Did you grab control of the villages? It would be nice to have some income.
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Swamplings wesnoth SG 3
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I finished up that map lol. It's just poke Shining to death with your super Bowman.
Anyways, we brought Shining to the archduke, after being told that the assassin was his son. However, he GASP betrays us and tells the archduke that Clammie is the assassin! So Clammie is arrested. However, the archduke frees us and tells us to assassinate someone else, after giving us 1300 gold =) But that's just Clammie and Kinnison, so what about the rest? We're back with Eeeep and Misris. ![]() This is Eeep's forces: He can recruit wolf riders and goblins, and have access to all the reserves. Note that he CANNOT recruit bats, but we have a lot of them to recall. ![]() This is Misris's forces. She can recruit wolf riders, goblins and bats. However, she has no access to reserves. ![]() This is the third force under our command: DWARVES. Or more accurately, their wagon of thundersticks. See that wagon? Any goblin spearman, moonbeam, impaler or rouser who walks onto the wagon becomes a THUNDERGOBO. ![]() Below is a picture of a thundergobo: Get some. I believe that this is our only chance to get them, since the dwarves will be moving on after this. Finally: this are the enemies: ![]() Saurians! Shouldn't be a problem since we squashed them quite some time ago. Also: We finally know why Goblins and Saurians are enemies, Goblins used to be the slaves of Saurians. Therefore, these Saurians seek to enslave us. Give no quarter! Next: We have the option of switching Eeep and Misris into Goblin Wolf Riders. Right click on them during THEIR turn, and swap them. They will turn to a wolf rider of the same level. Finally: Wolf riders can upgrade into Wolf Knights and Wolf Pillagers. However, it seems that Wolf Knights can't upgrade anymore (unlike the base game) and Wolf Pillagers can upgrade into Fireflies or something else (unlike the base game). Direwolf might be available to us later, but we definitely want some pillagers for their fire attack and nets.
Looks like fun!
![]() OK, get some thundergobos, accumulate forces to fight saurians, grab villages for income, start advancing towards the enemy. Lots to do for just three turns. Edit: OK, realized there is no save? Or are you planning to play some turns on the new map?
Oh erm... my bad. Uploading in this post asap.
Decided to upload the save which shows the start of the scenario since it was humorous to read.
Three turns played. This is another rather difficult scenario, with the balance tilted pretty heavily in the saurians' favor.
![]() The saurians have enough cash that they will end up with about 30 units total. We can actually get more than that between our three factions, but we are going to need them because as usual our units suck compared to our enemies. Saurian level 1 units are as good as our level 2 units, and ALL 30 of theirs are level 1s while maybe 5 of ours are level 2s, another 5 are level 1, and the rest are level 0 gobbos. Plus about half the saurians are augurs, who have healing ![]() ![]() My thinking is that our only hope for matching the enemy is by mass recruitment of our cheapest gobbo spears and then converting them all to thundergobbos. Of course, the wagon with the thundersticks is a long, long way from our start points. Anyway, I have recruited almost entirely level 0 gobbos and started them running for the wagon. Our few tougher units are fighting the wild animals who are (of course) blocking our way to the wagons. Our starting thundergobbo from the intro has already been killed by a wolf. ![]() We are actually playing three factions: Eeep, the dwarves, and Misris. (The saurians move after Eeep and before the dwarves.) Eeep has spent all his cash and the gobbos are headed for the wagon; use the tougher units to screen off the saurians (if possible...there are so many of them). Dwarves are currently in the water so they could finish off a wolf -- get them back on land for better defense, forward or backward depending on what you think is best. Misris has some money left, keep the gobbos headed for the wagon as they should get there before Eeep's units due to the better terrain. Down south: ![]() Good luck! The Save - Turn 04
I will be playing the turns sometime tonight but I think we should decide do we want to change our bosses into wolfriders
I personaly think we should change them into wolfriders because they are just so much stronger but we should put this to a vote seeing as it will stay with us the rest of the campaign.
What are the actual stat changes if we change them into wolf riders? Do they lose experience levels and become level 1 again?
HP before/after, melee before/after, ranged before/after would all be good things to know before making a decision. I assume they will get greater movement as wolf riders, which would be nice, but it may not make up for other changes. I am especially concerned about ranged attack -- our leaders are some of our only units with decent ranged attack currently. If we lose that it would be a big negative, at least to my thinking. haphazard1 Wrote:What are the actual stat changes if we change them into wolf riders? Do they lose experience levels and become level 1 again? Okay it apears that we do lose our ranged attacks Epp Misris Wolfrider pillager pillager lvls to FireFly Cutthroat
Thanks for putting together all the stats, fire&ice! Very helpful.
![]() OK, the conversion isn't as bad as I thought. At least if we go pillager -- I don't see much reason to go wolfrider with no promotion path that way and no ranged attack at all. Converting to pillager we get more movement, more hitpoints (very helpful given that both Eeep and Misris are "must survive" units), and not too bad a deal on melee and ranged attacks. I vote pillager for both Eeep and Misris. |