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[Wesnoth-wiki-changes] ScenarioDiscussion


From: wiki
Subject: [Wesnoth-wiki-changes] ScenarioDiscussion
Date: Sat, 2 Oct 2004 14:00 +0200

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 - - - - -
Index: ScenarioDiscussion
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.10
diff -u -r1.10 ScenarioDiscussion
--- ScenarioDiscussion  30 Sep 2004 22:11:41 -0000      1.10
+++ ScenarioDiscussion  2 Oct 2004 12:00:05 -0000
@@ -1,9 +1,10 @@
 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.  These descriptions are for the
+provide grounds for trenchant criticism from more experienced and abler 
players.  These descriptions are aimed at 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
+<h3>1. The Elves Besieged</h3>
+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
 I'm off with old Delfador to the north west. There are two routes: west past 
the "Tinkerbell" elves, as I called them
 when ignorant of the vast Wesnoth unit
@@ -15,7 +16,8 @@
 combat and get through, but then you
 have nothing worth recalling for the second scenario.
 
-2. Blackwater Port. If you get out of the Elves Beseiged scenario by say, turn 
10, you end up with over 200 points and
+<h3>2. Blackwater Port</h3>
+If you get out of the Elves Beseiged scenario by say, turn 10, you end up with 
over 200 points and
 that is good for this scenario. You
 need to build a few scouts and go out and take the villages to the south and 
southwest. You recall your archer and
 fighter units that have significant
@@ -34,7 +36,8 @@
 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
+<h3>3. Isle of Anduin</h3>
+OK, you start with only 100 gold, but 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
@@ -73,7 +76,8 @@
 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).
+<h3>4. Bay of Pearls</h3>
+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
@@ -90,8 +94,32 @@
 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
+<h3>5a. Muff Malal's Peninsula</h3>
+Your aim here should be to build up your gold by controlling villages, and
+ideally by finishing early.
+The enemy recruits bats to capture villages, and hordes of Walking Dead
+to keep you busy.  The occasional Dark Adept can be dangerous on Hard 
difficulty,
+but is vulnerable to melee attack, especially from knights.
+
+One approach is to recall a few level 2 units supported by a mage.  These units
+build a defensive position in the south-east, using hills and forest for cover.
+Two mounted troops capture villages in the north and west,
+while a scout and archer cover the hills in the middle against bats.
+A merman or two distract enemy bats and capture sea villages.
+If you can recall the merman which picked up the trident
+in Bay of Pearls, it will be able to dispatch bats easily on its own.
+
+During daytime, your main force advances to one of the villages in
+the south-east, where you wait for waves of Walking Dead to attack.
+An advanced melee unit can use the village
+defense bonus to survive attacks, and heal between turns.
+By the time it is low on hit points, it should be advancing to level 3.
+
+You should now control most villages, and can recruit or recall
+a few additional troops.
+Launch an offensive from the south-east, supported by your horsemen advancing
+from the north-west.  Don't forget to make use of Konrad in the attack.
 
-5b. Isle of the Damned
+<h3>5b. Isle of the Damned</h3>
 
-6. The Siege of Elensefar
+<h3>6. The Siege of Elensefar</h3>






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