OK, played three turns. No one important has died yet, but it is only a matter of time. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
The campaign continues with yet another "our guys are complete retards and deserve to die" storyline, as Eeep manages to injure a merman and turn the locals against us (yet again). We also start the scenario with several units injured because they shot one another while trying to learn to use bows.
And of course the scenario starts in the morning so the lawful mermen get their first attacks fully boosted against our shrinking-from-the-light goblins. And oh yeah, the mermen have enough starting cash that they now have more units than we do, with their average units being as good as our best units (such as those are) and far better than most of our troops.
Not like the odds are stacked against us or anything.![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
I managed to avoid losing anyone but the level 0 starter [STRIKE]target[/STRIKE] goblin, and it is now evening so we are not suffering double daytime penalties compared to the mermen.
![[Image: SBTMT04.jpg]](http://i196.photobucket.com/albums/aa104/haphazard1/RB%20Wesnoth%203%20Swamplings/SBTMT04.jpg)
The key is to stay inland -- this is a MUST! Mermen get terrible defense on land and fantastic defense in water, so force them to come up onto the land. Don't leave anyone exposed at the water's edge and we might barely survive this.
Our bat to the northeast needs to retreat, but mermen have huge movement so make sure its gets somewhere safe (if that is even possible). The two level 0 bats up north should claim more villages, as we need money badly. The western blood bat should also grab a village. The mermen have moved to flank us so be careful.
Good luck!
The Save - Turn 04
![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
The campaign continues with yet another "our guys are complete retards and deserve to die" storyline, as Eeep manages to injure a merman and turn the locals against us (yet again). We also start the scenario with several units injured because they shot one another while trying to learn to use bows.
![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
Not like the odds are stacked against us or anything.
![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
I managed to avoid losing anyone but the level 0 starter [STRIKE]target[/STRIKE] goblin, and it is now evening so we are not suffering double daytime penalties compared to the mermen.
![[Image: SBTMT04.jpg]](http://i196.photobucket.com/albums/aa104/haphazard1/RB%20Wesnoth%203%20Swamplings/SBTMT04.jpg)
The key is to stay inland -- this is a MUST! Mermen get terrible defense on land and fantastic defense in water, so force them to come up onto the land. Don't leave anyone exposed at the water's edge and we might barely survive this.
Our bat to the northeast needs to retreat, but mermen have huge movement so make sure its gets somewhere safe (if that is even possible). The two level 0 bats up north should claim more villages, as we need money badly. The western blood bat should also grab a village. The mermen have moved to flank us so be careful.
Good luck!
The Save - Turn 04