OK, non-cooperative server got [STRIKE]tortured[/STRIKE] convinced to work again, so I was able to play my turnset.
Our task on this map is to find the fabled lost artifact, the Sceptre of Fire, and claim it with one of Konrad or Li'sar. Given her current complete lack of ranged attack, I favor giving it to Li'sar -- it will make her much tougher and more durable since enemies will not be able to take free ranged shots at her. And we will need to keep her alive, now that she is one of us White Hats.
We start with some dialogue about the power of the caves, blah blah blah. Delfador can tell the sceptre is somewhere north but not specifically where. A couple of earthquakes hit -- these will occur occasionally, triggered by units moving into certain areas. (As far as I know, there is no way to predict these in advance.) Be aware that we will find some lava pits -- whenever a quake strikes these will grow and can engulf nearby units! This is an insta-death, so stay away from the fire pits and do not end any unit's turn next to one!
As previously promised, Li'sar contributes her available cash to the cause -- a very handy 300 gold. So we are now quite well funded, with over 500 gold to start the map. We have 35 turns and this is a big map, so we are going to need to recruit/recall a lot of units and spread out to search. Kalenz speaks up and recommends dwarves -- lots and lots of dwarves. I guess he has realized how horrible elves are in caves.
Turn 1
We start with a six-tile keep, and our local area opens only to the north. I recall our loyal mage of light (loyal, healer), our shyde (flying healer), and our quick white mage (healer, quick) for a medical corps, then three dwarves with XP. Our starting heroes move out and each grab a village to start getting some income. Note that this map usually has quite a large number of villages, so we can build up a very nice income with time.
Turn 2
I recall our loyal ulfserker -- might as well get some use from him, if he can survive. We have three other dwarves with enough XP to be useful, then I start recruiting fresh dwarves. I think we should go pretty much entirely with dwarves -- everything else is too slow in caves to really be useful, and we can certainly use some more experienced dwarves for future levels.
Everyone starts moving north, as there are no other options just yet.
IBT we spot our first opponents: the orange king (level 3 orc warlord) in his keep and a level 2 goblin knight.
Turn 3
- Delfador is too good. I was going to wound the goblin knight and then finish it with the white mage, but Delfador hits all 4 attacks and kills it.
- I continue moving units north, including Konrad. I did not recruit any more units this turn, as we do not yet have any room to spread out anyway. Once the orange king is dead Konrad can recruit more troops there.
- IBT the orange king does not move. A goblin impaler comes out and duels with one of our dwarf guardsmen.
Here is the current situation:
Keep moving north -- we only have 35 turns total and there is a lot of map to cover. Recruit at least two more full castles of dwarves, maybe even 3 -- there will be lots of enemies to fight and side tunnels to explore.
The Save - T03 Scepter of Fire
Our task on this map is to find the fabled lost artifact, the Sceptre of Fire, and claim it with one of Konrad or Li'sar. Given her current complete lack of ranged attack, I favor giving it to Li'sar -- it will make her much tougher and more durable since enemies will not be able to take free ranged shots at her. And we will need to keep her alive, now that she is one of us White Hats.
We start with some dialogue about the power of the caves, blah blah blah. Delfador can tell the sceptre is somewhere north but not specifically where. A couple of earthquakes hit -- these will occur occasionally, triggered by units moving into certain areas. (As far as I know, there is no way to predict these in advance.) Be aware that we will find some lava pits -- whenever a quake strikes these will grow and can engulf nearby units! This is an insta-death, so stay away from the fire pits and do not end any unit's turn next to one!
As previously promised, Li'sar contributes her available cash to the cause -- a very handy 300 gold. So we are now quite well funded, with over 500 gold to start the map. We have 35 turns and this is a big map, so we are going to need to recruit/recall a lot of units and spread out to search. Kalenz speaks up and recommends dwarves -- lots and lots of dwarves. I guess he has realized how horrible elves are in caves.
Turn 1
We start with a six-tile keep, and our local area opens only to the north. I recall our loyal mage of light (loyal, healer), our shyde (flying healer), and our quick white mage (healer, quick) for a medical corps, then three dwarves with XP. Our starting heroes move out and each grab a village to start getting some income. Note that this map usually has quite a large number of villages, so we can build up a very nice income with time.
Turn 2
I recall our loyal ulfserker -- might as well get some use from him, if he can survive. We have three other dwarves with enough XP to be useful, then I start recruiting fresh dwarves. I think we should go pretty much entirely with dwarves -- everything else is too slow in caves to really be useful, and we can certainly use some more experienced dwarves for future levels.
Everyone starts moving north, as there are no other options just yet.
IBT we spot our first opponents: the orange king (level 3 orc warlord) in his keep and a level 2 goblin knight.
Turn 3
- Delfador is too good. I was going to wound the goblin knight and then finish it with the white mage, but Delfador hits all 4 attacks and kills it.
- I continue moving units north, including Konrad. I did not recruit any more units this turn, as we do not yet have any room to spread out anyway. Once the orange king is dead Konrad can recruit more troops there.
- IBT the orange king does not move. A goblin impaler comes out and duels with one of our dwarf guardsmen.
Here is the current situation:
Keep moving north -- we only have 35 turns total and there is a lot of map to cover. Recruit at least two more full castles of dwarves, maybe even 3 -- there will be lots of enemies to fight and side tunnels to explore.
The Save - T03 Scepter of Fire