September 14th, 2011, 23:49
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Nice work wrapping up and funneling the XP, Ranamar.
We get the paladin so we can scout, and I agree at least one more fast unit (loyal paladin, elf scout, etc.) would be useful. Maybe two. We need to send units north ahead of Konrad to determine which entrance is open -- we only need to check one, but the northwest enemy will send units against our scouts. Also, the lake is not safe...think Moria.
The two closer enemies will send a lot of units at us, but fortunately we have some forest to both sides so our elves will be quite effective. Midway along to the north is a ruined keep where we can recruit/recall additional units if needed.
Note that we have a fairly tight turn limit to get Konrad to the open entrance, so he needs to start moving north pretty quickly. I would recruit/recall a couple turns worth of units, 3 turns at the very most, and then get him moving. We do not actually have to defeat the enemy leaders, just get Konrad past them to the mines.
September 16th, 2011, 14:56
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Mardoc *cough*
or pictures either or
September 16th, 2011, 16:40
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fire&ice' Wrote:Mardoc *cough*
or pictures either or
Should be able to play tonight. Gotta look at the walkthrough first and find out what sort of army we want.
EitB 25 - Perpentach
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September 16th, 2011, 17:44
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Mardoc Wrote:Should be able to play tonight. Gotta look at the walkthrough first and find out what sort of army we want.
See my message above at #511. I did not find the walkthrough's suggestion of just running with fast units to work very well -- the two closer enemies can get a couple wolf riders in front of you and the ZOC locks up the path. You can fight through them easily enough, but it delays you enough that you end up with substantial fighting to do. And if you only have one turn worth of units...it just isn't enough. You can get some more units at the Pillars of Thunedain (or whatever they are called), but you can only recruit a very small number per turn there (2, I think). And Konrad needs to be spending his time moving north, not recruiting a couple units per turn. I felt it was better to take the extra turn at the start to recruit more units quickly.
But your mileage may vary.
September 16th, 2011, 20:26
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Not a lot to describe this time. I recruited three full rounds of troops - all our non-mermen loyalists, all our mages, all our druids, and a smattering of others. We ought to be able to smash our way through with this force!
Although I recruited a few lvl 3's, mostly it's lvl 2's, as it looks like a decent opportunity for more XP farming.
All yours, fire&ice - Jkaen has been incommunicado, should return Sunday I think.
http://dl.dropbox.com/u/16549110/HttT-Th...o-Save4.gz
EitB 25 - Perpentach
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September 16th, 2011, 21:28
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Sounds good, Mardoc.
There are good XP opportunities on this level. We just need to make sure we get someone fast onto one of the entrances as soon as we can, and to keep Konrad moving steadily north. The time limit is fairly tight, especially if we need to go to the northeast corner entrance and get through the rougher terrain there.
Other than that, it's time to smash some orcs for XP.
September 17th, 2011, 06:35
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Giving jkean a 24hour window anyway
September 17th, 2011, 13:54
(This post was last modified: September 24th, 2011, 18:18 by fire&ice.)
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Killed some shit.
moved alot of people.
watched the paladin fuck over 5-8 full health orcs that attacked it in a village
moves more shit
killed more shit
Do I realy need to make a turn log :neenernee
I think we recruited one turn too many.
seriously that only reason there are two groups is because they got cut off by orcs and it was either lose a druid and a elf hero or murder a bunch of orc idiots.
September 17th, 2011, 14:34
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... When i played this i just recalled a bunch of horsemen, and fled Konrad. RUN KONRAD RUN.
Now that i know those orcs are pushovers...
September 17th, 2011, 14:57
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Nice work, fire&ice!
Definitely better to keep our troops alive, and massacring orcs is always a Good Thing. Maybe we do have a few more troops than needed, but that is better than the opposite. Plus this way we do not need to tie Konrad down recruiting extra units at the Thunedain keep.
Amelia Wrote:... When i played this i just recalled a bunch of horsemen, and fled Konrad. RUN KONRAD RUN.
Now that i know those orcs are pushovers...
You can play the map with the Run Run Run strategy, but it is a lot less fun.
OK, I have the save and will play in the next couple hours. General plan is to start moving Konrad north with a small escort while everyone else keeps killing orcs. Not sure anything more detailed is needed, really. :neenernee
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