UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.7.7) Gecko/20050414 Firefox/1.0.3 IP: 198.80.151.253 URI: http://wesnoth.slack.it/?HeirToTheThrone - - - - - Index: HeirToTheThrone =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v retrieving revision 1.33 diff -u -r1.33 HeirToTheThrone --- HeirToTheThrone 5 May 2005 17:30:26 -0000 1.33 +++ HeirToTheThrone 5 May 2005 19:36:12 -0000 @@ -27,26 +27,56 @@ ||Warning|| spoilers ahead! <h3>1. The Elves Besieged</h3> -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. -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! -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 it up. +Both Konrad and Delfador must survive, and Konrad must escape to the +signpost in the northwest corner of the map by turn 16. -You can avoid combat and get through quickly for a nice gold bonus, -but then you have nothing worth recalling for the second scenario. +Terrain dictates two routes to the signpost: +west to the druid and then north, +or north over the bridge and then west. +If Konrad goes west, consider sending Delfador north to +encourage the northern army to split. +Otherwise, Konrad's route might be blocked by enemy units. +If you take the northern path, veer west just south of the rough terrain. + +You have enough money to build 6 units (4 costing 18, 2 costing 14). +For example: two scouts, a shaman, an archer, and two fighters. +If you recruit scouts, send them south to capture villages that do +not have red flags. They will also delay the southern orcs. +Use the ctrl-v command to see how far all enemy units will be able to +move on their next turn. +Click on an unoccupied hex and then move the cursor over an enemy unit +to see how far that unit will be able to move. +Position the scouts so only one enemy can attack each scout at once. +Do not let them be surrounded, or they will be pinned down and killed! + +Your allies will attempt to defend a corridor for Konrad to reach the signpost. +Your primary goals in this scenario are +to learn how your units move and fight, +and observe the strengths and weaknesses of the orcish units. Do not attempt +to stand and fight! Not only are you and the elves outnumbered, but many +of the orcs are higher-quality Level 2 units. + +Your secondary goal is to try and have your units earn experience points, so +they can become Level 2 (or higher.) +A unit gets one EP for surviving in combat, +and eight EPs per level for striking the death-blow on an enemy unit. +Let your allies lead the attack and bear the brunt of the enemy blows before +you slip in an elf to deliver the killing blow. +Earning experience in this scenario, without having your units killed, +is quite difficult, because the orcs are very strong and +your elvish allies are just as eager to earn experience as you are! + +Another strategy is to do no recruiting and instead move Konrad west to the castle. +After a turn or two, the Elven Lord there will move out +and allow Konrad to move to the Keep and do some recruiting. +This will change where the orcish units move. + +Finally, +you can do no recruiting, avoid combat, and move Konrad +to the signpost as fast as possible for a nice gold bonus -- +but then you will have no units to recall in the second scenario. +There are two options on the Preferences dialog that will speed things up: +"Skip AI Moves" and "Accelerated Speed". Early finish bonus: 30 gold per turn.
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