Fire & Ice you are up btw
We just want our throne back Wesnoth SG 2
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the save
gryphons kept the walking corpses up north I started running paladins to the lich we can change that and kill the deathknights if you guys decide. Also my bad luck with our elf healers continued and I lose one of druids Druid was hit by two wraiths that came from our front line I made no progress moving forward but many enemies got killed.
Now we have the armour, I have no real issues with carrying out a quick assassination of the lich and getting all the early finish bonus
Jkaen Wrote:Now we have the armour, I have no real issues with carrying out a quick assassination of the lich and getting all the early finish bonus then we have about 3 turns left
From the minimap it looks like steady progress on killing off the enemy waves, fire&ice. Although that blue blob is rather...worrying.
Since we got the void armor early, I agree we should push directly for the lich and end this as soon as we can. Our villages/gold situation is not too favorable so we aren't really set for a long fight anyway. We may lose several paladins doing it, though -- liches with their drain melee attacks are hard to kill with all melee attackers. I have the save, and should be able to get to it tonight.
OK, turnset played. Fire&Ice had left us in a pretty good position, even if it looked a bit worrisome from the screenshot.
Turn 10 - Move the paladins on their way to the lich, using a handy village to heal Haldiel a bit. - In the north I retreat the wounded gryphon rider to a village, while the healthy one finishes off a wounded walking corpse. - At the main battle I throw everything we have at the enemy and smash 7 or 8 skellies. The dwarf warrior gets a kill and promotes to steelclad. For some reason the enemy sent all axe-wielding skeletons, so our ranged attacks are unopposed. Certainly makes things easier. IBT the enemy focuses on Delfador, and he is mauled down to 5 HP. That could have been a disaster. Turn 11 - The paladin squad moves into range for the attempt on the lich. Unfortunately, this means being in his range as well. I expect a ranged attack on one of our paladins. - At the main battle we smash all remaining opponents. There are still single enemies running around, and of course tons of walking corpses from the blue death knight. But no significant enemy force remains. IBT the lich attacks Haldiel, wounded him seriously. I hope we have enough force to get the job done, 2.5 paladins is not a lot. Turn 12 - Various mopping up occurs, with our second merman trident wielder promoting to trition. I gather the wounded for healing, but hopefully this will be over. - The paladins attack the lich...good luck with the first guy (4 hits)...poor luck with the second (only 1 hit)...and wounded Haldiel is a true champion and gets 5 hits to finish the level! We were lucky with the lich not hitting too often to heal himself. We get a bunch of dialogue about the lich having been a formerly great mage who became evil and the dangers of power, and Li'sar and Kalenz insult one another, and Li'sar talks about her mother and how she has realized how evil she is, and Konrad blathers on about getting revenge on the Queen. Typical plot line stuff. We do get a nice early finish bonus, and after the 60% reduction we carry over an extra 184 gold. Our new level is an interesting one, as we get a bunch more dialogue about the elves and then an elvish rider shows up with news that two armies are advancing on the area. The first from Wesnoth from the south hunting for us, and the second is orcs from the north coming after the Wesnoth forces. We start at the west end of the map and have to reach the elven forest at the east end, running between the advancing armies. Also, our encampment will be removed after the first turn so we only get to recruit one camp full of units -- very important to make the most of this, grabbing fast units and healers. I recommend paladins, shydes, and if there is more space anyone fast. No units slower than speed 6 need apply. We will get another elven rider or two given to us along the way, and there are elven troops in the east who will help if we can get that far. But mostly this map is all about run, run, run. I could not reach my usual image hosting site so no screenshot, sorry. Not much to show, just who we started with: Konrad, Li'sar, Delfador, Kalenz, Haldiel, and (for some inexplicable reason) our loyal assassin. Good luck! The Save - Home of the North Elves start
In any event, it looks like I'm up, so I'll try to get us moving as fast as we can... I'm thinking elves for line units, not so much because we'll be meeting elves at the other end but because they'll be able to move faster in forests... but that's after we grab our speed-6 healers, of course. Certainly, nobody slower than Konrad, though!
Its all open plains we are moving through until we get to the end goal, so the troops will not be moving through forest at all.
Griffons, paladins, the shyde and riders I think should be the choice
Jkaen is correct -- the middle of the map is pretty much all plains. We don't want to go too far north or south, as there are a bunch of stationary orcs (to the north) or guards types (south) who will only activate if we move into their attack range. Only a small portion of the total enemy forces are actually mobile.
Remember that units can see through the fog the same distance they could move. So riders or gryphons will be our best scouts since they can both move fast and see far. We will almost certainly have to fight some battles along the way, but we mainly want to be moving, moving, moving to the east every turn. Especially the relatively slow units like Konrad, Li'sar, Delfador, etc. Faster units can screen the primary heroes as needed, and then catch up if they have to. It is a lot like the earlier level with crossing the ford, except moving east rather than north. And without mermen. |