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We just want our throne back Wesnoth SG 2

Hmmm, how did I end up with more night turns? It's a conspiracy, a conspiracy I tell you! lol

Turn 4

- As this turn is dusk, I decide to attack aggressively to kill as many orcs as possible before they get the night bonus. We sweep the green forces from the road, killing all but two who are in the hills to the east. The new loyal elf fighter gets a kill, as does our almost leveled guy (now 30/32 XP). smile Hopefully I can get him promoted to captain before my turns are over.
- Forward elements begin advancing south, staying on the road.
- IBT our loyal white mage gets beaten up (~half health), not much else happens. Blue units are advancing and will arrive next turn.

Turn 5

- Night has fallen, so we have to be more careful. But fortunately we can still safely match up ranged attacks on the grunts and wolf riders.
- Our knight gets a kill for 95/96 XP. Kalenz makes a kill -- this guy is powerful. smile Our loyal rogue even gets into the act and finishes off a wounded wolfie.
- The road south is open. Our newer units are positioning at the crossroads against the coming blue wave, with Haldiel at the corner. Most of the units that can reach him are melee, and he is tough enough to take the heat.
- IBT only minor skirmishing, as most of the orcs hold back. Even with the night bonus, they seem afraid of our units. :neenernee

Turn 6

- Our knight promotes to paladin after his charge kills the green king, who had been softened up by Delfador's lighting bolts. smile
- Our high-XP elf fighter promotes to captain. More leadership! jive
- Skirmishing with the blue units while trying to form a good defensive line, I trigger an ambush. duh I had taken a few risks with units moving into hill tiles, so not too surprising. Only one green archer appears, fortunately. The move allowed our loyal rogue to kill a very inconveniently positioned wolfie, so it was worth it I think.
- IBT two level 1 elves get badly mauled, but no losses.

It is now dawn, neutral time, with daylight to come for the next player to smash the blue forces. Green is almost dead, just one whelp at the keep and the ambush archer. Time to push forward against blue and kill the king ASAP so we can get a nice large early finish gold bonus for next map's treasury.

The situation:

[Image: 07T07.jpg]

Get the wounded guys out of the line of battle, and see if you can't slip Konrad up behind the front before attacking with our level one guys. We could use the leadership boost. There are a handful of units south at the green keep, they can finish off that one whelp and then move back north.

We don't have enough money for recruiting, especially with our negative income, so we might as well push forward and try to finish early. Blue does not seem to have much money for recruiting, so it should be pretty easy if we don't spring tons of ambushes. Or we can intentionally spring them to farm XP, although that will mean not much gold next level.

Good luck!
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Looks pretty solid to me, haphazard. Ranamar, you're up.
EitB 25 - Perpentach
Occasional mapmaker

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Sounds like a productive turnset! I have to admit that I didn't expect us to be able to dispatch the green leader so quickly. I'd probably have been too cautious. bow

Looking at that map, if we can get a kill with the archer there, he'll level up and heal fully. On the other hand, we may want to pull him back a couple turns to get him to half health or something (and daylight hindering his opponents) in the meantime. I'd say, if we can safely get a kill with that archer (maybe on the other archer, possibly with help from the rogue or fighter?) next turn, we should do so.

Is the white mage our only +8 healer on the field? (Examining older maps, it looks like it is. Edit: no, I'm just blind. Our Shyde is somewhere.) You said there was lots of healing! lol

Oh, one last comment... trolls are weak to arcane. (-10%; resist normal weapons some) This means paladins, Kalenz, and, notably, our white mage get a bonus against them. We should exploit this, especially with Kalenz and the white mage, because they could use some experience.

Edit: oh, and I should be able to get the turn tonight.
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Ranamar Wrote:Sounds like a productive turnset! I have to admit that I didn't expect us to be able to dispatch the green leader so quickly. I'd probably have been too cautious. bow

I saw the opportunity and went for it. smile Delfador is just ridiculously powerful against units with no ranged attack, and the knight was 1 XP short of promoting. So as long as he did not outright die (very low odds), he was going to be fully healed one way or another.

Ranamar Wrote:Looking at that map, if we can get a kill with the archer there, he'll level up and heal fully. On the other hand, we may want to pull him back a couple turns to get him to half health or something (and daylight hindering his opponents) in the meantime. I'd say, if we can safely get a kill with that archer (maybe on the other archer, possibly with help from the rogue or fighter?) next turn, we should do so.

I would pull the archer back. Unless he can get a kill against a non-ranged unit (troll whelp or grunt), attacking the orc archer means he will almost certainly die to return fire. Better to be safe.

