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Index: TheEasternInvasion
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/TheEasternInvasion,v
retrieving revision 1.16
diff -u -r1.16 TheEasternInvasion
--- TheEasternInvasion  9 May 2005 21:11:54 -0000       1.16
+++ TheEasternInvasion  21 Jun 2005 16:04:24 -0000
@@ -1,7 +1,8 @@
 This is a discussion of The Eastern Invasion, the campaign featuring Gweddry 
General of Wesnoth.
 
 Perhaps this will provide grounds for trenchant criticism from more 
experienced and abler 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
+are aimed at the "medium" difficulty level (as "easy" lets you get away with 
sloppiness and "hard" is for people who
+are
 comfortable with Advanced Tactics). Please improve these and add your own for 
later levels.
 
 Warning: spoilers ahead!
@@ -10,11 +11,13 @@
 <h3>1. The Outpost</h3>
 
 it is probably best to recruit 5 heavy infantry and 1 mage on this scenario. 
The heavy infantry can flag the villages
-surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the 
northern forest village on turn 2 if quick.
+surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the 
northern forest village on turn 2 if
+quick.
 
 Sending 2 HI south, to the revenants, is a good idea because you can usually 
get both of them a 2nd level kill without
 having either die. The other ones should stand and fight against the enemies 
coming at you from the north and east. Use
-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,
+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
@@ -30,7 +33,8 @@
 
 <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
+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
@@ -51,7 +55,8 @@
 The Orc's warning about the assassin is overrated; Volas can probably take 
care of it himself, although you might want
 to leave ONE unit near him to make sure.
 
-Recruit / recall a wide assortment of units, mostly mages, spearmen and 
cavalry. Send mages and spearmen up to fight the
+Recruit / recall a wide assortment of units, mostly mages, spearmen and 
cavalry. Send mages and spearmen up to fight
+the
 opponent, send cavalry down as scouts. Any heavy infantry should go up to 
fight also; they will probably arrive late,
 and be good for reinforcements when the first troops are wounded.
 
@@ -62,7 +67,8 @@
 The elves are defeated most of the time, and the orcs claim this village; it 
is crucial to kill the orc on this vilage
 and take it over with a resilient spearman, or a HI.
 
-Once you have gotten past turn 6, it will be day, and the orcs will be very 
easy to defeat. When the assassin appears on
+Once you have gotten past turn 6, it will be day, and the orcs will be very 
easy to defeat. When the assassin appears
+on
 turn 7, ignore it unless you have a cavalryman still down there. In that case, 
use it to fight the assassin. Keep
 pressing up. By turn 9, the orcish leader should be dead.
 
@@ -89,7 +95,8 @@
 The main challenge is the criminals. They appear randomly in the villages you 
flag, but not in those Owaec flags. So
 don't worry about him uncovering enemies for you. Since when you capture a 
village the outlaws surround it, you should
 surround each village before you capture it, so the enemy surrounds you. This 
makes it so they can't gang up on one of
-your units with more than 3 people. Also, when you capture a village, try to 
kill as many enemies as you can before they
+your units with more than 3 people. Also, when you capture a village, try to 
kill as many enemies as you can before
+they
 get a turn.
 
 Faster units are good on this level, since you need to run quickly around from 
village to village. Probably 1-2
@@ -104,6 +111,11 @@
 
 <h3>7a. Undead Crossing</h3>
 
+Nicknameless person thinks that this is easier choice, because you're facing 
lich. Lich is turned to undead so its
+weak to fire, imoact and holy attacks, unlike Necromancer. Just get all those 
units with holy water, recruit lots of
+heavy infantry and mages, get everyone over river, to the east coast of island 
the lich is in. Wait there until its
+daytime, and then simply CHARGE!!!
+
 <h3>7b. The Crossing</h3>
 
 I had only 100 gold, so recruited some units and went straight north from turn 
one on. The fighting in the water was
@@ -115,6 +127,8 @@
 I made it 5 turns with 2 ogres remaining by killing two of them right at the 
start with Gweddry, then letting the other
 two chase Dacyn and Owaec. But since you won't need any ogre's later, simply 
kill all four.
 
+NOTE:In version 9.1 or 9.2 there is only 4 ogres!
+
 <h3>9. Tribal Warfare / Xenophobia? </h3>
 
 This one was pretty easy. I recruited as much as I could, then went straight 
west to the elves, since they looked
@@ -146,8 +160,10 @@
 
 In version 0.9.1, this one seems to be a bit unbalanced (i.e. too easy). I 
recalled all my strong units because of the
 messages that you
-have to move everyone you want to keep south and then destroy the bridge. But 
instead, I could kill all three enemy leaders
-in just a few turns and no losses (I had only level 2 and 3 units). First I 
moved my whole army to the eastern Orc, then
+have to move everyone you want to keep south and then destroy the bridge. But 
instead, I could kill all three enemy
+leaders
+in just a few turns and no losses (I had only level 2 and 3 units). First I 
moved my whole army to the eastern Orc,
+then
 to the southern, then to the Troll, and was done in 6 turns. That way I didn't 
have to blow up the bridge (which isn't
 worth seeing - I expected a big explosion, but the bridge just disappeared) 
and could keep all recruits, not just the
 ones I recalled.
@@ -160,7 +176,8 @@
 
 <h3>14. Approaching Weldyn</h3>
 
-One strategy, especially if you carried over no gold at all, is to have 
Gweddry make for the castle as fast as possible.
+One strategy, especially if you carried over no gold at all, is to have 
Gweddry make for the castle as fast as
+possible.
 Don't recruit at all, and make Dacyn and Owaec hide in the forests while 
Gweddry runs south as fast as he can..
 
 If you can recruit 10-20 units, there may be another strategy, opposing the 
undead hordes..
@@ -172,8 +189,10 @@
 <h3>16. Weldyn Under Attack</h3>
 
 Luckily, you have a lot of allies, and a lot of watchmen (who can only move 
along their assigned positions). In version
-0.9.1, medium, this was quite easy. I recruited as much as I could, and moved 
all towards the eastern enemy. I lost most
-of my watchmen, but no other units. After I had defeated the eastern enemy, 
sent some of my not yet fully levelled units
+0.9.1, medium, this was quite easy. I recruited as much as I could, and moved 
all towards the eastern enemy. I lost
+most
+of my watchmen, but no other units. After I had defeated the eastern enemy, 
sent some of my not yet fully levelled
+units
 around to hunt some undead and gain XP, until turn 18. In the end, you get a 
choice to either fight Mal-Ravanal in a
 duel, or in another big battle.
 
@@ -186,7 +205,8 @@
 <h3>17b. Weldyn Besieged</h3>
 
 I had hoped for a big final battle like in Heir of the Throne - but instead I 
could assassinate Mal-Ravnal in just 5
-turns. Apparently, the later scenarios in "Eastern Invasion" aren't balanced 
yet (version 0.9.1 here, medium difficulty).
+turns. Apparently, the later scenarios in "Eastern Invasion" aren't balanced 
yet (version 0.9.1 here, medium
+difficulty).
 
 ||See Also||
 




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