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Parrhesia and Integrity's Guide to Surviving Wesnoth


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1 hour ago, BrightBow said:

Orc1: Surrender or die, tree shaggers!

Velon: Okay, we surrender.

Orc2: Did I mention that we do not take prisoners? Die!

Such a bunch of douches.

#Malindidnothingwrong

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22 hours ago, BrightBow said:

I don't quite get how the game labels difficulty levels. This campaign is labeled as "hard level" and the selectable difficulties are "easy", "normal" and "hard", same as Heir to the Throne which is labeled as "Novice level". Meanwhile DiD was labeled as "Intermediate" and the selectable difficulties are "normal", "challenging" and "difficult". It's like in some campaigns the difficulty levels were named relatively to the other campaigns while in others difficulty levels were named only relatively to themselves.

there is no logic. this is where logic goes to die. this is a disparate set of campaigns made by many people of vastly different abilities and dedications.

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Spoiler

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It's time for Crossroads.

 

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We just get yeeted into the map. It's such a filler chapter.

 

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So the thing with Crossroads is that you have to defeat the green lord to win, and all of the hills have random ambush-spawn orcs in them that only trigger when you try to walk by them, so you're meant to stick to the road and push through to green while holding a line against blue, I guess?

FAKE EDIT: Blue is green, green is blue, I'm just blind. I'm not retaking the screenshots. You have to kill the blue lord, denoted as green.

 

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Naturally, this is the plan. Fuck sense and reason. Everyone dies.

 

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I already told them, nerd.

The first two houses you visit by the main base release a loyal fighter and archer.

 

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Thanks.

 

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I just realized I never linked Kalenz's bestiary, did I? Parrhesia didn't either. He's super generic, he's got like a 7x4 sword and a 6x3 arcane magic attack. He's boring strong.

 

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My posturing gets blue to start going through the hills, just as planned. Time to open a four-front war.

 

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I already get dogged by a reinforcement. Whatever.

 

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Crossroads is actually kind of a fun map, despite being Extremely Filler. You just get a goddamn load of guys, and two enemies who only recruit tier 1 units, and you go whole ham.

 

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You tear through them like butter.

 

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You just spend turn after turn destroying so many men.

 

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A guide I read once honestly recommends just farming experience here. I won't. I'm not a punk.

 

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Honestly, this map is a celebration of the wonderful simplicity of Wesnoth's system. The RNG is a bit of a bitch, sure, but

 

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oops rest in peace

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the map gives you enough Meat that you can protect your strong men, and have enough guys to throw at any given problem to handle it, without having enough guys to throw at every problem to handle it. It's a very fine balance, and one that both this campaign and Wesmere will miss repeatedly, but Crossroads strikes it.

 

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This map makes you feel powerful.

 

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It's honestly a bit unfair. There's a good reason that Heir to the Throne lets the enemy recruit tier 2 and even 3 enemies directly later on.

 

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They honestly just cannot keep up with this level of quality.

 

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If we're being honest, it's over. There are five enemy units on the map. One is tier 3, one is tier 2, three are tier 1. The game is finished.

 

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Crossroads is filler, Crossroads revels in being filler, and Laura promoted again.

 

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We're touching peak elfwank. We're getting there. Enchantresses are just bigger sorceresses, but with an exceptionally rare tier 4 promotion. Fun fact, the elf faction in multiplayer gets both of the vanilla accessible tier 4 units!

 

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Fun fact, running into a hidden unit, whether it's a legitimate hidden unit like a ranger in the trees or a script spawn like this orc in the hills, eats all of your movement and now this poacher is stuck and can only attack. He survives. I don't think even full hits would have done him in.

 

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Ha.

 

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It doesn't matter. Haldiel just oneshots one of the threats.

 

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The south is a complete rout.

 

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An archer promotes me a sharpshooter.

 

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Laura fucking destroys the side boss.

 

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She actually doesn't, and I finagle the kill onto Kalenz.

