(1) What difficulty levels and game versions have you played the scenario on? Lord (Difficult) 1.18.5
(2) How difficult did you find the scenario? (1-10) 7, but I think I had a solid strategy going in
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? Good, nice surprise coming
(5) What were your major challenges in meeting the objectives of the scenario? Chocobones
(6) How fun do you think the scenario is? (1-10) 7
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
I recalled a first keep mostly of horse units, who went straight for the east leader, luring him out at dusk and killing him the next turn before quickly retreating. I took advantage of some knights that were near-ish to L3 to reduce the amount of retaliation that was effectively taken. A second keep of L2s, a third keep of L3s, and a partial 4th keep of L1s went into the triangle, holding off the trolls while pushing into the orcs. A key tactic here was that when the undead appear (and are preparing to attack) I move "vulnerable" units into position, who intentionally are exposed to being charged from multiple hexes, so that the chocobones target them. I did this first with a highwayman, who died damaging 2 and killing 1 chocobone, then with a javelineer, who damaged another 2. I then pushed up and finished the north leader.
Throughout this scenario and the next, pacing and ultimately a quick finish and good gold bonus are key to winning the next scenario in a low-risk manner. Using fewer units (2-2.5 keeps, or more L1s) is relatively risky, and in my opinion doesn't pay off because you need to play more defensively to still win, resulting in a slower win that offsets the upkeep savings. Instead, I recruit/recall many units, and throw some of them to sacrifice themselves to the enemy, weakening them and making it easy to sweep them in a counterattack (especially the undead reinforcements). This reduces upkeep costs a bit, as well as preventing your attack from stalling, and essentially trades experienced troops for gold.
Results:
2 knights, 2 GKs (4 total)
1 bandit, 1 fugitive (3 total)
1 swordsman, 1 pike, 1 RG, 1 javelineer (killed)
1 great mage, 1 arch mage near-advance
208g carryover
Notable losses:
2 bandits, 1 highwayman, 1 javelineer
(2) How difficult did you find the scenario? (1-10) 7, but I think I had a solid strategy going in
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? Good, nice surprise coming
(5) What were your major challenges in meeting the objectives of the scenario? Chocobones
(6) How fun do you think the scenario is? (1-10) 7
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
I recalled a first keep mostly of horse units, who went straight for the east leader, luring him out at dusk and killing him the next turn before quickly retreating. I took advantage of some knights that were near-ish to L3 to reduce the amount of retaliation that was effectively taken. A second keep of L2s, a third keep of L3s, and a partial 4th keep of L1s went into the triangle, holding off the trolls while pushing into the orcs. A key tactic here was that when the undead appear (and are preparing to attack) I move "vulnerable" units into position, who intentionally are exposed to being charged from multiple hexes, so that the chocobones target them. I did this first with a highwayman, who died damaging 2 and killing 1 chocobone, then with a javelineer, who damaged another 2. I then pushed up and finished the north leader.
Throughout this scenario and the next, pacing and ultimately a quick finish and good gold bonus are key to winning the next scenario in a low-risk manner. Using fewer units (2-2.5 keeps, or more L1s) is relatively risky, and in my opinion doesn't pay off because you need to play more defensively to still win, resulting in a slower win that offsets the upkeep savings. Instead, I recruit/recall many units, and throw some of them to sacrifice themselves to the enemy, weakening them and making it easy to sweep them in a counterattack (especially the undead reinforcements). This reduces upkeep costs a bit, as well as preventing your attack from stalling, and essentially trades experienced troops for gold.
Results:
2 knights, 2 GKs (4 total)
1 bandit, 1 fugitive (3 total)
1 swordsman, 1 pike, 1 RG, 1 javelineer (killed)
1 great mage, 1 arch mage near-advance
208g carryover
Notable losses:
2 bandits, 1 highwayman, 1 javelineer
Statistics: Posted by fredbobsmith2 — Today, 3:12 am