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[Wesnoth-wiki-changes] TheEasternInvasion


From: wiki
Subject: [Wesnoth-wiki-changes] TheEasternInvasion
Date: Fri, 8 Oct 2004 00:07 +0200

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IP: 64.81.113.168
URI: http://wesnoth.slack.it/?TheEasternInvasion
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Index: TheEasternInvasion
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/TheEasternInvasion,v
retrieving revision 1.3
diff -u -r1.3 TheEasternInvasion
--- TheEasternInvasion  4 Oct 2004 01:50:07 -0000       1.3
+++ TheEasternInvasion  7 Oct 2004 22:07:54 -0000
@@ -17,6 +17,10 @@
 the HI most of time, and use the mage when they are in forest and it can get a 
killing blow. By the end of the scenario,
 you should have 2-3 shock troopers and 1 half-advanced mage.
 
+It is sometimes a good idea to recruit another mage on turn 10 or so, since 
you will probably end the gold with less
+than 100 gold anyway, so you save money by buying in advance. (mathematically 
this does make sense). Also, you can get
+them about 10 experience along the way.
+
 <h3>2. Escape Tunnel</h3>
 
 Don't bother recalling HI, they go too slow in caves. Go for a group of mostly 
mages, and a couple of spearmen. If
@@ -25,6 +29,18 @@
 go to the finish. Send the mage to get the gold, and get gweddry to the end of 
the tunnel for a victory.
 
 <h3>3. An Unexpected Appearance</h3>
+
+What you do in this scenario depends on which way you want to go. Going east 
is harder, but brings you more reward, such
+as the chance to go to Mal-Ravanal's Capital (which eventually will be 
worthwhile, but probably isn't now).
+
+Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attacking 
him with Gweddry's melee. It probably
+won't kill him the first turn, so second turn kill the vampire bat he recruits 
with Dacyn and finish Mal-Tar off with
+Gweddry. Then, recall 2 shock troopers and 1 half-advanced heavy infantry on 
the side of the castle you are going (so if
+you are attacking eastward, recall them on the 3 eastern castle hexes). This 
gives them  a headstart in that direction.
+Dacyn might be wounded, so send him to a village. Don't worry, he can fend for 
himself, since the bats usually arrive
+one at a time and he can kill one per turn. Recall any mages with a lot of XP 
and the spearman you gave the holy water
+in the previous scenario, then go whichever way you are going. You might want 
to recruit one throw-away cavalryman to go
+north, since he gives you income and draws away enemies that otherwise would 
attack your main force from behind.
 
 <h3>4a. Elven Alliance</h3>
 






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