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We just want our throne back Wesnoth SG 2

Very nice turns, Mardoc! thumbsup I did not think we would really crush the orcs until daytime, but you managed it during the night so we can use the day to clear the blue king out and start fighting the undead. smile

Promotions for a red mage and to level 3 for our trident merman are also very good news -- we will need both of these units to help lead the fight against the undead. Looks like loyal knight Haldiel also got a nice chunk of XP. smile Our weaker blade/pierce units such as elven fighters and archers, thieves, etc., can concentrate on finishing the blue king, any stray orcs, and claiming villages. Our arcane and impact units (few as they are) need to move north and start pushing back against the undead wave.

We don't have much money at the moment but we are positive. And since we are paying unit support, the next 8 villages are worth 2 gold per turn net. If we can claim the island villages and maybe start grabbing some green coastal villages, we will rapidly have enough money to start some recruiting. Lots of mages is one possibility, although we will have to work carefully to keep them alive. Maybe recall one more loyal merman to start grabbing those coastal villages?

Good luck, fire&ice!
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as soon as my laptop gets home, I'm interested in joining this game ... been playing through a few of the campaigns an age ago so fairly rusty ...

IMHO though the game as of so far have been lacking Archers ...
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Sian Wrote:as soon as my laptop gets home, I'm interested in joining this game ... been playing through a few of the campaigns an age ago so fairly rusty ...

IMHO though the game as of so far have been lacking Archers ...

I'd be happy to have you - fire&ice is pretty much in charge, though.

And yes - we've been focused on getting our magic users up to snuff, which meant other areas were lacking. Hopefully after this level we've got the freedom of action to work on that.
EitB 25 - Perpentach
Occasional mapmaker

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in my experience Archers is really some of the best you can get, for handling Orcs, which is prone to lack Ranged attacks, and upgraded they can easily deal back a punch in melee (althrough not able to tank for extended periods)
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haphazard1 Wrote:Very nice turns, Mardoc! thumbsup I did not think we would really crush the orcs until daytime, but you managed it during the night so we can use the day to clear the blue king out and start fighting the undead. smile

Me neither - but the orcs AI was dumb enough to dive right into the water to fight instead of making us come across the narrow bridge, so I took advantage of that smile

@ Sian - the main reason for no archers on this map is that it's not the Orcs who scare us, it's the undead behind them. And archers will be nearly useless against skeletons, but mages will still be effective. And the reason for no archers before - well, first we had the runaway level, which we barely had any units survive anyway. Then we had the port level, where we did use archers, mixed in with other units. Then the island, where we did use archers. Then the bay level where we got just about everything done with mermen. Then the peninsula where we were preparing for this one, where we're more afraid of the undead than the orcs.

I agree that elven archers can be very useful units, they just haven't been the right fit so far. Next level is supposed to be entirely orcs and lots of them, so maybe that'll be the time to start levelling a battle line type force of archers and fighters.
EitB 25 - Perpentach
Occasional mapmaker

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I actually don't really like archers, but that's probably because i promote them along the markmen line, and they keep dying even at level 3 due to low hp. Are avengers better?
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Amelia Wrote:I actually don't really like archers, but that's probably because i promote them along the markmen line, and they keep dying even at level 3 due to low hp. Are avengers better?

Strong Avengers (and, of course, the L3 upgrade) are pretty ridiculous, from what I remember, because they basically have the same potential damage output both ranged and melee and are beefier than marksmen. Personally, I hate fighters. I usually manage to get everyone else leveled at the same time, so captains aren't great, and I favor ranged attacks due to some enemies' lack of them, so avengers are just all-around more my style. Archers don't have much staying power if you don't have a ton of healing, though...
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Fortunately we are developing a ton of healing. smile

Mardoc has covered a lot of the reasons we do not yet have developed archers in our force. (I was sad to see our most experienced archer was one of the casualties during his turnset. frown But these things happen...someone has to be the exposed point of the defensive line.) Elf archers generally are one of my favorite unit types: good ranged attack, some melee attack so not helpless on defense, OK movement, decent defense in many terrain types. They are not fantastic underground, but you can't have everything.

Except maybe for footpads. Cheap to recruit, decent melee and ranged attacks, good movement, great defense essentially anywhere, strong underground since they are chaotic. No wonder they got nerfed a bit in recent patches. lol I miss our guys from the first SG. alright

We definitely want to develop some elf archers and a couple elf fighters (for leadership) going forward. There will almost always be some new recruits in our ranks so leadership is valuable, and units with both melee and ranged attacks tend to survive much better overall. (This is one of my biggest worries about our otherwise excellent horsemen.)

Sian, let's hear from Fire&Ice but I would be glad to have you on the team. With ASM usually only being available on weekends, we have only three of us in the rotation full time. I think adding a fourth (or more -- others are welcome too!) would be very helpful.
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haphazard1 Wrote:I was sad to see our most experienced archer was one of the casualties during his turnset. frown But these things happen...someone has to be the exposed point of the defensive line.)
The really sad part was, he wasn't even injured since I had him shoot at a melee-only orc. But level 2 orcs, at night, didn't have that much trouble taking him from full health to dead before we could react. Similarly, I could only keep knights on the front line for 1 turn before they were under half health, the orcs were that vicious. Presumably this will be less worrisome coming up, with daylight on our side and most of the undead being level 1 units. There's a lot of undead, and we'll have trouble damaging them, but at least they can't one-shot our troops as easily.

Now, if we're really lucky/good - we'll promote our White mage to a Mage of Light and not have to worry about day/night anymore smile.
EitB 25 - Perpentach
Occasional mapmaker

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haphazard1 Wrote:Fortunately we are developing a ton of healing. smile

Nah... I've managed to use up three White Mages (or Mages of Light; they don't get more healing) and still have units I needed to heal in a dungeon crawl. I think you're still at two full healers and a couple paladins. tongue

Mardoc Wrote:Now, if we're really lucky/good - we'll promote our White mage to a Mage of Light and not have to worry about day/night anymore smile.

Well, not worry about it much... Two would be even better, but I don't think you have a second white mage, currently. wink

Edit: I really should just install and join this game... put my money where my mouth is (and probably get trounced due to being too cautious, actually, come to think of it...)
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