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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Sun, 17 Oct 2004 16:15 +0200

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 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.6
diff -u -r1.6 HeirToTheThrone
--- HeirToTheThrone     9 Oct 2004 10:36:42 -0000       1.6
+++ HeirToTheThrone     17 Oct 2004 14:15:58 -0000
@@ -1,3 +1,5 @@
+||Heir To The Throne||
+
 This is a discussion of Heir to the Throne, the campaign featuring Konrad.
 
 Perhaps this will provide grounds for trenchant criticism from more 
experienced players.
@@ -9,63 +11,110 @@
 Warning: spoilers ahead!
 
 <h3>1. The Elves Besieged</h3>
-You have enough money to build about 6 level 1 units. I usually build 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.
+You have enough money to build 6 units, for instance a scout,
+two pairs of archers-fighters, and a shaman.
+Then I'm usually 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
+when you have reached the western grasslands, 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 the northern 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.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2881";>forum 
discussion</A>.
 
 <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.
-
-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.
+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 also going
+to need to recruit 4 or 5 elves 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 northwest 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.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2929";>forum 
discussion</A>.
 
 <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 these and the other two to the sw. You send Delfador 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 Konrad 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 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
+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 northwest.
+You recruit 3 fighters and send one to these and the other two to the 
southwest.
+You send Delfador up to the northwest on the first turn to find the mage and
+send the mage down to the village next to the castle.
+You send Konrad 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 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 northwest village on the island
+to take all of the far northwest 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 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 experience.
+Finally: you are trying to get your horsemen to knights 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 at least one fighter 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
+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 of the island,
+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.
 
 No early finish bonus.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2959";>forum 
discussion</A>.
 
 <h3>4. Bay of Pearls</h3>
 In this scenario you have, basically, two independent battles (at least at 
first).
@@ -90,6 +139,8 @@
 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.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</A>.
 
 <h3>5a. Muff Malal's Peninsula</h3>
 This is an easy scenario, and your aim here should be to build up your gold
@@ -119,6 +170,8 @@
 from the north-west.  Don't forget to use Konrad in the attack.
 Note that (at least in 0.8) there is no early finish bonus, so take your time.
 Attack only during the day, when the undead are weakest.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3178";>forum 
discussion</A>.
 
 <h3>5b. Isle of the Damned</h3>
 Konrad is shipwrecked, so you start out with 100 gold and can't recall units.
@@ -136,6 +189,8 @@
 this scenario.
 This is the only time in the campaign that outlaws can be recruited,
 but any outlaw units surviving this scenario can be recalled later.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</A>.
 
 <h3>6. The Siege of Elensefar</h3>
 It is always worth accepting help from the thieves, there is nothing to be
@@ -147,6 +202,8 @@
 leaving it vulnerable to an attack through the hills and from the east.
 
 Note that (at least in 0.8) there is no early finish bonus.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3224";>forum 
discussion</A>.
 
 <h3>7. Crossroads</h3>
 A lot of people struggle with this one.  You can try running for it: recall
@@ -160,10 +217,15 @@
 Send a large force to the north-west along the road, and take care of that 
leader.
 Then travel to the north-east, perhaps even choosing a route through the hills
 to trigger ambushes, picking off enemies to score experience points.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3281";>forum 
discussion</A>.
 
 <h3>8. The Princess of Wesnoth</h3>
-Subdue Li'sar to win.  She brings in additional forces on turns 5 and 10, but
+Subdue Li'sar to win (try to kill her as usual).
+She brings in additional forces on turns 5 and 10, but
 only 3 units at a time and not very powerful ones at that.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3401";>forum 
discussion</A>.
 
 <h3>9. The Valley of Death</h3>
 Survive 12 turns.
@@ -179,6 +241,8 @@
 Other people have reported that it works to pack the lake around the starting 
castle with mermen, and hole up there.
 
 No early finish bonus.
+See also the
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3402";>forum 
discussion</A>.
 
 <h3>10. Gryphon Mountain</h3>
 If you kill the Mother Gryphon before the orcs do, you can then recruit
@@ -259,7 +323,8 @@
 <h3>17. Hasty Alliance</h3>
 Li'sar joins forces with you to defeat the troll leader,
 giving you 200 gold and up to 500 gold worth of allied troops to assist.
-The key to this scenario is breaking away from the enemy forces that 
immediately surround you.
+The key to this scenario is breaking away from the enemy forces that 
immediately
+surround you.
 Once you have defeated the first wave,
 it is relatively easy to finish off any remaining trolls and get to the troll 
leader.
 
@@ -304,16 +369,21 @@
 This is just a cut-scene providing storyline, no player input is involved.
 
 <h3>23. The Valley of Statues</h3>
-You must kill all leaders, including the orc. You therefore need to unfreeze 
the orcs, by sending a unit to the temple
-in the south-east: a Gryphon Rider or Master is very useful for this. All the 
statues (including any of your own units
+You must kill all leaders, including the orc.
+You therefore need to unfreeze the orcs, by sending a unit to the temple
+in the south-east: a Gryphon Rider or Master is very useful for this.
+All the statues (including any of your own units
 that were turned to stone) are then unfrozen at once, and all cockatrices 
vanish.
 
-There is also an enemy Yeti in the cave in the west. It is very useful for 
getting experience
+There is also an enemy Yeti in the cave in the west.
+It is very useful for getting experience
 (it gives 32), so a good idea is to send some 2nd level units there to finish 
it off,
 hopefully with a druid and using mostly ranged attacks.
-You might want to give a 1st level unit a killing blow, so it almost 
immediately advances.
+You might want to give a 1st level unit a killing blow,
+so it almost immediately advances.
 
-The orcs will fight you as well as the mages, once unfrozen; you can use this 
to your advantage.
+The orcs will fight you as well as the mages, once unfrozen;
+you can use this to your advantage.
 If you surround the orcish leader before unfreezing the statues,
 you don't give them time or space to recruit or get in formation.
 However, some might consider it cheating,
@@ -337,11 +407,14 @@
 fast and powerful units like Grand Knights, Lancers or Paladins are important.
 When any of the other enemy leaders is killed,
 it is replaced with one or two knights (two or three in Hard).
-Reportedly, one way to win is to gang up on Bayar with Gryphon Masters
+Reportedly, one way to win is to gang up on Bayar with fast units
 while attacking the south-eastern leader with the rest of your army.
-Recently rebalanced -- does someone have an updated, working strategy?
 
 No early finish bonus.
+
+<h3>26. The Battle for Wesnoth</h3>
+Defeat Asheviere and reclaim the throne.
+No early finish bonus, but the campaign ends here so it hardly matters!
 
 ||See Also||
 






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