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We just want our throne back Wesnoth SG 2

fire&ice' Wrote:If I remember right I had enough force that I only recruited two units from the castle and let the mermen just destroy both leaders

Note: that was on normal

Oh, my smile. Well, you're up next, maybe you can show us how it's done.
EitB 25 - Perpentach
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Nice work, ASM! thumbsup

I am guessing that on this difficulty, you will need a bit larger force than just mermen. lol

Do what you can to keep the mermen alive, since they are loyal. And get that trident to give one of them a solid ranged attack -- tremendously useful.

Delfador is off doing something magely, I guess. I like to use him to wound enemies and then finish them off with units that need XP, but he does kill a fair number of them himself. Still quite useful, as he will slowly advance and get some additional HP and the occasional insta-heal.

I agree with the Grand Knight path for our loyal horseman, and mage of light for our loyal mage. We can turn other mages into red mages and advance them up the destructive/offensive line. We are going to need some offensive mages anyway, very useful against the undead. Too many of our primary units are blade and pierce attacks so undead will give us major trouble.

Do we have a preference for which scenario we will advance to after this one? If we kill both enemy leaders we get to choose, if I am remembering correctly. The isle of the undead is a fairly tough scenario, but you get to recruit some footpads (which can be recalled later) and there is a chance to gain a loyal white mage. I haven't played the other scenario.
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haphazard1 Wrote:Do we have a preference for which scenario we will advance to after this one? If we kill both enemy leaders we get to choose, if I am remembering correctly. The isle of the undead is a fairly tough scenario, but you get to recruit some footpads (which can be recalled later) and there is a chance to gain a loyal white mage. I haven't played the other scenario.

I believe the other scenario is easier, but has less opportunity for gain. I think I prefer the isle of the undead as a high risk/high reward choice; gaining another Loyal unit can't be a bad thing, and adding some diversity to our forces sounds quite useful too.
EitB 25 - Perpentach
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Better get that mage of light and some grand knights tongue
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Turn 1

Start my campaign to get all the merfolk NOW

[Image: 2qs9kdh.jpg]

Turn 2

Move troops forward more

Turn 3

The river is realy slowing down troops

[Image: rba5pw.jpg]

The crossing is secure however some bats ran past to take our village

[Image: ogaqds.jpg]
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Looks like a solid start. smile Especially getting units onto the board quickly, and I like your choices there.

haphazard, best of luck!
EitB 25 - Perpentach
Occasional mapmaker

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The river is a big chokepoint for our land forces, yes. frown Not much we can do about it but try to push through.

Hmmm, none of our mermen are going for the big cage out to sea? There are more mermen there to free, plus grabbing the trident to give one loyal merman a ranged attack. Swarming the island leader's forces at the shoals is probably not our best option at the moment, especially if we are losing villages to the vampire bats.

I should be able to play very soon (within the hour, most likely) so post any comments or suggestions!
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haphazard1 Wrote:I should be able to play very soon (within the hour, most likely) so post any comments or suggestions!

You should listen to this guy, I think he's on the right track, especially for the night fighting portion:

haphazard1 Wrote:Hmmm, none of our mermen are going for the big cage out to sea? There are more mermen there to free, plus grabbing the trident to give one loyal merman a ranged attack. Swarming the island leader's forces at the shoals is probably not our best option at the moment, especially if we are losing villages to the vampire bats.


wink
EitB 25 - Perpentach
Occasional mapmaker

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Well, I didn't manage to do anything about our merman brothers held captive out at sea. frown But otherwise it went pretty well.

Turn 4

- Our mermen kill the wounded naga fighter, then mass swarm to kill a bat and another naga. smile Some damage taken, but nothing too bad. We also claim another sea village.
- On land our horsemen advance and take 2 more villages to get us to positive gold per turn. smile
- Recruit 2 elven scouts and recall a quick archer. We need faster units to actually get them across this damn river to somewhere useful.
- IBT we take some damage, especially one merman facing 2 nagas. Green continues advancing.

Turn 5

- Our mage, sorceress, and an archer kill the 2 vampire bats which had moved south. smile We will need to reclaim that one village they took, not sure if a land unit can do that.
- Recall a quick elven scout and fighter; recruit a fighter and get lucky with quick. smile
- Our horsemen claim 2 more villages.
- A merman kills a green wolfrider which foolishly entered the water. This is our domain, stupid land animal! :neenernee
- The rest of our mermen kill 2 vampire bats and another naga, and damage the blue loyal "sea orc" down to 3 HP.
- IBT green continues advancing. They have 5 level 2 orc warriors in the group, which will be a bit of trouble.
- IBT the blue loyal sea orc retreats to a village, some more skirmishing with a naga.

Turn 6

- Our mermen kill the last naga and also finish off the "sea orc" (whatever the hell that is) which gets some minor dialog. The shoals are now clear, and blue is down to the king and one vamp bat (newly recruited). We need to send a force to free the remaining mermen, but there are two level 2 nagas out there and our guys are pretty beat up at this point. frown Still, if we can just get to the cage we will have fresh healthy reinforcements to do most of the fighting. Or we could try to circle around and get the trident first...we definitely want that weapon!
- As it is late night, I choose to retreat our horsemen out of orc range rather than fight this turn. We could hit the lead orc or two, but then those -25% horsemen would get swarmed by +25% orcs. Instead I pull them back and join up with our slower land units. We will have a solid group to hammer the orcs next turn, during the neutral dawn phase, and wipe them out once we hit full daytime.
- Recruit 2 more horsemen, then send Konrad on his way to the fight. It will take quite a while to get him there, but maybe we can still get him some XP.
- IBT the blue king attacks our merman who killed his loyal lap dog, but damage is minimal.
- IBT green is smart enough to form up a bit, but their forces are still fairly strung out. We should have fun smashing them. jive

[Image: 04T07landfight.jpg]
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Looks pretty good - the sea battle's nearly won, it's mainly a matter of mopping up out here. And on land...we have not yet begun to fight lol

Ok, it looks like my goals should be to heal up/reinforce the mermen a bit, including grabbing the trident onto someone. I think I'll aim to put it on one of them with either lots of XP or HP.

And, on land, to kill a bunch and advance.

I'm not going to put much priority on actually finishing either leader at this point; we have time yet. What's much more important will be XP farming and getting the rest of our Loyal mermen.

Starting now, but I'll check back for comments as I play.
EitB 25 - Perpentach
Occasional mapmaker

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