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We just want our throne back Wesnoth SG 2

hmm... if I play this *tonight* ... I might want you to skip me during the week, though.

Edit: Not gonna play tonight; too tired. Will find time tomorrow night.

Oh, and as for units to lose... if all we're losing is marshals, I think we're doing alright. I doubt we're going to have an enormous number of underlevel units next mission: we'll pull out all the veterans we've been saving, first.
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Ranamar Wrote:Edit: Not gonna play tonight; too tired. Will find time tomorrow night.

Take your time. I'm back, but still have a fair bit to catch up on. No chance I can play tonight, although starting tomorrow I can probably find the time. It helps that I'm not up in any of my SotS games, due to the general SotS2 craziness.
EitB 25 - Perpentach
Occasional mapmaker

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Turn 13:
I think I'm probably playing this pretty conservatively...
The line abreast swarms the bowman and horse near to it. One of them (I'm blanking on which, now, not that it really matters) did an absolutely heroic job of dodging our attacks, so it turned out that I needed almost every unit to kill the two of them off.
In the north, I decided to move the Elvish Rider into a village out of range of the enemy as opposed to one in range of an archer, as there was a chance that, if all his attacks hit, the rider would be killed. Next turn, I'm hoping he moves closer so that the three units in the area can swarm him under.
In the south, the clustered group moved towards the center of the map, but Li'Sar fireballed a knight to death, (4 hits, which made up for the 3 or 4 misses that our archmage managed to do...) as he seemed intent on stealing our villages. She's probably going to hoof it back rather than taking it back, though.
It seems possible, but not terribly likely, that we'll hit the kill limit first. We've got 19 kills to go on that, and I think the other side has only about that many units on the field. (Yup: 17 units between the two of them, right now... I'll have to be careful not to kill EVERYTHING on the way in, but we'll get at least one more Grand Knight, I'm sure.)

Turn 14:
The bowmen nearby went to grab villages instead of wandering into range frown
There's a knight nearby, but knights are SCARY, especially in the sun, so I'm going to opt for the strategy of running away instead. All three of our mounted units over there can outrun that Speed-9 knight and wait for some time when 2 lance charge hits won't kill off our units, even if it weakens the Gryphon Riders, too. (i.e. not day)
Killed the other Longbowman who had been in sight of the line before. He was softened up by our L3 archmage and then finished off by the (remaining, loyal) Elvish Captain. Those two units and the Elvish Rider in the north are the only units we have left on the map that can level up.
Grabbed four villages near the center of the map.

I briefly toyed with the idea of trying to choke the remaining two leaders by taking every last village on the map that I could to reduce their recruitment, but, well... purple has too many villages (15 or so) already and even black has enough with 8 or 10 or something to support his entire army. They'll be able to recruit a L1 unit per turn in any event.
My new plan is to drive SW toward the remaining two leaders while attempting to ignore, as best we can, the stinging gadflies of the couple of L1 units coming on our flank. L2 units, of course, are fair game to be destroyed for exp even as it reduces the kill counter. I think we can get at least one more GK this way, possibly two if we split our forces.

Turn 15:
We mostly just ran away, largely on a southwesterly bearing. Despite my previous observation that choking was infeasible, I decided to send our Paladin across the southern river branch so that next turn he can grab a village. Choking may be infeasible, but it's not an unreasonable way to get him across the river, which I expect to be handy, and, if you decide that's a foolish plan, his immediate turnaround move is straight onto land, so it's no real loss of mobility.
I did slightly miscalculate by leaving one of our Gryphon Riders in range of a knight: I had forgotten the day bonus when I figured he was safe. It was still 75% safe, though, and he managed to get hit by only one strike of the ensuing charge while landing both swipes back. That should be used to level the Elvish Rider, I'd say.

The situation:
[Image: httt-test-16-m.jpg]
There are a few stragglers off the edges of that picture, of course. (...as well as the knight that ought to be killed in the north...)
Now, by no means do you need to split your forces the way I'm suggesting, nor am I sure it's actually the right thing to do. I'm personally thinking that it would probably be wiser to send at least one if not both of the archmages SW just because they won't catch up if chasing after the lead elements in the water until after it's all said and done. I'm not even sure running through the water like that is the right way to do things, but preparing for it wasn't far out of the way. I think the stuff best suited to the north is actually flying elves (fast on water) and the dwarf (too slow the rest of the time), although the speed-5 Mage of Light is about the right speed to keep with the dwarf we want to use to distract the purple king. Ideally, I'd like to assassinate him because he's got the lion's share of the remaining cottages and a consequently larger income. (On the other hand, black seems to be getting extra income... his base is now up to 14, somehow, instead of the 10 it was when I started. I have a sneaking suspicion they have a minimum-income trigger.) Black, whoever gets sent after him, is going to be a lot more simple, because there's basically just flat land between us and him. We're going to need to blast through a couple more L2s on the way, though, especially until we cross the bridge. Oh, and it's a tougher question who to have handle the knight... any of our horse units are basically guaranteed dead, but I think the Elvish Champion or one of our hero units should be able to eat an all-up GK charge. Another option is to wait for Li'Sar to catch up from the SE. That will take awhile and we could get everyone else there by then, too, but she is beefy, armored, and dodges as well.

