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 1.36 diff -u -r1.36 HeirToTheThrone --- HeirToTheThrone 5 May 2005 21:13:41 -0000 1.36 +++ HeirToTheThrone 6 May 2005 17:05:25 -0000 @@ -141,13 +141,14 @@ <h3>3. Isle of Anduin</h3> Kill the enemy leader. -You start with only 100 gold, and the key is to gain control of -most of the villages as soon as possible. -As the gold starts coming in, you can then build up your army. -Keep the enemy busy both to the west and east of the central lake, -to encourage it to split its forces. -Prioritize capturing and defending villages initially, and try to avoid -serious engagements until you have built up a powerful army. +Regardless of how much gold you made in the previous scenario, you +start with only 100 gold. +The key to victory is to control the villages, earning the gold you need to +recruit or recall troops. +Send elvish scouts south through the forest and horsemen west across +the river and into the plains. This will also encourage the enemy +to split their forces. +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 @@ -189,20 +190,18 @@ 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. - Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together. +If you are a new player, you've probably been focusing on game mechanics and +how the units and terrain interact. +If so, it's time to give serious thought to +leveling up some units by allowing them to strike the killing blow. +When Konrad or an elven fighter is at level 2, they get the "leadership" skill. +When a shamen levels up, they get the "cure" skill. + Early finish bonus for killing the enemy leader. See also the @@ -212,21 +211,22 @@ Kill one or both enemy leaders. This scenario features a new terrain type - water. -You must fight the sea leader, a sea orc, bats, and nagas, -bats, and sea orc with a new unit, the mermen. -It will be very difficult for your horsemen and elves to reach the island +You must fight the sea leader, a sea orc, bats, and nagas with a new unit, the mermen. +It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. -You must concentrate as many of your mermen on a single enemy unit -rather than attacking many units each turn. +You must concentrate as three or four mermen on a single enemy unit +rather than spreading your attacks piecemeal. - -On the first turn, Konrad should recruit or recall some units. +On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. +Summon in pairs: one fast and one slow unit. One will be able to +move onto the island next turn, while the other wades through the river. -Then, move him to the cage on the island just to the east. +Then, move Konrad to the cage on the island just to the east. This will free some mermen. +(How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on. There is another cage to the northeast, and one far to the north. Your second tactical decision is which of these two objectives will @@ -234,9 +234,12 @@ Even further north is the Storm Trident, which must be picked up by one of your mermen. This ranged attack will be crucial in -killing the sea leader. -If you win the sea battle, your mermen can harass or even -assassinate the land orc leader, although you should expect heavy losses. +defeating the sea leader. +If you win the sea battle, you can use the mermen in one of two ways. +You can harass or even assassinate the land orc leader, +although you should expect heavy losses. +Or, you can attempt to lure the land orcs into the water, where they +will be easy prey. On land, you have to fight off a wave of orcs and trolls heading south and then west. @@ -245,11 +248,10 @@ You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. -Summon in pairs: one fast and one slow unit. One will be able to -move onto the island next turn, while the other wades through the river. Careful management of your killing blows should allow several units -to get to Level 2. It will be easy for the horsemen to get all the kills, +to get to Level 2. A charging horseman does so much damage it +will be easy for the horsemen to get all the kills, but try to get Konrad, a shaman, the merman with the trident, and an elven fighter leveled up. @@ -312,7 +314,6 @@ You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw. In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. - This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.
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