haphazard1 Wrote:It is a lot like the earlier level with crossing the ford, except moving east rather than north. And without mermen.
So, not like crossing the ford at all then?
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haphazard1 Wrote:It is a lot like the earlier level with crossing the ford, except moving east rather than north. And without mermen. So, not like crossing the ford at all then? ![]() haphazard1 Wrote: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. Ah; ok... thanks for the heads-up, then, though I'd probably have figured it out pretty quickly. It's also different from crossing the ford in that there aren't goodies we're trying to grab in the direction of the nasties who're trying to kill us, so there's nothing important to get killed over. ![]()
T1:
It turns out they didn't recall ALL our loyal 6+move units, just the first two, by experience accrued. (I have a hunch that rider used to appear in the sixth slot... because it was the only one initially empty. I recalled our shyde and druid, and then decided to start considering things based on the fact that we probably won't have much cashflow this scenario. The other loyal unit I mentioned was a 7-move (quick) Assassin. We had two! Who knew! ![]() For the other three slots, I recalled our three Gryphon Riders who had experience. (There was a fourth, a quick one with 0exp, but those birds are fragile enough as it is without losing 10% of their HP...) I thought about recalling a second paladin but figured we might as well go for more low-leveled units. As for the assassin? He's loyal, and I figure skirmisher might allow him to more easily get out of otherwise untenable situations if he survives them, actually. Given all my talk about "never too much healing", I'm not sure why I thought this way... I'm going to use cashflow as my excuse. Our current bill is 8gpt, but it'll go up to around 10gpt with only a couple more kills. I hope the composition doesn't bite us too hard. I hope even more that we can mostly outrun them without fighting much. The unit that's going to be dragging us down, at least until we meet forward resistance, is the druid, being as slow as Konrad (until she levels up) and one turn behind him. T2: ![]() Mostly just rush forward... I probably could have sent the rider after the village to the north, but I'm possessed by a feeling of urgency. T3: ![]() Li'Sar mocks Konrad for thinking he can waltz across the battlefield between the two lines of enemies. Konrad makes blunt comments about how only he and she need to survive ... and Delfador, and Kalenz, and, and, and (Li'Sar: I get it. I've bee in command before.) Advancing a little farther, we spot a Goblin Knight. Also, seeing so few units so far, I decided to send one of the Gryphon Riders (our least-experienced one) after a village in the NW corner of the map after all. Don't forget him when you make your moves. ![]() Our situation at T4: ![]() I miscalculated slightly because I forgot the scouting unit was exerting ZOC that would disappear when he moved which means that, in broad daylight, a Goblin Knight and an Assassin dueled, but the GK only landed one hit and the assassin got one or two of his own. We should be able to trivially swarm him under, hopefully without ceding much in the way of momentum, I think. Our Druid who could really use a kill or two to level up (and gain a speed) is just barely in range, and our second assassin is also in range. Our various skirmishers will help a lot in providing flanking buddies if it turns out that we want to use our assassins to take it down... and they can just keep moving if their attacks aren't needed. the save: http://www.qotw.net/~rickynumber24/HttT-...o-Save4.gz
This map is a lot like the ford because it is all about running to the destination. Fighting may happen along the way, but ideally we would just ignore the enemy and keep moving. I guess this means it is very similar to the very first map of this campaign, as well.
And we're off to the races! ![]() ![]() The elf rider was not part of our initial group. It showed up before turn one as a messenger from the elves -- the empty slot in the keep was just empty. I think we get at least one more of these guys when we are partway across the map. Our cash flow is not really a big concern for this map. There are a ton of villages, but most of them are totally out of our reach under the control of the orcs or the Wesnoth army. Most of our existing cash will be wiped out at the end since only 40% carries over. ![]() Jkaen Wrote:Mardoc, did you get the turn in? No, I'm sorry, things are busier than I anticipated. Go ahead and skip me. And - skip me until Oct 29th, too ![]()
EitB 25 - Perpentach
Occasional mapmaker
Thats me up then, will try tonight, but there is a chance with it being Thursday night (end of week) it will be tomorrow before I can play
Kept on pushing across, and got the druid promoted. Got tot he point now though where its difficult to dodge the fights, but at least the orcs and humans are fighting
![]() The save
Nice work, Jkaen!
![]() We look to be about half way across the map, with about half the turns elapsed. We do not actually have to reach the eastern edge of the map, just enter the forest, so we should be OK for turns as long as we keep moving steadily east every turn. |