the save:
http://www.qotw.net/~rickynumber24/HttT-...-Save16.gz
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Looks like a good turnset, Ranamar! thumbsup

I agree that keeping our elite units alive is more important than driving forward. We could just sit back and kill enemy units as they come to us, and wrap the level that way. Especially since our income is now nicely positive.

But if we can move ahead and stomp another grand knight (or two), that would of course be positive for us. Just do the best we can while trying not to get anyone important killed.

Also, I am going to be offline for the next week, maybe 10 days. My mother has passed away and I will be travelling and with little/no access to the web even if I have time between all the arrangements and paperwork that will need to be handled. Good luck with the finale, if there is anyone actually active in the rotation -- most of us seem to be busy with something right now.
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Sorry for your loss.

Mardoc is up now, and I am on deck (away Friday 4th - Saturday 12th, but should have access enough for wesnoth (civ may be a different matter))
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My sympathies for your loss, haphazard1.




Turn 16:

So, the goal is to kill the grand knights without killing their followers, mostly. Seems tricky, but we're actually set up pretty decently for it.

Kill off a northern knight to promote another elven rider. I'm going to try to keep these riders moving around the villages to distract purple forces without (hopefully) killing any. Middle and northern forces drive straight for the rivers; it's dusk, we ought to be able to force a crossing now if we're ever going to.


Turn 17: Ooops. I lose a couple units in the southerly force. Kill the knights that did it, but frown.

T18: Break through in the middle, killing the knight and lancer that opposed us. The Shyde and Sylph are extremely useful here.

In the south, continue forward, mourning our losses. Not sure this force will be enough anymore.

To sum up: Well, this trying to ignore the enemy so as not to trigger loss is painful. Lost several good units.

On the other hand, we're nearly in position to be able to finish off purple. Several high level units ought to reach him in the next turnset.

In the south, things are iffier. I was perhaps too aggressive. Still, grey is down to only a handful of units himself; Delfador and Li'sar with their support might yet be able to reach and kill the Grey Knight.

Good luck! The Save
EitB 25 - Perpentach
Occasional mapmaker

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Well, got a quick turn in.

Got the middle boss, and have the kill team for the bottom boss waiting just out of range.

You challenge is to kill the bottom boss, and I have left you 3 kills remaining. I was forced to kill the knights and lancers, but have dodged most everything else

The North:
[Image: T22%20North.jpg]

The South:
[Image: T22%20South.jpg]

The Save
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Jkaen Wrote:Well, got a quick turn in.

Got the middle boss, and have the kill team for the bottom boss waiting just out of range.

You challenge is to kill the bottom boss, and I have left you 3 kills remaining. I was forced to kill the knights and lancers, but have dodged most everything else

challenge beaten I killed the knight with 2 kills remaining.

Nobody dies nobody leveled I only killed one unit during my entire 3 turns . . .

I tried to bait him out and when that failed I just charged with the 3 tankies people in front

the save

So the new challenge beat the queen and her three comanders.

Also can somone explain why I can't find one of the knights we defeated*killed*
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so um we are at the queen level and everyone seems to have disapeared.

Can somepeople come back and help figure out what we should do with our fighting of the queen
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fire&ice' Wrote:Can somepeople come back and help figure out what we should do with our fighting of the queen

Sorry, was very busy these past couple of weeks. Although I think the next up is Ranamar, with haphazard1 busy.

This is the last scenario, right? So I'd be inclined to go for the straightforward approach; recall all our units of any worth, add in dwarves (probably guardsmen, they're the only lvl 1 that might survive against high level attackers) and if need be healers, and then play conservatively. We have 60 turns to do this, so we can afford to take our time.

Basically, form a good defensive line and let them come to us and die. Once the enemies run out of their initial cash, then we can afford to push forward and kill the generals. Keep our focus on not losing anyone, rotating in and out of the line and with lots of healing.

What we don't have is any good defensive terrain or spread out foes, so we can't do anything tricky this time.
EitB 25 - Perpentach
Occasional mapmaker

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