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Wasnt sure when to end, but thought doing it this way did give people option to recruit more if they choose, plus watching the enemy turn lets you see whats happening.
South was a mistake, thought there would be the 2 mobs not 3
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So...*now* it's fire&ice's turn? I didn't skip anyone else, did I?
ASM, are you done yet? I figure you've had almost 5 minutes per page! Surely that's enough to write a well-researched paper that you're willing to defend in front of experts in the field :neenernee
Seriously, good luck, thanks for playing with us, thanks for getting me reintroduced to Wesnoth - and we'll see you around.
EitB 25 - Perpentach
Occasional mapmaker
August 21st, 2011, 09:32
(This post was last modified: September 24th, 2011, 18:18 by fire&ice.)
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Turn 3
Recall loyal theif and elf rider
turn 4
kill most of the fencers
Turn 5
Kill the fencers.
Kill one cav that stuck its neck in our trap
Turn 6
Get a kill for loyal elf archer
IBT
Mage and swords man both attack and kill the loyal archer from full
I thought he was safe seeing as only two could attack him
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I see one whole line of armored people carrying various equipment... and one ogre in the middle of it.
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Its the scary military conga formation.
Shame about the loyal archer, we were right to fear their red mage. It is left exposed now though, so hopefully we can pick it off
EDIT: Looking at the screenshot reminded me I recruited a few more mages, patrly because I thoguht ranged damage would be very useful here, and secondly because I am thinking having more than 1 mage of light will be very nice in the caves
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Jkaen Wrote:Shame about the loyal archer, we were right to fear their red mage. It is left exposed now though, so hopefully we can pick it off
Yes - we knew there would be casualties, and it's hard to see what more f&i could have done besides leaving him with full health, in a forest, with only 2 hexes to be attacked from. If we never used him at all he'd be safe, but also useless.
EitB 25 - Perpentach
Occasional mapmaker
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Sorry didn't mean to place blame, as I said at the start, in my experience this map is a hero killer.
If all we lose is 1 loyal archer this map I will be very happy.
That said I would happily leave a rookie fighter out to hang in the open if it means bringing that mage down
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Well red mages are glass cannons with a nasty habit of killing anything they attack... Its not a huge lost, actually archers are kinda garbage because you are freaking elves.
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Sad news on the loyal archer. But as others have noted there was not much more you could have done. I do disagree with ASM about the usefulness of archers -- they have their place as part of the overall unit mix.
I have the save and will be playing shortly (within an hour or so -- lunch first). Hopefully I can avoid losing too many units while inflicting some casualties -- that red mage needs to go, certainly. Ranged attacks all around for the rest.
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Jkaen Wrote:Sorry didn't mean to place blame, as I said at the start, in my experience this map is a hero killer.
If all we lose is 1 loyal archer this map I will be very happy.
That said I would happily leave a rookie fighter out to hang in the open if it means bringing that mage down
I see several nice Elvish Fighters with almost no exp that we could send on that mission... and it would definitely distract the incoming conga line from the rest of our dudes. I generally hate the term "acceptable losses" in this game, but it seems that's relevant here.
Also, if we can kill one of those ogres, I would gladly sacrifice a L1 unit for it. Those things are nasty. On the other hand, it's dawning, and therefore clearing out that swordsman might be more important. A Swordsman resists blade but not pierce, and an Ogre is neutral. I'm inclined to put our ranger on point, since he'll be at full health and get 70% defense in a forest. The other option is to assume whoever is there will die.
Oh, and ogres don't resist Arcane the way humans do, so if you want to use the sorceress (or White Mage, for that matter...) on someone, that's probably the best target... well, except for the fact that the magical accuracy doesn't gain you anything due to their low dodge rating which they make up for with mountains of HP.
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