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Swamplings wesnoth SG 3

Turn 1 - Recalled the loyal Moonbeam, the rouser, the loyal wolf (just in case we need heavy troops) and a 16/18 bat (scouting). Recruited the rest with gobs. Misris now added to those who can't die. Oh and be careful of our rouser, i think we're not allowed to promote to them anymore. Instead we get impalers or moonbeams.

[Image: WesnothA.jpg]

Also Misris spotted a Deep One.

Turn 2: Recruited 5 more gobs, and another bat for scouting. Looks like we're fighting outlaws, and wild creatures (ranging from wolves to bats).

[Image: WesnothB.jpg]

Turn 3: Recruited 4 more gobs, killed a bat. Moved clammie up.

Here's the current situation:

I was planning to head for that island in the middle. Looks quite defensive, with a village for healing.

[Image: WesnothC.jpg]
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Played 3 turns, the action is picking up.

We are facing a bunch of outlaw types: thugs, footpads, poachers. There are also some wild creatures, including (just appeared in the interturn after T06) a cuttlefish that Misris calls a deep one. Clammie recommends leaving it alone, but I am assuming it will attack us. frown Watch out, as it has big movement and can easily kill many of our weak units.

The enemy has quite a few troops, 7 or 8 running around after I killed 2 footpads last turn.

[Image: RRT07.jpg]

Be very careful with our bats and the great wolf, as they have no ranged attack and are easy targets for the enemy. In fact, we should probably retreat the wolf for healing soon or we risk losing it.

I have grabbed a bunch of villages so our income is decent, although with Clammie having moved forward we can't use it for anything. The central island is a nice defensive point, although be careful of footpads as they get good defense almost everywhere. I did manage to promote Misris, and also the high XP bat to Blood Bat. (This one is in the northeast after killing a rat.)

I am not sure why Amelia recruited so many goblins, as they are so slow in this terrain as to be almost useless. Some more bats for village claiming and swarm attacks might have been more useful, although as noted they are vulnerable to ranged attacks which most of the enemy units have. frown

Try to keep our good units alive while we fight this main wave of outlaw units, then we can start moving forward again. Blue is claiming back a few villages, but this is actually helping us as he diverts units from the main fighting. We can always retake the villages later with bats.

Good luck!

The Save - Turn 07
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Well, it was a choice between 7 gold goblins and 17 gold bats, and as you said the bats have no ranged attacks, against outlaws. I preferred the option of throwing 7 gold at a time for them to munch, instead of 17 gold bats.
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Clammie was already moved forward when I started my turnset, so I did not realize the cost differential was that large. Seems rather excessively large, in fact. frown

I still think at least a few more bats would have been helpful, just because they can actually move and be brought into combat. In this swamp and water terrain most of our level 0s can only move 2 tiles a turn. Those with the slow trait can mostly manage only 1. frown This limits our tactical options to standing and fighting defensively, since we can't actually move fast enough to take the fight to the enemy. So they will get to choose where the fighting happens and get the benefit of numbers against our defenders. Combine that with most of our forces being level 0 and we are going to lose a bunch of units. frown

Let's hope that holding that center island will be enough of an advantage to offset most of this. We don't have a lot else going for us.
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Worth noting then that recalling the bats will only cost 10, is it worth building a stockpile on some mission (since we normally only get 40% carry over) ?
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Jkaen Wrote:Worth noting then that recalling the bats will only cost 10, is it worth building a stockpile on some mission (since we normally only get 40% carry over) ?

Since you seem to remember we exist. would you like to play your turn :neenernee

If not I can take it
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When I first opened the save I looked and wonder where we have the damage for our mountian fortress. So our leader gets sent back to recruit a round of bats.

I realize too late that I am realy have no idea what I was thinking and we have tons of damage. Too bad I recruited the bats first

[Image: 1zoyi49.jpg]

[Image: fz0spf.jpg]

In the center as you can see the thugs and stuff just suicided on our wall. I don't think we lost anything. maybe 1 gobo with 0 xp? I did lvl gretta again . . . oh yeah our leadership person got lvled again.

In the north I have been trying to get our nocture friend close enough to engage and kill the footpad with bloodbat backup.

I didn't think either of them could win 1v1 or even bloodbat and vamp bat

In the opposing corner we have sight. The final gaurds:
a rouge
a trapper
and a outlaw

They are all lvl 2

In the south and west corner that the squid has been munching on goblins since they were in the swamp. I did my best to maximize their damage. So squidy is at 1/2? 2/3? health and could be taken out by a cordinated attack by bats we have enough now banghead

the save
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Looks like good turns, fire&ice! thumbsup

Yeah, I figured Clammie's speech about the "deep one" attacking the enemy was just wishful thinking. frown And with our troops so slow there was no good way to mass forces for a coordinated attack.

Level 2 enemies in a keep? yikes Am I the only one thinking a wave of low/no XP goblins get sent in to soften them up for our actually decent units? It will be a bloodbath, but unless we could lure them out one at a time I don't see a lot of alternatives. frown
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Amelia is up
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Oops, sorry. Will play it as soon as possible, in prob 4-5 hours.
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