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Swamplings wesnoth SG 3

haphazard1 Wrote:Sorry for the delays, but work has been eating my life the last couple days. banghead I will try to get to the save within the next 48 hours. If that is too slow, feel free to skip me.

Amelia Wrote:It's ok for me. I also take a lot of time with this...

Sounds fine with me aslong as a week long delay on my part is okay. I can't play another turn for a week or so. Unless I get the save today.
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Three turns played.

Most of the enemy forces have been wiped out, with minimal losses for us and even a couple promotions gained. We do have a couple poisoned units, including a very badly wounded cutthroat in the east -- make sure to save him.

Some of our troops are moving south along the clear path to attack the enemy leader. You may want to take a turn or two to clean up the remaining enemy troops and gather more forces, up to you. Three more turns should be enough to take out the blue king, or at least to get very close. Feel free to take an extra turn or two if needed to wrap this one up.

The Save - T10
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http://dl.dropbox.com/u/22697709/S-Full_...-Save1.zip

Okay I moped up in 3 turns killing everyone on the map.
I did manage to lvl one wolf rider to direwolf. maybe we can see if thats an improvement.

Now we are back home fighting the stupid human duke again. We have merman allies. Also we sent a messanger to the orcs requesting help.
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Back home fighting again. Maybe we have come full circle and are nearly done with the campaign?

Nice work on getting another dire wolf rider. I tried to get Clammie some XP so we could promote him to dire wolf master but he still had a ways to go.
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Sent through email. I decided to recall the entire kitchen as there's no remark about finishing gold...
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OK, I got the save and will try to take a look at it tonight.

Any hints on our situation? It sounds like maybe this is the final scenario, so it is time to go all out. How many enemies are we facing?
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Got to ask Fire&ice about that, since i took the save without the introductions... But there seems to be lots of forces coming from bottom, bottom left and left. We have a hint of orc allies coming to help us later, but i think that is much much later...

Oh, and we're supposed to protect the Mermans. Joy. I placed Kennison on the task since it's hard for him to move past mountains.
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Three turns played, things went...OK.

There are two archduke factions, green and blue. The archduke himself is located in the keep in the northwest corner. This is where blue is coming from, and there are a ton of blue units moving east towards the mer-people. Our best bet here is to hold the line east of the river, and force them to fight from the water so we get the terrain advantage. There are too many of them for a standup fight on solid ground.

Green enemies are coming from the keep in the middle of the western edge of the map. These guys are mostly coming east through the middle. We can use the marsh and river to try to force them to fight on poor ground.

Be aware that the archduke has many horsemen and knights, so they can cover a ton of ground (where the terrain is good, anyway). They keep popping up from unexpected directions like the south, so keep a watch for them.

We are now out of cash and have no hope of getting more, so Clammie has moved forward. I have a big force in the middle region which just finished off a group of green enemies. Start them moving west to help in the middle. I recruited/recalled a bunch of archers and these should help fight the horsemen.

Our messenger returned with three saurians and three orcs -- these are apparently all the allies we are likely to get. frown But the orcs have some money and hopefully will use our keep to recruit more units. The saurians are under our control, the orcs are their own faction.

The enemy has a lot of troops, but so do we and our allies. Good luck!

The Save - Turn 7
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... Three orcs? Is this their idea of a joke or something?

And please tell me those are saurian healers... but i guess not.
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Amelia Wrote:... Three orcs? Is this their idea of a joke or something?

It is not a very funny joke, unfortunately for us. frown One of the three is an orc leader and the status page shows their faction as having some cash (maybe 160 or so). They are right by our keep, which is unoccupied, so I hope they will spend that cash and recruit another 8-10 orcs.

Amelia Wrote:And please tell me those are saurian healers... but i guess not.

Nope, no healer types at all sadly. cry Our mimics/jinxes are the only healing we have other than villages. And the villages are almost all in the south and west, not very useful to our forces.

We have three of our mimic/jinx half healers. Also, I recalled everyone who was even halfway useful and then recruited a bit more before we ran out of cash. But we are now negative with a big negative cash flow per turn. So what we have now is all we are going to get. frown The enemy factions started with 750 gold each, so they probably still have money -- they are certainly sending out tons of units each turn.
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