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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Wed, 10 Nov 2004 13:13 +0100

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 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.8
diff -u -r1.8 HeirToTheThrone
--- HeirToTheThrone     18 Oct 2004 15:10:53 -0000      1.8
+++ HeirToTheThrone     10 Nov 2004 12:13:51 -0000
@@ -1,32 +1,36 @@
 ||Heir To The Throne||
 
-This is a discussion of Heir to the Throne, the campaign featuring Konrad.
+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.
-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).
+These suggestions are aimed at the "medium" to "hard" difficulty level,
+but they should work for "easy" mode too.
+There are probably many entertaining ways to win on "easy"
+which won't work for harder difficulties, as enemy numbers are too great.
+To follow these descriptions, you should ideally be familiar with 
AdvancedTactics.
+Descriptions should be valid for game versions 0.8 to 0.8.7.
 
-Warning: spoilers ahead!
+||Warning:|| spoilers ahead!
 
 <h3>1. The Elves Besieged</h3>
-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.
+You have enough money to build 6 units (4 costing 18, 2 costing 14),
+for instance a scout, two pairs of archers-fighters, and a shaman.
 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.
+If going west with Konrad, it may be useful to send Delfador north instead.
+This will encourage the northern orc to split its army,
+otherwise Konrad's route to the signpost can get blocked by enemy units.
+If going north, aim for the forest immediately south of the rough terrain.
+If you recruited some scouts, send them to delay the southern orcs,
+but retreat so only one enemy can attack each scout at once.
+Your allies will fight a corridor for Konrad so you can reach
+the north-western grasslands and get to the signpost by turn 14 or earlier.
 Try to get all of your units experience, including the shaman,
-without getting them killed. This is not easy.
+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,
+You can avoid combat and get through quickly for a nice gold bonus,
 but then you have nothing worth recalling for the second scenario.
 
 Early finish bonus: 30 gold per turn.
@@ -35,23 +39,27 @@
 <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
+If you get out of the Elves Beseiged scenario by turn 10 or so,
+you end up with over 200 gold, which is useful for this scenario.
+Build or recall some fast units (scouts or horsemen) and take the villages
+to the south and southwest.  Recall 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.
+Recruit a couple of horsemen for daytime assaults.
+It may be worth taking some of the villages close to your ally's castle,
+this will encourage him to more quickly send mounted troops to help you.
+You are also going to need to recruit 4 to 6 elves including some shamans.
+
+An aggressive strategy is to go straight across the map to the woods
+east of the enemy's castle, hold a defensive position in the woods at night,
+and then to destroy every enemy unit in the hills during the day.
+Finally, simply close in on the enemy castle and destroy the leader.
+You probably need over 200 gold for this to work.
+
+A second technique is to form up inside the northern woods area,
+and then to 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
+The friendly knights 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.
@@ -62,24 +70,28 @@
 <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 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
+You start with only 100 gold, and the key is to gain control of
+most of the villages as soon as possible.  Keep the enemy busy both to
+the west and east of the central lake, to encourage it to split its forces.
+Prioritise capturing and defending villages initially, and try to avoid
+serious engagements until you have built up a powerful army.
+
+The following strategy works well if you take care of your unit placement.
+Protect units you cannot afford to lose from multiple attacks at night or
+when weakened, particularly new horsemen and mages.
+
+First recall or recruit 3 elvish scouts.
+Send two scouts to the southern villages,
+and the third to the village to the northwest.
+Recruit 3 fighters; send one to the south and the other two to the southwest.
+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
+Konrad should 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.
+This scout is usually 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.
@@ -87,29 +99,30 @@
 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,
+Delfador can destroy an enemy unit each turn, especially 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
+Horsemen take too long to cross the forest south of your castle
+but are strong on the western plains during daytime.
+Send newly-recruited horsemen to the west along with mages.
+A shaman is useful to the south and later one can be sent to the west.
+
+Approaching turn 10-12, you should have assembled two reasonably
+powerful forces on each side of the lake.
+The westerly one usually is 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
+almost entirely of elves.
+Remember mages work best against trolls and grunts, and horsemen against 
archers.
+
+You are trying to advance your horsemen to knights and your mages to white/red.
+You would like to get a shaman to a druid but this is tough.
+You want at least one fighter to end up with leadership
 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,
+Move 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.
@@ -121,28 +134,39 @@
 <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).
-
-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.
+In this scenario you have 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,
+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 frees 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 and trolls.
+
+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 on 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.
 
