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[Wesnoth-wiki-changes] ScenarioDiscussion
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wiki |
Subject: |
[Wesnoth-wiki-changes] ScenarioDiscussion |
Date: |
Fri, 1 Oct 2004 00:11 +0200 |
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Index: ScenarioDiscussion
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RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.9
diff -u -r1.9 ScenarioDiscussion
--- ScenarioDiscussion 16 Sep 2004 00:45:52 -0000 1.9
+++ ScenarioDiscussion 30 Sep 2004 22:11:41 -0000
@@ -1,7 +1,7 @@
Nobody has seen fit to write a discussion of the "Konrad" Scenarios in
English, so I thought I would begin, if only to
-provide
-grounds for trenchant criticism from
-more experienced and abler players:
+provide grounds for trenchant criticism from more experienced and abler
players. These descriptions are for the
+"medium" difficulty level (as "easy" lets you get away with sloppiness and
"hard" is for people who are comfortable with
+AdvancedTactics). Please improve these and add your own for later levels.
1. The Elves Beseiged. You have enough money to build a cadre of level 1
soldiers. I usually buid a scout, two pair of
archers-fighters, and a shaman. Then
@@ -72,3 +72,26 @@
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.
+
+4. Bay of Pearls. In this scenario you have, basically, two independent
battles (at least at first).
+At sea, you must fight the sea leader, his nagas, bats, and sea orc with your
mermen. Mermen and nagas both have high
+defense in water and few attacks, so combat can be a bit slow and frustrating.
On the first turn, use Konrad to free
+the first batch of mermen; one of these can go free the second, who free the
third. Then send a few down the right-hand
+side to free the mermen guarded by the nagas - two mermen is usually enough,
one to get attacked by the nagas and the
+other to slip past and free a cageful of mermen. Don't forget to send one
merman down to grab the Storm Trident.
+On land, you have to fight off a wave of orcs.
+Once you have won the sea battle, you can send your mermen in to harass or
assassinate the land orc leader, usually
+getting almost all of them killed but reducing the pressure of your land
forces. Your land forces are hindered
+primarily by the small numbers you can recruit at a time and by the time it
takes for them to cross the river and get to
+the front.
+The outcome of this battle affects the next scenario. If you kill the sea
leader, you wind up on Isle of
+the Damned; if you kill the land leader you wind up on Muff Malal's Peninsula.
If you kill both, you get a choice. You
+fight undead either way, but on Muff Malal's Peninsula, you can keep using
your units and leveling them up. On Isle of
+the Damned, you can't use your usual units but you can get some free
assistance from an extra-powerful white mage for
+later in the game.
+
+5a. Muff Malal's Peninsula
+
+5b. Isle of the Damned
+
+6. The Siege of Elensefar