UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.8) Gecko/20050610 Firefox/1.0.4 (Debian package 1.0.4-3) IP: 64.81.113.168 URI: http://wesnoth.slack.it/?TheEasternInvasion - - - - - Index: TheEasternInvasion =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/TheEasternInvasion,v retrieving revision 1.20 diff -u -r1.20 TheEasternInvasion --- TheEasternInvasion 21 Jun 2005 16:09:28 -0000 1.20 +++ TheEasternInvasion 13 Jul 2005 01:20:36 -0000 @@ -81,7 +81,7 @@ I would use mostly heavy infantry and spearmen with holy water on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful. -Try to get the opponent to fight you from the sand. Thi gives you something like a 70% CTH. >) +Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. >) <h3>4.5. Mal-Ravanal's Capital</h3> @@ -106,9 +106,16 @@ <h3>6. Two Paths</h3> -Only 12 turns, so you have to go straight north. I used lots of level 2 and 3 mages I had from the previous maps, then -sent the 2 strongest west to fight off the (very weak) undead creatures, while everything else went north, killing the -orc warlord just in time at turn 12. +There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat, +because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by +now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You +should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you +might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not +around him. + +If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of +level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead +creatures, while everything else went north, killing the orc warlord just in time at turn 12. <h3>7a. Undead Crossing</h3> @@ -128,19 +135,28 @@ 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. -In version 9.1 or 9.2 there is only 4 ogres! -<h3>9. Tribal Warfare / Xenophobia? </h3> +<h3>9. Xenophobia </h3> This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25. (Allefant) +Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving +their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have +reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who +will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt +you. + +The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and +in general letting your enemies kill themselves. + <h3>10. Lake Vrug</h3> A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some -trolls attacked along the way, which I chased to get some XP. +trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there +aren't many enemies. <h3>11. Captured</h3> @@ -157,32 +173,21 @@ orcs and trolls. The city has some villages, but I discovered it too late to get >100 gold. I guess it's better to try to finish with few turns and earn bonus. +This scenario changed a lot in 0.9.3, so if you have that version don't pay attention to the above. + <h3>12. Evacuation</h3> 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 -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. +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 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. <h3>13. the Drowned Plains</h3> -Try to reach the dragon fast. He may seem to try to avoid you at first.. but he will attack once you get near him. If -you take too long, undead will attack out of the swamps. They are good to gain some experience though (if you happen to -still have non-levelled-up units at this point). - <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. -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.. - <h3>15. the Council</h3> Only plot in this. You see the inside of the castle. @@ -191,11 +196,9 @@ 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 -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. +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. <h3>17a. The Duel</h3>
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