Discipline
I played this one a couple of weeks ago and forgot to review it then, so my memory's a bit foggy. It felt very similar to Welcome to Wesnoth, perhaps too similar.
The Art of War
A pretty interesting scenario, and a nice breather. I enjoyed this one. Simple tactically at times - for example throwing pikemen towards the horseman enemy - but that's no bad thing, there's a lot of satisfaction in seeing simple counters play out effectively. One quibble I have is the messenger triggering one enemy early, this felt a bit out of the blue and disrupted by plans a bit.
An Underground Feud
A frustrating scenario that took me two attempts.
On my first attempt, I was caught out by the three loyalists at the end. I'd sent Bazur through alone, and wasn't able to support him enough because of it. I felt like these enemies were unforeshadowed and I couldn't have known they'd be there. Prior to that I'd recruited Ron, and lost him the same turn, as I hadn't expected him to join and he was left very exposed on low health.
On my second attempt, a few turns of bad RNG at the chokepoint at the start slowed me down a lot due to the lack of hexes to fight on. Ron died before I could even reach him this time around; I would never have known he was an option at all had this been my first attempt. Nonetheless I breezed through the scenario this time, using troll whelps to hold passageways, and got through without much fighting.
The End of the War
This scenario is brutally difficult. I went into it with a lot of gold, and a lot of third level units to recall, but was unable to beat it. Simply put, there's too many enemies coming from every direction. Even throwing two gates open early, I found myself surrounded and beaten down, with the allies not doing enough to break through the enemy lines.
With that said, I really like a lot of the ideas. The concept of opening gates to let allies in is good. The magical bombardment is a nice idea, though in my two attempts only hit a unit once (one of mine). Delfador's lightning being telegraphed to create tactical movement around it is good, though it was frustrating seeing him continually 'deny' recruitment spaces I was hoping to use.
It may be interesting to let the player begin unseen, allowing them to set up a bit before the chaos starts up all around them?
I played this one a couple of weeks ago and forgot to review it then, so my memory's a bit foggy. It felt very similar to Welcome to Wesnoth, perhaps too similar.
The Art of War
A pretty interesting scenario, and a nice breather. I enjoyed this one. Simple tactically at times - for example throwing pikemen towards the horseman enemy - but that's no bad thing, there's a lot of satisfaction in seeing simple counters play out effectively. One quibble I have is the messenger triggering one enemy early, this felt a bit out of the blue and disrupted by plans a bit.
An Underground Feud
A frustrating scenario that took me two attempts.
On my first attempt, I was caught out by the three loyalists at the end. I'd sent Bazur through alone, and wasn't able to support him enough because of it. I felt like these enemies were unforeshadowed and I couldn't have known they'd be there. Prior to that I'd recruited Ron, and lost him the same turn, as I hadn't expected him to join and he was left very exposed on low health.
On my second attempt, a few turns of bad RNG at the chokepoint at the start slowed me down a lot due to the lack of hexes to fight on. Ron died before I could even reach him this time around; I would never have known he was an option at all had this been my first attempt. Nonetheless I breezed through the scenario this time, using troll whelps to hold passageways, and got through without much fighting.
The End of the War
This scenario is brutally difficult. I went into it with a lot of gold, and a lot of third level units to recall, but was unable to beat it. Simply put, there's too many enemies coming from every direction. Even throwing two gates open early, I found myself surrounded and beaten down, with the allies not doing enough to break through the enemy lines.
With that said, I really like a lot of the ideas. The concept of opening gates to let allies in is good. The magical bombardment is a nice idea, though in my two attempts only hit a unit once (one of mine). Delfador's lightning being telegraphed to create tactical movement around it is good, though it was frustrating seeing him continually 'deny' recruitment spaces I was hoping to use.
It may be interesting to let the player begin unseen, allowing them to set up a bit before the chaos starts up all around them?
Statistics: Posted by Tom_Of_Wesnoth — Today, 1:00 pm