 

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With that, green is gone.

 

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Meanwhile, the blue front has triggered what's probably most of the ambush spawns, and blue himself is shitting out zero to one units a turn.

 

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Welp.

 

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I still play a little defensively, because there's no reason to concede a casualty to this stage of a map.

 

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With the morning, the fuck squad descends. It's down to the boss.

 

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Yeet.

 

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.

 

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fuck yeah

 

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fuck yeah i fucked up the timing and caught neither the damage nor the post-damage xp boost

 

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Yes, that's it.

 

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HTTT!Kalenz is the same special Lord class as Erlornas was, the protagonist of Incursion. Legend!Kalenz has him start as a fighter. He can take whatever promotion path, but I'm pretty sure he plot-promotes to Lord later anyway no matter what.

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I love the title of this map. With a single word title like "Crossroads" you'd think the chapter is about an important, character driven decision. But nope, it's just a literal crossroad. Not even crossroads as the title states, just one of them. It's like if the first mission of the campaign "The Elves Besieged" was named "Forest".

Edited by BrightBow
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4 minutes ago, Armchair General said:

This game kind of reminds me of an map in FE Awakening, except that those mercenaries at Law's End was an one-time thing.

i played awakening more than any other fire emblem and i have no idea what the fuck this means

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3 hours ago, Integrity said:

i played awakening more than any other fire emblem and i have no idea what the fuck this means

I meant that you can kind of recruit an faction of mercenaries in Yarne's map, like you can in this game...Or you could ignore their offer and fight them.

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5 hours ago, Integrity said:

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Crossroads is actually kind of a fun map, despite being Extremely Filler. You just get a goddamn load of guys, and two enemies who only recruit tier 1 units, and you go whole ham.

I'm going to be honest, I did not send this many men at the problem.

I also wouldn't bother with the green boss and there's only like 2 ambushers on the northern hills so sending some units that way's a good call imo.

5 hours ago, Integrity said:

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Yes, that's it.

I don't think I was any slower.

I certainly didn't have minus money in the end.

I think that says something about playstyle.

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LEGEND OF WESMERE 2: THE PARABLE OF THE ENTHUSIASTIC BORDER GUARD

Spoiler

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Shit. I remember this map, vividly; I remember not liking this map, vividly!

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The concept of this map is actually really good, to be fair. Is there a chance I was just mad because bad?

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Okay, so here's the deal. We either hit that signpost in the south, or we kill the troll. You know I've been really good about killing out-of-the-way bosses, in fact I think I've killed every alt-win-condition boss so far. Given the corridor of death here, though, I think you'll forgive me for bowing out of this one. Meanwhile, Olurf keeps a... strict border, and the game tells us this explicitly;

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Don't do this. Even if we were able to kill the dwarves on terrain suitable to them, Olurf's death is a fail condition. Now, trolls don't understand borders, and frankly dwarfs would rather kill trolls than elves, so as long as we don't fuck up and step on the east, we can unite forces against the trolls. But you'll note this leaves us with a really narrow fighting corridor. The terrain is fairly hostile; lots of trees we like, but a lot more hills and mountains trolls do.

It's a really great idea for a map. Is it a really great map? We'll see.

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Olurf brings a couple new kinds of midget to the table. You ever get that really strong sense that you introduce one first and one very definitely second? Like one's sort of normal and- anyway, I'm-

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Scouts are first. They're campaign-only - remember what I said about the Knalgan Alliance not needing thugs because they have dwarven fighters? Similarly, the Alliance have a bunch of thugs to be their light infantry, which is to say... infantry, in this case. That said, the Alliance came first; the scout line is a relatively late addition to the game, which is to say they came at some point after the first version I played. They deal competitive damage both in melee and at range, have a 10% resistance to... literally everything, and have a spicy five (!) movement, with a great movement type. They also level quickly. I like scouts.

