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We just want our throne back Wesnoth SG 2

haphazard1 Wrote:In any case, we have gone for the Peninsula map so we will not have the chance to recruit any footpads or thugs. So our best anti-undead units will be mages and others with magical attacks (sorceress, druid, merman initiate and the storm trident guy).

Also, if you can manage to get a knight or two (probably don't want more than that...) to level 3, you could make them paladins. They're weaker in all ways than Grand Knights, except that they have a sword that does holy (now arcane, apparently?) damage which is super effective against undead (and everyone else pretty consistently 20% resists regardless of other weakness or resistances...) and heals +4, but has cavalry speed.

Oh, and if you can get a mage of light or two, that'd be golden, and solve some of your cave problem. wink
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We do have a couple knights who are accumulating decent amounts of XP. I wish one of them was our loyal Haldiel, but he is still level 1. frown Our one loyal mage is approaching level 2, but is a very long way from level 3.

Hopefully this Peninsula map will help with both of these issues. smile
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This was one of the more fun campaigns I played in Wesnoth- none of those stupid missions where it forces you to get half your veteran killed for no reason besides adding fake difficulty.



I'm not particularly great at the game, but I did pretty well for a while by abusing paladins- I had a squad of four of them or so who would constantly harry the enemy and could stay out exposed in the field for a while thanks to keeping each other healthy. Having mobile holy damage helped significantly since over half your troops are worthless against undead. It's been a couple months since I last played Wesnoth, but I usually went for paladins over grand knights- the grand knight charge is often overkill anyway, and unless they one-shot their targets they tend to take get banged up from the double damage and spend half their time on some village or in the backlines getting healed.
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Bobchillingworth Wrote:This was one of the more fun campaigns I played in Wesnoth- none of those stupid missions where it forces you to get half your veteran killed for no reason besides adding fake difficulty.

Unlike Legend of Wesmere which continually trolls you to death.

Quote:I'm not particularly great at the game, but I did pretty well for a while by abusing paladins- I had a squad of four of them or so who would constantly harry the enemy and could stay out exposed in the field for a while thanks to keeping each other healthy. Having mobile holy damage helped significantly since over half your troops are worthless against undead. It's been a couple months since I last played Wesnoth, but I usually went for paladins over grand knights- the grand knight charge is often overkill anyway, and unless they one-shot their targets they tend to take get banged up from the double damage and spend half their time on some village or in the backlines getting healed.

Paladins are fairly but I don't think its worthwhile to get more than 2 because we need large meatshields for the late game open-field engagements.

I really wish we had cavalry in this campaign :[
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"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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antisocialmunky Wrote:I really wish we had cavalry in this campaign :[

They are so op its not funny so I am glad we can't use them.
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fire&ice' Wrote:They are so op its not funny so I am glad we can't use them.

I'm not convinced Grand Knights are actually worse than Cavaliers. I guess 2 more MP and a crossbow could be handy, and slightly higher resistances are probably better than more HP, but the difference really isn't much, IMO.

Also, huh... they fiddled with resistances since I last played. Arcane doesn't suck against everything living that didn't have big resistances the way it did as Holy. (It's merely poor against humans... it actually has a bonus against most elves.) I wonder if that means white mages aren't completely nerfed (to the point of almost having better damage potential in melee) against the living the way they used to be.
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Cavalry is pretty ridiculous but it doesn't have the ability to be mountain of HP the same way a knight can especially if they get holy. smile

I think more HP is better because every sane person would use archers anyways.
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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Starting off, I move the knight to a village, and check - yes, Konrad will be able to claim one too. Therefore, let's start off with some fast units to grab us income - Mermen and horses. I end up with the mermaid initiate, mermen warriors + storm trident, loyal horseman, and lvl2 elvish scout.

T2 - Oh, no wonder they think this is XP farming season! Muff recruits 4 lvl 0 walking corpses and one level 1 dark adept.

We move out to grab income and recruit another round, this time with 2 mages, druid, and another merman - all stuff we'll want XP for.

Meanwhile, Muff recruits another batch of lvl 0 walking corpses.

T3 - recall some more useful troops - Knight and sorceress and recruit another mage and shaman. That runs us out of gold, and we haven't yet conquered enough villages to replace it. I'll therefore advance Konrad - but make sure to back him off when we get the income to recruit/recall again.

On the main front, our forces look like this:

[Image: Wesnoth%205-3a.jpg]

We can easily handle them, but be careful not to get ZOC locked; even their 6-2 melee attacks could add up if we get swarmed under. Also bear in mind that it's nighttime and half our forces are Lawful. It may be best to group up and let them come to us, just to minimize damage taken.

To the north, we have a collection of horsemen grabbing the last of the villages; they can definitely head south after this.

Most of the villages on the map are on the southern islands, so the mermen will be vital for getting us income so we can put more units on the map to level.

Finally, an important detail - walking corpses, our primary opponent, have a special on their attacks called "Plague" - when they kill one of our units, they get a free Walking Corpse on the tile it had been. If you let our units die, it could snowball in their favor.

The Save
EitB 25 - Perpentach
Occasional mapmaker

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I guess I am up since ASM can't play till sunday
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fire&ice' Wrote:I guess I am up since ASM can't play till sunday

Yep, good luck, be careful since we're fighting at night, and everything should be hunky-dory.
EitB 25 - Perpentach
Occasional mapmaker

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