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[Wesnoth-wiki-changes] [WesnothWiki] ScenarioDiscussion
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[Wesnoth-wiki-changes] [WesnothWiki] ScenarioDiscussion |
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Mon, 30 Aug 2004 17:11 +0200 |
URI http://wesnoth.slack.it/?ScenarioDiscussion
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Index: ScenarioDiscussion
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RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.7
diff -u -r1.7 ScenarioDiscussion
--- ScenarioDiscussion 27 Aug 2004 18:40:07 -0000 1.7
+++ ScenarioDiscussion 30 Aug 2004 15:11:28 -0000
@@ -24,3 +24,25 @@
Note that your friendly knights to the north provided by your ally will cover
your right flank, and you can position yourself to maximize the number of
units you kill if you mingle your right flank with his units and prevent him
from killing weakened enemy units. Also note that regardless how early you kill
the enemy leader the scenario does not reward you with points: you will always
start Isle of Anduin with 100 points.
+
+3. Isle of Anduin. OK, you start with only 100 points and there are lots of
villages out there. You must destroy the enemy leader. The following strategy
+always works if you take care of your unit placement. By this I mean you do
not allow units you cannot afford to lose to be subjected to multiple attacks at
+night when weakened, particularly your new horsemen and mages. That being
said, you first recall your elvish horseman (or maybe he is level 2 by now)
+and you recruit 2 more scouts. You send these to the villages to the south and
the third to the village to the nw. You recruit 3 fighters and send one to the
+se and the other two to the sw. You send Delfandor up to the nw on the first
turn to find the mage and send the mage down to the village next to the
+castle. You send Conrad out to take two nearby villages in the first two
turns, because you have no money left anyway.
+One of the scouts goes as far south as possible, taking villages and
distracting the enemy. This scout always is destroyed by turn 4. That's OK. The
other
+scout in the south usually has to retreat to survive. You try to take all the
villages in the south you can and then reinforce the south slowly and move
south.
+OK, now your main push is in the west because the most villages are there and
you need an income of over 20 per turn to recall all of your good troops. I
+usually use the scout I have sent to the nw village on the island to take all
of the far nw villages. I use Delfandor to destroy an enemy unit each turn. I am
+particularly fond of having the old mage kill off saurians, because these
pesky units can kill weakened units in the rear.
+I send my newly-recruited horseman to the west along with the mage(s). I send
a shaman to the south and later one to the west.
+As we approach turn 10-12 I have assembled two reasonably powerful forces on
each side of the lake, The westerly one usually based on Delfandor and
+horsemen-mage combos with fighters and archers for ZOC purposes, and the
eastern force with almost entirely elves. Basically I do this because if you
+send horsemen south not west it takes them longer to reach combat and thus to
gain xp points.
+Finally: you are trying to get your horsemen to knight and your mages to
white/red. You would like to get a shaman to "tinkerbell" status but I find this
+hard to do. You want one fighter min. to end up a leader and it is nice to
have archers up to level 2. Last, you want to get Conrad up to level 2. You
should
+have been trying to do some of these things earlier but in this scenario you
really need to do most of these things to have a shot at winning the next one.
+And you simply move each group south in tight groups, trying not to get too
agressive at night with the west group, until they meet at the far southern end
+and assault the castle together. If you send scouts and take villages the
enemy leader will come out and try to retake them, giving you a chance for an
early
+victory.
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