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Ulfserkers are... well... special. Yeah, you're reading that right. When they start fighting, they keep going until someone dies. For all that, 4x4 is... not the most inspiring set of numbers, but, Christ, they would be absurd if it was more, even if it doesn't make the most IC sense. A strong, quick ulfserker is one of the most blessed rolls you can get.

Incidentally, the eagle-eyed and elephant-memoried of you may remember the dark adept, which HAS no melee attack. Ulfserkers have a special laugh animation and, yes, sound effect, that plays before they hack endlessly at the defenceless adept, guaranteed to kill unscathed.

It's pretty much this.

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You can fit a lot of elf into 280 gold, and with all the villages around, we're already making a profit of 5 per turn. We recall a handful of veterans with good traits. Archers cost enough on their own that one with good traits and/or a bit of experience is often worth recalling, rather than getting one fresh. Fighters, less so. I'm aiming to promote both homies, respectively into hero and marksman; I like to promote elven infantry by their traits. Strong is great on a ranger and useless on a marksman, for instance, so Pani's going ranger while Landar went marksman.

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Look, Snorri! Trolls!

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No surprises here.

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Aha. Here's the issue with the map; this is our kill zone.

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Dishonest Monrow is brutally clubbed to death on the follow-up. On the bright side, it's morning after this! But trolls are often fearless, so.

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So here we are, attritional warfare against trolls, who ... regenerate.

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I am lovely and gif you an ulfserkfight. We lose another fighter in the north.

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Three dwarves in the south go down - nice detail, by the way, the fighter's hammers are two-handed so their shields are slung over their backs - and we lose another regen fighter.

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I really, really want to kill trolls before they regenerate and stay fresh at night. I have to risk the water. Rounding Error pays for it with his life, as was probably inevitable were he sent in to finish that troll at 65%, but the reward would've been amazing - his promotion, and a dead body, and a free space.

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This is not how you ulfserk. Ulfserks need to be flat-track bullies, force archers and wizards into endless melee. A thunderer finishes him off, then another thunderer is clubbed to death. Olurf's dwarfsquad is down to three. We can't really help down there, either; you'll note, it's in the east.

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We mop up, though. Sorry about the bit of menu; it's the easiest way to pause for these screens, but it interferes if we're on the west edge.

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On enemy phase, another thunderer goes down and the troll whelp hilariously almost kills Landar.

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And the advance slows to a crawl again. We can't really contest those remaining trolls until they come to us. The whelp winds up killing that wounded archer; I think I wound up having to shoot at a rocklobber through the water with her.

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This map is a bloodbath. That troll takes out an ulfserker and a scout, from that level of health; then the two on the west kill Pig Trough. We've lost a shitton of guys, but the only tier 1 who wasn't just meat was Rounding Error. This is why a crumple zone is important! Outside the early campaigns, you're going to take losses.

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At this point, lives are inconsequential, as long as it's of these fresh recruits.

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For instance: Fitzy's.

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We're done here. Mopping up this delicious experience while Kalenz books it for the exit.

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The dwarves gun for the leader, but at this point? Not worth the risk or the time, one turn from the exit.

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Child me was wrong and a bitch. That was a pretty good mission, though could've stood to be a couple hexes... wider, in some stretches.

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Jesus. Some campaigns go by 'minimum starting gold + bonuses'; others go by '80% of your gold or minimum', like this. Apparently we're gonna be fucking rich.

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Our K/D was actually quite bad, but... they were trolls. We lost four fighters and three archers, only one of whom meant anything to me, and promoted four guys, including our homies. We're also, see above, very rich.

 

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1 hour ago, Parrhesia said:

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Scouts are first. They're campaign-only - remember what I said about the Knalgan Alliance not needing thugs because they have dwarven fighters? Similarly, the Alliance have a bunch of thugs to be their light infantry, which is to say... infantry, in this case. That said, the Alliance came first; the scout line is a relatively late addition to the game, which is to say they came at some point after the first version I played. They deal competitive damage both in melee and at range, have a 10% resistance to... literally everything, and have a spicy five (!) movement, with a great movement type. They also level quickly. I like scouts.

