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We just want our throne back Wesnoth SG 2

At the start I got confused and thought the sea SERPENT was on the trident but realized it was one of the monsters and still manages to kill it.

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The loyal lvl 2 merman got the trident at the price of 1 shyde and most of the merman who joined him in this fight.

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Next senerio kill enemy leaders

we have 322 gold

they have 450 gold

ps its a big map
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fire&ice' Wrote:The loyal lvl 2 merman got the trident at the price of 1 shyde and most of the merman who joined him in this fight.

Wait... we lost the Shyde, too? This was not worth it. banghead
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You guys might want to restart the scenario. Tridents aren't that great anyway, and you don't need Mermen again for pretty much the remainder of the campaign- unless you do the obscenely difficult optional level (which you should!), in which case you've lost too many loyal mermen here to succeed later anyway.
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Ranamar Wrote:Wait... we lost the Shyde, too? This was not worth it. banghead

I have to agree. cry Our shyde was far more important than getting the trident, nice as the trident may be. frown

OK, I guess I am up next to start the Northern Winter map. This is a very good scenario for XP farming, so we should avoid recalling any of our max-level troops except maybe a healer. (But the shyde is dead.... cry) We should include some fresh recruits and start developing them, as we will certainly be able to use a large core army for some of the later scenarios.

Mission goals:

- Grab lots of villages to boost our gold total
- Develop more units
- Get a new shyde (or two, or three) or at least get started on this, we will need their flying high-mobility healing
- Might even try to sneak in another mage or two, we can always use more mages

I will play shortly, the initial turns never take long. Also, the ice on this map expands as the scenario progresses, and movement becomes slow for most of our units.
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Bobchillingworth Wrote:You guys might want to restart the scenario. Tridents aren't that great anyway, and you don't need Mermen again for pretty much the remainder of the campaign- unless you do the obscenely difficult optional level (which you should!), in which case you've lost too many loyal mermen here to succeed later anyway.

Bad things happen, unfortunately. frown I would prefer to play on and do the best we can with what we have, but if the team prefers otherwise I have no problem with that.

There are actually still quite a few scenarios where some mermen can be useful. But most of them only need a few mermen, and having the priestess and two trident wielders will be useful. I just wish the price had not been so high for the second trident. frown

I don't really like the optional level mentioned -- the reward is not as good as one of the alternatives.
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I agree losing the shyde was not worth it. I thought that puting the shyde in the WAY BACK and leting her attack would net her a few xp and keep her alive the 1!! more turn she needed.

I almost just asked for a restart but we will lose high level units and its not part of the challenge if we restart every time we lose somone good.

Ps. the mermen we lost were trash who needs them.

Fake edit: my vote for no restart
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fire&ice' Wrote:I agree losing the shyde was not worth it. I thought that puting the shyde in the WAY BACK and leting her attack would net her a few xp and keep her alive the 1!! more turn she needed.

Yeah, sometimes a gamble just doesn't pay off. If we reloaded every time that happened, though, we'd be getting the good without the bad we deserve.

I'd say play on from here - but haphazard, make sure to recruit a few shamans and make them fight smile.
EitB 25 - Perpentach
Occasional mapmaker

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OK, that looks like 3 votes (myself, f&i, Mardoc) for continuing. So onward it is.

I will definitely include a few shaman in our forces for the winter map. There is a fair bit of forest on this map, so they are a good choice even if we didn't want to develop them. I need to check our recall pool, we may have some with a small amount of XP already.

Any other suggestions for new recruits? I am thinking another mage or two would not be bad either. You can never have too many promoted mages. smile

Edit: "Trash" is pretty harsh on our poor, deceased mermen. They did give their all to defend our hero Konrad, you know. lol
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Winter is coming!

Oh wait...wrong fantasy realm. lol

We get some dialogue about the harsh winter and the suffering of the troops. Konrad and a representative of the troops tell us how we need to stop and rest for the winter somewhere sheltered, but Kalenz complains about the puny humans giving up because of a little snow. Delfador agrees with Konrad that the army will likely desert if they do not rest for a while, but first the local orcs will have to be [STRIKE]annihilated[/STRIKE]convinced to let them rest in peace.

Our forces have been recalled and recruited, and are spreading out to claim villages and meet the enemy. No fighting yet (and probably not for at least one more turn, as this is a fairly large map), so just a quick summary.

I recalled a lot of troops that still need experience, but none that were already at max level. This leaves us a bit short on healers, but we have a druid, three shaman, and a paladin (which we started with, annoyingly, as the "voice of the troops"). Our enchantress and archmage are present, plus a red mage, a couple of elf heroes, etc. I also pulled in a lot of level 1 units with middling XP -- hopefully we can get a lot of these guys promoted. I also recruited two brand new shaman and a fresh mage.

We are running a bit negative on cash right now, but with the large (40+) number of villages on this map that will quickly move into positive territory. Keep grabbing villages as our units advance, we do want to set up positive gold for the next map.

I would divide our forces into three groups:

- A large force going straight north, which will mostly fight the NW leader and his troops
- A large force going northeast into the woods in the center of the map, which will mostly fight the NE leader and his troops
- A small force in the south grabbing lots of villages and then turning north to help fight the NE leader

This last group is pretty much just our two elf scout/rider types -- they should have very little to fight for a while, and should be OK using their good defense and ranged attacks. The other groups should be solid forces with some healing backup, etc. Put more elves into the central forest group for the forest defense and mobility, and more humans into the northern group as the land is mostly more open there.

The two enemy kings are only level 2 orcs, and other than a couple ogres all their troops are level 1. So this should be pretty easy fighting even with our less experienced troops, with good opportunities for shaman and mages to steal some kills.

Good luck!
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Still have spotty access for the next 2 weeks or so, so as you did feel free to skip me if I dont grab my turn within say 8 hours.

Shame about the losses, but as it is pointed out, we do want the challenge. As for new units I would love more white mages, tried to start some a bit ago but you meanies turned them red!
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