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We just want our throne back Wesnoth SG 2

haphazard1 Wrote:IBT the isolated elven rider (lvl 2) is killed. cry The previous player hung him out by himself where no one could reach him, and he just got overwhelmed. I hate losing promoted units. cry

Um ya sorry about that didn't expect the bats when I moved him onto the village

Also I got a horseman over there and got him free when I was playing around after.
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haphazard1 Wrote:We are maybe too close to the enemy keep, if we want to keep milking the map for XP. We could pull back and form a full line, preventing more than a couple attacks per turn on any one unit. Space out the healers (druid, shaman, merman priestess) and remember that Konrad now provides leadership to lower level units around him. Keep claiming island villages -- we may want to send our mermen to join the one in the south so he does not get pinned down by the water-going undead.

This sounds like a good plan. I could maybe push onward in my turnset, but then we'd miss out on some good XP - and it's nearly nighttime anyway, so caution is indicated. Besides, if we killed Muff now, we'd lose out of a lot of XP for gaining only gold, and right now I think XP matters more. So I'll put priority #1 on keeping everyone alive, and #2 on getting XP where we want it, and only #3 on forward progress.

Ideally we'll compensate for losing the rider by getting enough others to nice levels smile

I'll play tonight or tomorrow morning. Then we should be able to wait for ASM to have a turnset so we don't leave him out too much smile.
EitB 25 - Perpentach
Occasional mapmaker

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fire&ice' Wrote:Also I got a horseman over there and got him free when I was playing around after.

I wasn't able to save him. frown No one could reach any of the enemy units surrounding him on T7, and he died between T7 and T8. So there was nothing I could do. cry

Mardoc, sounds like a good plan. I agree that more XP is of greater importance than more gold. We should still try to grab as many villages as we can, and get all the gold we can piled up -- the next map is a very tough fight and we will need whatever we can get. But having some solid veteran units will be even more crucial. Focus especially on our mages and getting them XP, as they will be some of our best undead killers in the next scenario.
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haphazard1 Wrote:I wasn't able to save him. frown No one could reach any of the enemy units surrounding him on T7, and he died between T7 and T8. So there was nothing I could do. cry

Did you try killing the dark adept which was ZoCing some of the hills
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T10 - I start shifting us around to the western side - I'd much rather camp out in forests than swamps! I tried to kill that dark adept, as the primary enemy damage dealer - but both knights missed on all 4 charge attempts (any one of which would have killed him).

And, we get our first lvl 3 unit - say hello to Aethaedry, the Paladin! He's done fighting on this map, unless something bad happens, since he wouldn't benefit from XP (ok, he'd get 3 more HP and a full heal, but that's nothing compared to what everyone else gets).

Why Paladin? Well - you all have scared me about the next map, I figure having some more Arcane attacks will be useful when it comes to fighting undead. Healing's not a bad thing either, especially on a fast unit smile

[Image: Wesnoth%205-10a.jpg]

T11 - more killing of the dead ones. Including...some nice work by our loyal mage:

[Image: Wesnoth%205-11.jpg]

Yep, we now have 5 units capable of healing on this map! Out of 13 total - we may not be attacking a lot, but dang if we can't sustain ourselves smile.

It's frustrating, but I haven't yet figured out how to get any XP onto the Shaman - she just doesn't do enough damage to kill any, while most of our other units do too much damage to leave the undead vulnerable. Oh well, I'll just keep focusing on the druid and mages, then.

IBT - we have a close call on our Merman hunter, going down to 4 HP before healing. He's going to back off for the time being.

T12 - I decide the bat who nearly killed that hunter must die to make me feel more secure - those things are extremely good at going to weakness and killing units we'd otherwise be able to save. I bring up the storm trident to do so. Meanwhile - if the Shaman can't do anything else useful, she can at least go get us those last two villages.

IBT - not a lot happens. I think Muff failed to recruit one unit, though, as our Paladin was too close. I put him there to allow only one unit to attack either mage, but apparently he drew all the aggression anyway. You might want to back him off.

[Image: Wesnoth%205-13.jpg]

We can keep doing this forever, it seems. Muff keeps recruiting a full keep, half his units die immediately on the attack, the remainder on our turn, and the cycle continues. As long as we rotate units out of the line and keep the healers spread, we're not in danger of losing any. I'd go ahead and continue this right up until the last 3-4 turns, when we'll want to press in and kill Muff.

Having Konrad with leadership is awesome! For instance - I wanted to kill a 14 hp corpse with a mage, who did 5-3 magic missile at night. Low odds. I moved Konrad up, and suddenly the mage was doing 7-3, taking his odds of kill from the 30% range to the 70% range.

We ought to be able to level at least the merman hunter, and good odds of levelling the druid to a Shyde as well. Everyone else is probably too far away from their next level, but I could be surprised here - after all, a full keep of undead every turn is 24 XP/turn for our army smile.

Go forth and experience!
[url="http://dl.dropbox.com/u/16549110/HttT-Muff_Malal%27s_Peninsula-Auto-Save13.gz"]
Here's the save[/url]
EitB 25 - Perpentach
Occasional mapmaker

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Am I the only one who sees the black zombie mouth as a mustache?
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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antisocialmunky Wrote:Am I the only one who sees the black zombie mouth as a mustache?

lol

And the dark adepts are lvl 1, so you gain a little more XP from them.
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Wow, this scenario is indeed... easy. I went for other scenario with tales of outlaws and a loyal white mage. I got said mage, and 2 footpads, with a loss of 100 gold in total. The rest died miserably and completely.
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I guess I can take this today.
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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Nice work, Mardoc! thumbsup A loyal white mage, and now a paladin as well. smile Good decision on that, I think -- he will be extremely useful on the next level, and more healing is never a bad thing.

Malal will usually have at least one dark adept or blood bat per recruitment round, so we do get about 4x4 + 1x8 = 24 XP per turn if he can recruit a full 5-space keep every turn. He has an automatic 42 base income per turn if I am recalling correctly, so he can afford it most turns even without any villages.

The shaman is difficult to boost XP on this map, since fighting the walking dead gains no XP without a kill. You can try attacking the dark adepts or blood bats to get at least one XP each time. And every now and then someone will fail to kill a walking dead and leave it with only a couple health, then you can try to steal a kill. (Managed to do this once during my turns.) Otherwise...just focus on the other units. lol

Amelia Wrote:Wow, this scenario is indeed... easy. I went for other scenario with tales of outlaws and a loyal white mage. I got said mage, and 2 footpads, with a loss of 100 gold in total. The rest died miserably and completely.

I had played the Isle of the Damned scenario on my other run through this campaign, and not this map. So I was also surprised as just how easy this map is. The Isle is a much, much more difficult scenario.

I am rather skeptical of the campaign design choice to have this split option now, right before a very difficult fight for Elensefar. The Isle scenario can (but is far from guaranteed to) get you a loyal white mage and a loyal thug, plus maybe some footpad/thug types you can recall later. But you have no opportunity to improve your core army and are very unlikely to come out of it with any spare gold at all. While the Peninsula campaign pretty much guaratees you a more experienced core army to recall and a lot more gold going into the Elensefar fight, which will make a big difference there. There really ought to be some guidance provided, indicating the Isle option is much harder and intended for experienced players.

Good luck, ASM! Get us some more XP and keep everyone alive.
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