Scouts have resistance to everything?

even if it's 10, that's not as bad as I expected.

1 hour ago, Parrhesia said:

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Ulfserkers are... well... special. Yeah, you're reading that right. When they start fighting, they keep going until someone dies. For all that, 4x4 is... not the most inspiring set of numbers, but, Christ, they would be absurd if it was more, even if it doesn't make the most IC sense. A strong, quick ulfserker is one of the most blessed rolls you can get.

Incidentally, the eagle-eyed and elephant-memoried of you may remember the dark adept, which HAS no melee attack. Ulfserkers have a special laugh animation and, yes, sound effect, that plays before they hack endlessly at the defenceless adept, guaranteed to kill unscathed.

Apparently it's limited to 30 rounds.

That's still 4X4X30 chances to hit. 120 hits would be dangerous to many things, if they can't kill the ulfzerker. Shame they're also campaign only.

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wham bam shambina it's more filler

Spoiler

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Funny note: since your most powerful man is the talkative one in many of these maps, we've switched off of Scott. Since our new rep is a tier 3 non-loyal unit, we'll start off automatically hemorrhaging money!

 

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This isn't Li'sar's only appearance.

 

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They're shouting an incredibly long way.

 

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Up axes, and "defeat" Li'sar. With fireballs, and lances.

 

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The plan is super straightforward. We'll feint toward the northern bridge, force a confrontation at the river, and blow through Li'sar's guys like candy.

 

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Her recruitment isn't inspiring. I swear she used to recruit loads of ogres here, which are just a massive chunky tier 2 melee unit (trolls that trade regeneration for more stats, basically), but I could be wrong?

 

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Anyway, back to Tom, Parrhesia pointed out neither of us had put out the bestiary for Sharpshooters, and it's a doozy for the elfwank pile. Their description honestly works for their stats - 10x5 marksman is disgusting damage. Tom is now roughly as good at simply removing somebody as goddamn Delfador, although she hits a much more common resist.

 

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Anyway, back to the map. They're advancing way less quickly than I anticipated, so the plan is shifting. The basic plan remains, we'll block at the bridge and sweep hard north. However, the river diversion might not work, in which case I'll reinforce the north and prepare a better invasion.

 

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Ooookay, nevermind. Apparently Li'sar is slamming into the river of her own accord.

 

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Konrad, early promoted, makes for a really versatile wall. However, all those little sword guys are skirmishers, so I set up this weirdly shaped wall to try to avoid anyone getting super ganged up on.

 

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Poor, dumb mage.

 

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I don't remember if Parrhesia ever got one of these guys, but Adams is one now.

 

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Duelists might be super annoying to fight, but Tom lets us just say no.

 

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Ah, honey.

 

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Somewhere during all this one of my poachers promotes. I love poachers.

 

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And, in one heady, violent confrontation, Li'sar is out of guys. This is becoming a pattern.

 

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She does squeeze out one new half-wave but, honestly, it's done.

 

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yeet

 

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By the way, don't attack spearmen with horsemen, even promoted ones.

 

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Haldiel kills the other guy instead, promoting to a paladin. I think you've seen these guys chasing Mal Whatever.

 

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Still. Step on me, daddy.

 

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Lisar is, herself, not much of a threat. 11x4 is quite a powerful melee attack, but we have so much ranged grit ready to throw onto her with absolutely no response.

 

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She opts not to answer my Konrad taunt, and gives me an extra turn to set up for the kill.

 

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Li'sar is lit on fucking fire, and surrenders. All that's left is the dialogue.

 

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oh no!

 

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Yeah, sure. Let's take directions from a mortal enemy. Surely that can't go wrong.

But Li'sar man. That's definitely a very different look from her old "blond Lyn" design that she used to have. And unlike Konrad she also got new map sprites to go along with it. Neat.

