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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Sun, 3 Oct 2004 19:24 +0200

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URI: http://wesnoth.slack.it/?HeirToTheThrone
 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.1
diff -u -r1.1 HeirToTheThrone
--- HeirToTheThrone     3 Oct 2004 16:24:16 -0000       1.1
+++ HeirToTheThrone     3 Oct 2004 17:24:10 -0000
@@ -9,92 +9,80 @@
 Warning: spoilers ahead!
 
 <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
-terminology, and north, over the bridge. I prefer north. As soon as you cross 
the bridge turn west. Shoot for the area
-immediately south of the rough
-terrain. Your allies will fight a corridor for you so that you can turn north 
after passing south of the rough terrain
-and get to the signpost by turn 14. I am
-trying to get all my units experience, including the shaman, without killing 
them off. This is not easy. You can avoid
-combat and get through, but then you
-have nothing worth recalling for the second scenario.
+You have enough money to build about 6 level 1 units. I usually buid a scout, 
two pairs of archers-fighters, and a
+shaman. Then I'm off with old Delfador to the north west. There are two 
routes: west past the druid, and north, over the
+bridge. As soon as you cross the bridge turn west. Shoot for the area 
immediately south of the rough terrain. Your
+allies will fight a corridor for you so that you can turn north after passing 
south and get to the signpost by turn 14.
+Try to get all of your units experience, including the shaman, without getting 
them killed. This is not easy. Try to let
+your allies wound the enemy, and get the killing blow. Usually, with your 
help, the elves will fight to the enemy
+leader, and you can usually get one of your archers the killing blow, which 
will level him up.
+
+You can avoid combat and get through, but then you have nothing worth 
recalling for the second scenario.
+
 
 <h3>2. Blackwater Port</h3>
-If you get out of the Elves Beseiged scenario by say, turn 10, you end up with 
over 200 gold 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
-experience. You are going to recruit a couple of horsemen. You are going to 
need to recruit 4 or 5 other elf units
-including a shaman or two.
+If you get out of the Elves Beseiged scenario by say, turn 10, you end up with 
over 200 gold 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 experience. You are going to 
recruit a couple of horsemen. You are going
+to need to recruit 4 or 5 other elf units including a shaman or two.
+
 I have won this two different ways: first, I go straight across the map to the 
village with the rocks on its east, and
-assault and destroy every enemy unit in
-that area. Then I simply close in on the enemy castle and destroy the leader. 
The second and preferred technique is to
-form up inside the northern woods
-area, and then move out into the open ground to the nw of that block of woods, 
during the day if possible, and engage
-the enemy. You must be patient and
-let the enemy come to you in this strategy.
-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: you will always start Isle 
of Anduin with 100 gold.
+assault and destroy every enemy unit in that area. Then I simply close in on 
the enemy castle and destroy the leader.
+The second and preferred technique is to form up inside the northern woods 
area, and then move out into the open ground
+to the nw of that block of woods, during the day if possible, and engage the 
enemy. You must be patient and
+let the enemy come to you in this strategy. 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.
+
+No early finish bonus.
 
 <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
-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.
+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 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 these 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.
+usually based on Delfador 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 a druid 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 
Konrad 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.
+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.
 
-Note that (at least in 0.8) there is no early finish bonus.
+No early finish bonus.
 
 <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
 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.
+
 Try recalling and recruiting in pairs: one fast and one slow unit at a time,
 that way the island will not become a bottleneck.
 






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