-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.
+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.
+
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</A>.
 
@@ -174,6 +198,7 @@
 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>.
 
@@ -187,12 +212,14 @@
 is waiting to ambush you in another temple.
 Xakae can be a useful source of experience early in the scenario if you 
concentrate
 enough troops to deal with it.
-Moremirmu and Xakae are randomly placed, but the third temple is always empty.
+Moremirmu and Xakae are randomly placed, but the remaining temples are always 
empty.
 
 As well as Mermen, you can only recruit Thugs, Poachers and Footpads during
 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.
+Moremirmu is critical to winning but also quite fragile, so keep him safe at 
night.
+
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</A>.
 
@@ -204,30 +231,36 @@
 the undead leader.  By feinting to the north-west, you can draw off some of the
 orc's forces to the west,
 leaving it vulnerable to an attack through the hills and from the east.
+Use the northern forest to set up a defensive formation with your elves at 
night,
+and attack during the day.
 
-Note that (at least in 0.8) there is no early finish bonus.
+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
 two castles of troops, mostly level 2 if you can, with several healers.
-Move the units in formation along the road to the north-east.  Do not be 
tempted
-to move units into the mountains.  Ignore the troops to the west, focus on the
-north-east leader.  This strategy can give a quick result, but not much 
experience.
+Move the units in formation (probably in two packs)
+along the road to the north-east.
+Do not be tempted to move units into the mountains.
+Ignore the troops to the west, focus on the north-east leader.
+This strategy can give a quick result, but not much experience.
 
 Another way is to take more time.  Capture villages to compensate for the loss
 of the early finish bonus.  (Be careful: some villages may trigger ambushes.)
 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 (try to kill her as usual).
+Subdue Li'sar to win: try to kill her, and she will surrender instead of dying.
 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>.
 
@@ -235,14 +268,16 @@
 Survive 12 turns.
 There are two holy water bottles, which will make melee attacks
 holy for the duration of this scenario.
-These are especially useful for horsemen or other powerful melee units.
-
-One strategy is recruit a large army, defeat one of the enemies, and hole up 
in that enemy's castle.  I use the
-southern-most enemy for this. Elves are not much good against undead; use 
paladins and mages.  I'd recommend letting an
-elvish hero / champion take the holy water, as it's the only way you'll get an 
elf to be effective against the undead
-(horsemen, on the other hand, can eventually become effective by leveling up 
to paladins).
-
-Other people have reported that it works to pack the lake around the starting 
castle with mermen, and hole up there.
+These are especially useful for powerful melee units
+like Elvish Heroes or Champions, which struggle against undead otherwise.
+Horsemen, on the other hand, can gain holy attacks by simply leveling up to 
paladins.
+Mages are very useful against most of the undead enemies.
+
+One strategy is recruit a large army, defeat one of the enemies,
+and hole up in that enemy's castle.
+The southern enemy is popular for this strategy.
+It apparently also works to pack the lake around the starting castle
+with mermen, and hole up there.
 
 No early finish bonus.
 See also the
@@ -419,6 +454,19 @@
 <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!
+
+
+||Credits||
+
+Thanks to:
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=781";>Fulk 
d'Anjou</A>
+for starting this effort,
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=176";>turin</A>
+for reorganising into separate pages,
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970";>ott</A>
+for much of the above text and general subediting, and
+* everyone else who has contributed!
+
 
 ||See Also||
 






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