Edit:

Wait, you got 40 hit against her on a fort? I recall her being basically a Fencer in terms of evasion. Guess her abilities are different now too.

 

Edited by BrightBow
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50 minutes ago, BrightBow said:

But Li'sar man. That's definitely a very different look from her old "blond Lyn" design that she used to have. And unlike Konrad she also got new map sprites to go along with it. Neat.

ooh yeah, let's toss that out there for the unwashed masses

 

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51 minutes ago, BrightBow said:

Wait, you got 40 hit against her on a fort? I recall her being basically a Fencer in terms of evasion. Guess her abilities are different now too.

same, plus the ogres like i mentioned - i'm pretty sure they reworked this map, because i remember it being a holy slog before

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9 hours ago, Integrity said:

ulfs aren't campaign only, they're in the MP knalgan army

 

i should know, i always use them against our collective better judgement

Sorry.

2 hours ago, Integrity said:

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Up axes, and "defeat" Li'sar. With fireballs, and lances.

Force surrender with fire!

2 hours ago, Integrity said:

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Anyway, back to Tom, Parrhesia pointed out neither of us had put out the bestiary for Sharpshooters, and it's a doozy for the elfwank pile. Their description honestly works for their stats - 10x5 marksman is disgusting damage. Tom is now roughly as good at simply removing somebody as goddamn Delfador, although she hits a much more common resist.

At range these guys are terrifying. It's good thing plenty resist pierce, this could have been too op otherwise.

2 hours ago, Integrity said:

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I don't remember if Parrhesia ever got one of these guys, but Adams is one now.

Nice, some impact on this one.

2 hours ago, Integrity said:

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Somewhere during all this one of my poachers promotes. I love poachers.

I sometimes wonder just how dangerous this line actually is.

Then a couple of poachers kill a unit near promotion.

2 hours ago, Integrity said:

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Haldiel kills the other guy instead, promoting to a paladin. I think you've seen these guys chasing Mal Whatever.

I mean, I do like Great Knight's sheer lance damage, but these have some nice benefits of their own.

2 hours ago, Integrity said:

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oh no!

Oh fucking no indeed.

I didn't have a Paladin or Fugitive though, so you're better off already.

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Come to think of it, the phrasing of the victory condition is really unnecessary: "Force Li'sar's surrender (reduce her hitpoints to 0 or lower)"
Sure, Li'sar is different because unlike previous bosses she doesn't actually die. But those map objectives in this campaign so far only ever talked about "defeat" anyway. So there is no reason they couldn't just have stuck to the established phrasing and write "Defeat Li'sar" instead of phrasing it in such a way that results in them still having to explain the objective in brackets in order to avoid confusion.

 

Edited by BrightBow
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2 hours ago, BrightBow said:

Come to think of it, the phrasing of the victory condition is really unnecessary: "Force Li'sar's surrender (reduce her hitpoints to 0 or lower)"
Sure, Li'sar is different because unlike previous bosses she doesn't actually die. But those map objectives in this campaign so far only ever talked about "defeat" anyway. So there is no reason they couldn't just have stuck to the established phrasing and write "Defeat Li'sar" instead of phrasing it in such a way that results in them still having to explain the objective in brackets in order to avoid confusion.

 

From what I can tell, each campaign is written by someone different and they were trying to stick to the story with the objectives.

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14 hours ago, Armchair General said:

From what I can tell, each campaign is written by someone different and they were trying to stick to the story with the objectives.

hell, i'm not sure various campaigns haven't been touched up by different people over time at this point

 

anyway here's a bitch of a chapter

Spoiler

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If it wasn't obvious enough from her telling us that this is a trap, look at the frickin' chapter name.

 

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If Moremirmu wasn't recruited, he'll show up in the middle of the map with some white mages as reinforcement, but they won't be recallable.

 

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So here's the bitch of this chapter. Note the turn limit.

 

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Note the size of this motherfucker. The alternate objective, such as it is, is to rush and kill three liches in three corners of a massive map, in twelve turns or fewer. This map extremely wants you to defend.