Ranamar Wrote:Is the white mage our only +8 healer on the field? (Examining older maps, it looks like it is. Edit: no, I'm just blind. Our Shyde is somewhere.) You said there was lots of healing! lol

The shyde is down south, but can travel quickly. Also there are a couple shaman around for +4 healing. I have been trying to keep the shaman and white mage together to slowly heal the white mage from the beating he took on T4.

And there is a lot of healing! smile Two full healers, two shaman, a couple paladins...we are in good shape for healing. And we have plenty of troops to allow for pulling wounded back behind the lines and replacing them.

Ranamar Wrote:Oh, one last comment... trolls are weak to arcane. (-10%; resist normal weapons some) This means paladins, Kalenz, and, notably, our white mage get a bonus against them. We should exploit this, especially with Kalenz and the white mage, because they could use some experience.

The paladins are max level already, so I was avoiding using them much. The white mage and Kalenz can use the XP, but the white mage is still wounded so be very careful with him. Kalenz should get into the fight -- he killed a unit down south and I started moving him back.

Also, arcane can mean our red mage and our enchantress, both of whom can use XP. Plus the level 1 mage in there somewhere, although he can not smash units in a single turn without some help.

Good luck, and keep our guys alive! Especially those loyal units!
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Huh... I'm getting, "file is corrupt". Try uploading again? (Try loading it yourself, first?)
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Ranamar Wrote:Huh... I'm getting, "file is corrupt". Try uploading again? (Try loading it yourself, first?)

It works for me huh

did you unzip or rename?
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Ranamar,

Please note that the save I posted is a .zip file, within which is the normal .gz file. The file uploader here at RB likes .zip files but not .gz, so this is a common approach. F&I indicated he could load it, so the file should be OK.
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haphazard1 Wrote:Ranamar,

Please note that the save I posted is a .zip file, within which is the normal .gz file. The file uploader here at RB likes .zip files but not .gz, so this is a common approach. F&I indicated he could load it, so the file should be OK.

oh... oops tongue

Okay, playing turn... report will be in next post, I think.
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T7:

Luck was not on our side. I think every attack I made hit fewer than the expected number of times. I did do this sort of zigzag walk for Konrad, so he's up near the front now, and he boosted two or three attacks. I really wanted to use the white mage to attack a troll whelp, but every single one of them required all three shots to hit in order to kill it, which was an unacceptable risk.

Also, we're severely traffic-jammed on the road. The only reason I managed to move as far as I did was by shouldering through with that Paladin leading the way.

Unfortunately, the fighter at the pointy end did not survive the enemy turn.

[At this point my computer ambushed me with a crash to do with the disk not responding and hit with all its attacks. cry I've never seen it manage to break the firefox crash recovery before. Admittedly, the crash itself is something I've seen a few times and should really ask tech support about.]

T8:
[Image: httt-crossroads-8.jpg]

I finally get to attack with the white mage, like I've been wanting to! 8exp to the white mage in the back there!

Everything pushes forwards slowly. Somehow, for the second turn in a row, the troll whelp near the old keep manages to survive attack by both the shaman (who I'm trying to get to where she can level) and the enchantress, who manages to keep missing with her magical attack. I also send our newest paladin to collect some accessible villages. There's no sense in having even worse cashflow than we need. The rogue also gets another backstab in, when Kalenz fails to kill a troll with his magic too, and another ambush is sprung. On the bright side, that means we probably have more room to maneuver on the hills, now, because I think those ambushes only spring once.

T9:
[Image: httt-crossroads-9.jpg]

Okay, this time, I sprang a bunch of ambushes because I forgot about the fact that they could happen. Well, more precisely, I think each ambush is such that, once you get ambushed in an area, you won't again. I kept overestimating my room to maneuver and found another three enemies. Well, or targets, depending on how you see it. I did feel I needed to pull out Delfador to help manage the units that spawned, however.

I also managed to finally kill that damned troll whelp, though. I moved the southern paladin back towards where we are actually operating, because I saw there was an enemy unit that was in range of the village he was in and figured it could be handy to lure a couple units uselessly south.

I suppose all that is alright, though, because I did manage to finally break us through the pass.

T10:
[Image: httt-crossroads-10.jpg]

Well, that's what you get to work with. There's also a paladin in the south, and, if you want, you can have him spar with the orc grunt.

It should be smooth sailing from here to the enemy leader. Too bad it's about to be night, so they'll do a ton of damage to us if we fight them.

Oops... and the save... this time I followed the trend, and it's an actual zip, not a renamed gzip.
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If you have a string of bad rolls, quit the game and wait about 5-10 minutes. Then the random timer should behave unless we have preserve random seed on or something.
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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