UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1) IP: 80.220.131.214 URI: http://wesnoth.slack.it/?TheRiseOfWesnoth - - - - - Index: TheRiseOfWesnoth =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/TheRiseOfWesnoth,v retrieving revision 1.14 diff -u -r1.14 TheRiseOfWesnoth --- TheRiseOfWesnoth 12 Jun 2005 20:26:26 -0000 1.14 +++ TheRiseOfWesnoth 27 Jun 2005 05:37:26 -0000 @@ -3,24 +3,30 @@ || Scenario 1 "A summer of storms" || At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen -should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more +should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and +more spearmen. Send them on the "over-the-bridge" road and hire some more troops. Start going with the troops and prince Haldric on the "over-the-bridge" road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp. ||Scenario 2 "The Fall"|| -Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are +Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There +are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assasinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assasinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assasinate the leader is to send mages protected by a spearmen through -the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assasination strategy it is a good +the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assasination strategy it is a +good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience. ||Scenario 3 "A Harrowing Escape"|| +There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you +because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe." + [this is just my comments after playing it once in medium - Allefant] In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience. @@ -28,7 +34,8 @@ ||Scenario 4b "The Swamp Of Esten"|| You should kill western enemy quickly. Send Burin with knights, a white mage, and some other mages west at start. Mages -are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. +are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack +you. You can send some horsemen from the second castle you recruit to strenghten the western front. After you have killed western leader and eliminated troops there you can send the western army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They @@ -72,7 +79,8 @@ ||Scenario 10 "Sewer of Southbay" || As always, don't recruit a lot of units in underground, and don't recruit units which can barely move their. Only -wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and +wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups +and attack both brothers simultanously - else do them one after the other, and then look for the exit. ||Scenario 11 "Southbay in Winter" || @@ -91,9 +99,11 @@ Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were -careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident +careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm +Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. -It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since +It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but +since he leaves a bit later, you may want to give it to another Merman. ||Scenario 13 "Rough Landing" || @@ -127,12 +137,14 @@ left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I split now up my group, sent one half back to the blue leader, and another south. The southern group first killed of the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue -leader finish of the SW leader. The key really are the beginning turns, if you can survive the initial onslaught without +leader finish of the SW leader. The key really are the beginning turns, if you can survive the initial onslaught +without half your troops dieing already, the map is won. || Scenario 18b "Lizard Beach" || -That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main +That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my +main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one bg bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out @@ -141,7 +153,8 @@ || Scenario 20c "The Troll Hole" || -There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground +There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's +underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try @@ -152,7 +165,8 @@ || Scenario 22d "Cursed Isle" || Assassins and Mermen are good units in this. I went first for the north enemy, who was an easy kill since he flew -towards me over the mountains. The southern enemy almost was killed by mermen which I had sent south as scouts, when one +towards me over the mountains. The southern enemy almost was killed by mermen which I had sent south as scouts, when +one of the temples revealed the Midnight queen. Killing here wins the scenario even without killing the other leader. || Scenario 25 "The Vanguard" || @@ -166,7 +180,8 @@ I sent a large group of Grand Knights and Paladins north through the forest path at the very east, and my main army north. The main army came to a halt just near the isle with the two bridges, and with the bulk strategy could easily -fend of all enemies including the cuttlefish. The knights to the east drew away most of the yellow units and killed them +fend of all enemies including the cuttlefish. The knights to the east drew away most of the yellow units and killed +them all. And I had set a few assassins and a great mage to watch the sea against the blue enemy. Then during daylight, both the knights to the east, and the main army in the middle, advanced slowly. The knights were to first kill of the yellow leader, then two turns later also the greeen leader was overthrown by the main army. Finally, sent everything down for
_______________________________________________ Wesnoth-wiki-changes mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/wesnoth-wiki-changes