Are we gonna? Nah. I'm taking out at least one lich.

 

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There are little vials of holy water scattered on the map. Touching one turns the unit's melee attacks into arcane damage type for the rest of the map. Guess how well I use them?

 

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One fun thing about this - don't get me wrong, I actually really like this map, it's just hard - is that each lich recruits differently. Hillman in the south makes mostly skeletons, and one bad meme.

 

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Northman in the north makes a more balanced composition; some zombies, some ghosts, bone archers, revenants, even a dark adept.

 

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And the closest one makes entirely zombies and ghosts. It's really well balanced - if you stay in one defensive group, the forces of the east hit you distinctly first, followed by the forces of the south, followed by the forces of the north.

 

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Alternately, you can open multiple fronts, and try to deal with them discretely. I'm going to go hard in on the east, and try to get that lich knocked off quickly. A group of outlaws and new meat mages take the southern front, ready to hold back the skeletal waves if not push into the lich. Some fresh recruited fighters are going to try to delay the northern front for a few turns.

 

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Yeah, good thing we brought any of that with us, Kalenz. Note that this mechanic does not come up again, nor is it associated with the elves in particular - in fact, only humans can get arcane blades ordinarily.

 

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Anyway, I called it a bad meme earlier.

 

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It's just an undead horseman. With an unfortunate name. They're campaign-only.

 

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Going out to meet green means dealing with the ghosts first at twilight. It's possible, with extreme luck, to mop them up and leave only zombies for nightfall. We won't, but we still bag a bunch of kills.

 

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As night falls, both of my chaff mages are already slaughtered. Oops.

 

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East sees Kalenz fail to dodge anything and get nearly vaporized by the two ghosts.

 

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He runs away and we mop up a lot of green units.

 

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The southern front is in a much trickier position. It's full dark, which is great for the bulk of our units, but it's also great for theirs and we're outnumbered.

 

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We do the best we can. There's a fair bit of stupid bad dodging luck, and this generic knight is probably dead, but the line will hold.

 

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He doesn't die! The enemy decides to kill off the irreplaceable thug instead. Fuck.

 

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w

 

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Anyway, on the east, the lich-paladin matchup becomes pretty plain. Paladins have good arcane resistance, and an arcane weapon, which liches are bad against. Note that this is at the absolute worst time swing for Haldiel, at -25% for him and +25% for the lich. There's no reason to push for the kill, I just wanted to show it off.

 

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We're one day down, halfway through the time limit, and things have gone generally to plan. Despite bad beginnings, the south has actually progressed better than expected. I might be able to bag two liches!

 

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South clear.

 

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The east gets a significant break of luck and this is when it hits me.

I can get the triple.

If Haldiel fucking books it north, he can tackle the final lich in the dark. I can get the early clear bonus.

 

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The first lich exits his house, and is vaporized by Moremirmu and the other white mage.

 

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We've bled so much money. There are only three turns to go.

 

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This is still possible.

 

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The clock strikes lucky as the southern lich comes out to play. It's only a decrease from 60% to 50% defense, but it's something.

 

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We're poised to strike at the northern lich, but it's gonna take doing.

 

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I tried to get an action shot and failed - Meatshield snagged the kill. Legend.

 

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The clock strikes lucky again - the northern lich comes out to play on the next to final turn.

 

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The risk is taken, clearly.

 

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no shit

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So I kind of dogged us playing the way I did, going forward into the next mission (contrast my cash with Parrhesia's for a few maps!), but fuck it, I got the triple.

 

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Two irreplaceable thugs, one frustratingly close to promotion, and three units who were born to die. I'm a genius.

 

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1 hour ago, Integrity said:

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If Moremirmu wasn't recruited, he'll show up in the middle of the map with some white mages as reinforcement, but they won't be recallable.

Oh, but if you do the other map after Bay of Pearls none of them show up.

In a route where you have less impact damage and no chance of getting any guaranteed white mage.

