to push into the southern forest, and then hold while I wait for the western troops to catch up. Which means starting off by leveling the shaman and killing those wolves.

I figure the two archers are probably enough for the eastern front, so long as the orc doesn't reinforce it much, so I send the fighter off westward. That would give us 3 archers, 2 scouts, and 2 shamans to handle whatever. And...we're now up to double the enemy's forces - I think this may be enough, with careful use of healing and rotating our units. I'll have Konrad recruit one more shaman, for the west, then he'll head off to join the fighting. That'll leave us with extra gold for the next level, in addition to maybe some XP on him.

In the west - well, it's afternoon. One more full strike, then we'll take it easy overnight while we wait for Konrad, the fighter, and the shaman to join up.

Turn 7 - In the west, we get some bad luck; Delfador and the knight both attack wolves, with ~70% odds of complete kills; of course neither succeedsrolleye. I bring in a horseman to finish off one of the wounded wolves. The mage and northern horse are headed south as fast as they can go.
[Image: Wesnoth%203-7b.jpg]
In the east, though, we kill both wolves with no problems, and we have our first druid! The other shaman's close, she might make it as well before the level's over. That leaves just advancing, so the scouts race forward to grab some more villages while everyone else comes in their wake.
[Image: Wesnoth%203-7a.jpg]

Fortunately, it looks like the orcish leader is mostly recruiting wolves, which deal modest damage in exchange for their speed. If he stays with that approach, we ought to have no trouble grabbing the rest of his income and then finishing him off.

Next turn - in the next post.
EitB 25 - Perpentach
Occasional mapmaker

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Looks good so far, Mardoc! smile

I agree that we should be OK on units, as long as we don't take a bunch of losses. And we should be able to do enough healing with villages and shaman/druid units. So let the money pile up. smile And maybe Konrad can steal a kill somewhere.

I don't put a lot of emphasis on leveling the leader, since he will spend most of his time in the keep and not fighting. But improving his durability is worthwhile.
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Interturn: Of course the orcs get all the luck this round. They hit on nearly every attack - including three for three on the horseman in the village, killing him despite a 40% defense. We only needed to have him miss one attack to live banghead At least he wasn't the loyal horse.

Turn 8 - In revenge, the loyal mage kills that stupid wolf! We fight in several spots on the front, for another fairly inconclusive round. Still, at least Delfador and the loyal mage got kills, and the remaining orcs are pretty wounded. We'll need to back some of these troops off to heal pretty soon, though.

Konrad, the fighter, and the shaman are just now crossing the northern river.

[Image: Wesnoth%203-8a.jpg]

To the east, no fighting, but we advance and grab 2 more villages on the way. It looks like the most recent wolf is considering coming this way instead of toward Konrad - very good news, as this force is unwounded and can handle him smile.

[Image: Wesnoth%203-8b.jpg]

Turn 9 - more killing in the west, but our soldiers are looking awfully wounded right now. On the plus side, the orc switched to recruiting grunts, so we've got a bit of a reprieve; just two incoming units at the moment. We really ought to park just about everyone on a village. I would strongly consider simply backing up for a round, to heal everyone and minimize the night fighting.

Konrad could get into the fight this turn, but without healthy support, that might not be the best idea. The fighter and shaman are a little slower than Konrad, and will make it to the battle line next turn, most likely.

Still, there's only one more turn of night; if we heal, daylight ought to be enough to let you break through over here.

[Image: Wesnoth%203-10a.jpg]

To the south, things are still going well. Honestly, this force needs to draw some attention to give the western troops a chance to catch their breath. I would consider engaging on flat ground, even, if that's what it takes to catch the attention of the reinforcing orcs.

[Image: Wesnoth%203-10b.jpg]

All in all, the fight's definitely going well; we've got 15 units to the orcs' 6, and 27/36 villages claimed. We ought to be well into mop-up by now. The main trick will be to keep our newly experienced troops alive, and perhaps to grab some more XP as we grind through the remaining orcish fighters.

And, the save.
EitB 25 - Perpentach
Occasional mapmaker

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haphazard1 Wrote:I don't put a lot of emphasis on leveling the leader, since he will spend most of his time in the keep and not fighting. But improving his durability is worthwhile.

Yeah - I think there's a level or two where we won't have a choice but to have him fight, so we'll want him to have decent hitpoints by then. And he'll level to be a 'leader', which will mean units around him will do extra damage. But he's clearly less important than getting some strong units to hold a battle line, or some Shydes to keep everyone alive.
EitB 25 - Perpentach
Occasional mapmaker

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More nice work, Mardoc! thumbsup

I agree that we should advance the former eastern force (now the southern force) and threaten the orc keep. This should give our western/northern units some time to heal a bit. Just be careful of the orc king's movement range -- we don't want him chopping our druid in half or anything. yikes But we are pretty close to mop-up time.

From the early finish bonus info, it sounds like we should just finish off the orc king as soon as we can do so without risking multiple losses. Probably two more turnsets to complete that, I am guessing.
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