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Swamplings wesnoth SG 3

I'll give it a shot. Results in 5 hours.

Edit: Well, that was stupid. I moved forward, and suddenly i got a loyal unit which must be protected.... in the range of a horseman. In the ai's turn she was killed immediately. Someone else start this.
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I will start, what difficulty are we playing this on, max?
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Amelia, that was exactly what I was worried about. All our semi-decent units are still so weak that a horseman can insta-kill them. So we can't really risk using them at all. frown

And the level 0 guys just don't have enough strength or movement to be of much use at all, except as targets.
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Ok, intro for those who haven't seen it yet.

We are a tribe of goblins in between the time of wolfriders and the time.. well when there were not wolfriders.

A human called Knight Shining rides into our swamp and decides to use us as target practice, we decide we do not like this and try to defend ourselves.

The map for scenario 1 is as below:

[Image: Scenario%201%20map.jpg]

To beat these troops we have the following resources on hand (assuming hard):

[Image: Status%20Table.jpg]

And our mighty troops as mentioned will make them fear us, leading us we have the mighty Clammie!

[Image: clammie.jpg]

Leadership you will be familiar with, swamp savvy is 'better defense and quicker in swamp'

And his loyal knights

[Image: Scenario%201%20Recruit.jpg]

Note the spearmen will all come with 1 random nega-trait, either:

Dim: 20% more exp needed to advance
Slow: -1 move, 5% more HP
Weak: -1 HP and -1 melee damage

We will also pick up 2 silver units, 1 loyal unit and 1 other unit while we play the first turns, but I will get to them when they appear
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I played though quickly on medium, and once I learned how to use the little guys it wasn't too much trouble. That said, I wouldn't object to staying on medium if everybody else wanted to
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General tactics for this level. As has been mentioned, the goblins get 1 hit by a horseman charge, and other than the special goblins, have shocking defense in swamps so that hit is likely to land.

What I therefore decided is that the spearman are all expendable roadbumps. work together in teams, one takes the hit and dies, then you get all his friends to swarm on and bring them down, where possible giving last hit to the heros.

If we did choose to have a standard goblin advance what order do we feel the nega-traits line up from least harmful to most? I guess dim - slow - weak?
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Ok, played the first 3 turns on hard, can backtrack if people think thats too much.

We have unleashed the hidden goblins on the map (on normal there was 1 more wolf), they are:

Eeep and Howler
[Image: Eeep%20and%20Howler.jpg]

And Misris
[Image: Misris.jpg]
Nightstalk is invisible during the night unless the enemy is next to you

I basically spammed 2 turns of goblins, and sent them north, we should send about 3 west to grab those villages too. Try to settle in the fortress and group up, hopefully the horsemen will come down in ones and twos and we can swarm them

[Image: S1%20T3%20South%20Map.jpg]

[Image: S1%20T3%20North%20Map.jpg]

The Save
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Thanks for getting us under way, Jkaen! smile

Note that Clammie, Misris, and Eeep are all required to survive. So we have to be very careful about exposing them to danger. This means keeping in mind that all our other units are level 0, and do not have ZOC -- the enemy can move past them and attack our back lines. yikes

The slow level 0 types are especially useless, as they can move through only a single swamp/water tile per turn. frown Use them as road bumps whenever possible. Otherwise the level 0 units have pretty decent melee attack and a tiny (mostly useless) ranged attack.

The problem I had playing this on Hard is that all the enemy horsemen grouped up and attacked the central castle/fortress tiles together. I was losing 4 or 5 goblins every turn, while only being to swarm maybe 1 horseman. frown And we don't have nearly enough goblins to survive that kind of exchange rate.
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the way i handled this one in my SP was to keep Clammie in base to keep pumping out military untill i couldn't afford anymore and then make a line on the road in the middle forcing the enemy to attack from swamp (which it's horribad at defending), pushing forward towards the keeps in a lull, waiting out the enemy to run dry of cash
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I think it's possible to recruit from the middle castle. There's a keep there with one empty space. Sure it's one goblin per turn, but better than nothing.
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