Don't fucking pick the easy map is what I'm saying, this map's horrifying if you do.

1 hour ago, Integrity said:

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There are little vials of holy water scattered on the map. Touching one turns the unit's melee attacks into arcane damage type for the rest of the map. Guess how well I use them?

I mean, I soloed a lich with one of these bad boys and a knight.

1 hour ago, Integrity said:

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It's just an undead horseman. With an unfortunate name. They're campaign-only.

I kind of wish they weren't, Undead has bats but they're hardly long term damage sources.

1 hour ago, Integrity said:

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w

The Meatshield rises to the occasion and promotes.

RIP thugs.

1 hour ago, Integrity said:

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I tried to get an action shot and failed - Meatshield snagged the kill. Legend.

I'm telling you, he's the hero of this campaign, not Konrad.

1 hour ago, Integrity said:

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So I kind of dogged us playing the way I did, going forward into the next mission (contrast my cash with Parrhesia's for a few maps!), but fuck it, I got the triple.

Three less mals in the world, I'm okay with this.

Next map's nowhere near as terrifying. It does require a bit of rushing though.

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15 minutes ago, Dayni said:

I mean, I soloed a lich with one of these bad boys and a knight.

i picked one up on an elvish scout and proceeded to use his bow for the rest of the map :)

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LEGEND OF WESMERE 3A: yeah it's a fucking two parter

Spoiler

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wow I wonder

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Meet Galtrid. Galtrid's got a job on his hands.

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He destroys a village, says this, and then a shitton of assassins crop up at the edge of the FoW.

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Then it's our turn to spawn in daves.

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We start with 200 gold, no recall list, and control green. This... used to actually be the blue faction, but I guess in more recent days they decided to play around with team colours more. It's a shame they do this but still stick you with the standard red colour scheme. Galtrid's art is an artifact of that; you'll note he's wearing a blue tunic. The hero is a lord, too. His name, El'lsomithir, is really, really stupid. Oh, and we have a homie scout, Thrilith-ael. We can rename him, unlike most loyal units, but I won't on principle. The writers decided that this guy should be called specifically that, so that he remains.

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I spend a bit over half the 200 on fighters, the rest on archers. This is survival; fighters are cheap and more durable. We have a couple scouts, but can't yet train them. We also have a hero. We control the entire map of 46 towns, but that's... about to slim down. This map is huge, one of the biggest team-fights in the game. Let's see how this formation looks after EP. Our priority, above all else, is to keep them off dry land.

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Greener, mostly. Ligma sweeps through the city, and we have just two villages. I'm not improving any names until Kalenz arrives; most of these fuckers are going down.

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Shoulda brought more fighters. Or maybe some babies. We jag a kill for our homie scout and clear the east coast... for now.

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A couple of archers wind up in places that are... not amazing for their well-being. Two archers kill assassins on the counter, though. Both are intelligent and quick; they'll take up the villages next turn and recover, I want them alive if possible. It may not be possible.

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EP is relatively breezy. The assassins are dead, but they've poisoned over half our guys.

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This guy somehow survives. One of the intelliquick archers who took out assassins on the counter then swords a grunt to death, but is killed by his replacement. There's plenty of experience to go around, though...

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They pick off three guys on their last legs through poison this turn. At this point, the demand for the villages is weirdly low again, just because there's no point trying to overturn the guys already on a single HP.

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Galtrid has to get his hands dirty. We find two more fighters and archers.

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70% evasion gets you through a lot of strife. Just one guy dies, tonight.

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Mighty... uh... Gash, is first to crest elven walls. The hero and a fighter immediately rip him off them, but it's the thought that counts.

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We hold out for the last of it...

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The boys are back in town, and we're gonna have to finish this ourselves.

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Whew. Okay. Let's leave the rest for next time, shall we? This is a fucking marathon of a chapter.

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The survivors, all named, as promised. Some... are probably unlikely to make it too much further.

 

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