Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
We just want our throne back Wesnoth SG 2

Three turns played. The XP farming is going quite well, getting Konrad to the mines not quite so much. rolleye

Turn 7

- I check the situation, and am dismayed to find we have no scouts in the north to check which entrance to the mines is open. duh This is what our mounted units were supposed to be doing, not getting tied down in combat.
- I move Konrad to the Thunedain keep and recall a horseman and elf scout for the north, then continue moving him north. We only have until T15 and Konrad is not especially quick. If he has to check both entrances himself we may run out of time. frown
- I also move the wounded elf rider to the north side of the wounded orcs and kill one, promoting him to outrider. smile Now fully healed, this guy can also be sent north to help Konrad into the mines.
- I shift units in the south to save the badly injured druid.
- Kills are made by the other two druids, the enchantress, the red mage, and the arch mage. jive

IBT our rogue gets a kill, and an elf hero in a forest mauls 3 attacking trolls. Gotta love elves in forests. smile

Turn 8

- Konrad continues north. The three mounted units also move north, screening Konrad from purple forces as they go. The elf scout passes the lake and triggers the water monster, a powerful cuttle fish. frown
- All three druids get kills, one promoting to shyde. :dancing5: Our arch mage also gets a kill, getting close to level up.

IBT the lake monster mauls our elf scout, almost killing him (3 HP left). yikes Also, purple is moving multiple units to block the way north to the main doors of the mines. banghead

Turn 9

- Konrad continue north, shifting slightly east to avoid the lake monster and purple's units. One wolf rider can reach him, but there is not much to be done about that.
- The gravely injured elf scout flees east and claims an enemy village. He should be able to move northeast and take another village T10, then reach the northeast entrance on T11 to check if it is open.
- Kills for a druid, the red mage, and the arch mage.
- Kalenz is cursed, and misses all five arcane attacks. banghead This guy is just useless when I play him, an elf high lord who can't hit the broad side of a barn. smoke
- Several units huddle up immobile in the south with our new shyde for healing. They should be able to get back in action soon.

IBT our white mage gets hammered by an orc, and then healed by a druid, fortunately. But be very careful about moving either of these units west -- even one tile will put them in range of the green king.

Also IBT our elf outrider gets crushed twice by a level 2 troll and barely survives. frown Purple's other northern units fight the lake monster rather than going after Konrad. jive

Here is the northern situation:

[Image: 13T10north.jpg]

We are a bit stuck, since we have not scouted the entrances. frown Use the wounded elf scout as noted above, and for Konrad I think the best thing is to move north but stay on the east side of the mountains. This will keep him out of reach of purple's troops (other than the wolf). On T11 the elf scout should reach the northeast entrance and we will know if Konrad needs to move there, or if he pushes across the mountains to reach the main gates.

In the south just keep having fun and farm more XP. smile This part of the level is going very well for us.
Reply

uh I didn't realize that one of the entrences was closed or even that there was a second one. When I played through it with out you guys I just pushed to the main city and won.
Reply

One of the two entrances is open, randomly determined. But there are a couple lines of mountains between them, so if Konrad arrives at one and it is not the open one, several turns are needed to move him to the other. And at this difficulty level we only have 15 turns total.

But we should be OK, assuming we can deal with the purple troops. I probably should have started moving more troops to the north. duh But I did not expect our scout, and then our outrider, to take so much damage. frown Now we have very few healthy units up north. It would probably be better for us now to have the northeast entrance be the open one, since we can fall back away from purple.

But if it is not open, then Konrad will have to cross the mountains to reach the main doors. I think that is still possible, as the lake monster has poisoned two of the purple units. The troll will regenerate, but the other will need to spend a turn moving to a village.

Part of the problem with this level is that the issue with the entrances is only explained if you played the Isle of the Damned scenario earlier -- an extra outlaw shows up and explains the choice and tells you which one to go to. Since we took the Peninsula choice instead, we do not get this information. frown
Reply

I was about to ask how things were going, but then I realized that I missed noticing I was up again. Oops.

Results tonight, I guess, then. (I finally got my SotS turnset done yesterday.)

Edit: playing turns... We only have 5, so I'm going to play this to its conclusion.

T10:
Hooboy. We have... 2 ... units in the north. One of them is Konrad. The other is a wounded scout. He should be able to check the side entrance next turn, allowing us to turn Konrad around if we have to. I'm more worried about Konrad becoming swamped if we don't get some support up there, though.

Let's see... the White Mage and Druid really can't afford to go anywhere. Actually, no, I think I might be able to screen for the White Mage with the Druid long enough to heal a little more damage, if I do running into the forest right. There. They'll live. If he runs after us, that'll be a fun time for the white mage, in daylight. If I got really, really lucky this turn, I could have killed him, but I feel like force preservation is the order of the day for the moment... Actually, the Druid could slow him and if everything hits, the white mage will score a kill. If not, he'll now be unable to kill anything.
It turns out that, unsurprisingly, the white mage missed one of three shots. Well, next turn, assuming he doesn't run back toward his fellows, in which case I think we'll let him go.

To the north, I moved Konrad so that he can reach both doors in 2 turns from the beginning of next turn. A scout will check one out and then Konrad will go for whichever one is open.

In the center, units keep going north... they probably won't actually meet much opposition anymore, tbh.

Interturn: The wolf kills our scout because I put him in a village to heal some instead of running him all the way. banghead
It's a coinflip now, and there is most definitely not enough time to try the other door if we get it wrong the first time. If I fail, what should we do?

T11: It's 3 turns to the main doors, not 2 like I thought. It's 2 to the back door. I'm going to go for that.

T12: You guys are lucky! It's the right one. Unfortunately, for some reason, I decided to send him to automove, so he moved first thing in the turn, so we missed out on some final-turn kills. Ohwell. alright

The alternate mineshaft is dark and scary, but all three of Konrad, Kalenz, and Delfador are happy to be inside. Unfortunately for them, they are not alone: The princess Li'sar has doggedly pursued them through the winter and catches up just as we enter the caves.

Your mission, should you choose to accept:
[Image: httt-plunge-1.jpg]

Note that this is a mission where (1) you can't recruit (yet?), (2) there's no turn limit, and (3) the map isn't revealed at the start.
Also, it's always night in a cave, so Konrad will be sad, and Elves move slowly in caves, so Kalenz will be sad.
Reply

We got lucky after I messed up by not knowing the map at all.

On the map just try not to push forward to fast keep them together.

good luck mardoc
Reply

fire&ice' Wrote:On the map just try not to push forward to fast keep them together.

good luck mardoc

This is a very different start than I got used to! I'm very glad we've managed to find the time to level Konrad and Kalenz, though - Lvl3 is going to be much more useful than lvl1/2.

I'll see if I can find time tonight to get us going, but it might slip to tomorrow.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Erm, just a headsup, there's almost 0 fighting in this map. You just keep moving forward till you find the dwarves. Maybe a few ants in the way.

The only thing worth fighting is a giant spider in a secret passage. Playing 3 turns per turnset seems a bit slow here.
Reply

Amelia Wrote:Erm, just a headsup, there's almost 0 fighting in this map. You just keep moving forward till you find the dwarves. Maybe a few ants in the way.

The only thing worth fighting is a giant spider in a secret passage. Playing 3 turns per turnset seems a bit slow here.

Hmm, I do appreciate the warning. I suppose it makes sense with only three 'if they die you lose' units that they wouldn't put in much combat.

I think I'd like to play a little more than three turns of 'moved, hit end turn' if that's alright with the rest of you. Not sure what the best break point is, though. Maybe after the first combat?

And, if there's a secret passage - should I look up a walkthrough to make sure we find it? Is it something that would just be interesting on this map, or would it alter the rest of the campaign?
EitB 25 - Perpentach
Occasional mapmaker

Reply

Nice work, Ranamar! smile I am glad we got lucky and the entrance was the correct one. We should have had more forces in the north; I could have sent more units northward but I did not expect to have the scout and outrider both wounded to uselessness as they were. banghead Oh well...it worked out, and we did farm a ton of XP for our troops along the way. smile So everything turned out well in the end.

As Amelia and others have noted, this next map is mostly about storyline. There is one dangerous fight to survive (keep the three units together for mutual support until it is dealt with!), and a secret passage along the west wall with some treasure to find (we can use the gold). Once you have killed the monster and taken the gold just keep shuffling everyone forward and the level will end.

Mardoc, feel free to play this one however you like, either three turns or all the way to the next map or through three turns of the next map if you like. This one really is just a story interlude. Plus one nasty fight. lol
Reply

Ah, cross posted with Mardoc. smile

Feel free to play the first three turns of the following map, if you want. This one really isn't a true level, at least to me.

For the secret passage, just stick to the west wall and you will find it. There is nothing game-breaking about it, but there is some nice gold to find which will certainly be useful.
Reply



Forum Jump: