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Eastern Invasion • Re: 16. Eleventh Hour

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Invasion, 1.18.0
I was trying to kill all the leaders before the last turn and I think I made poor strategic choices so my perspective might be a little skewed. Still, I can see that this scenario is much better now that it's mainly a fight along the city walls rather than a fight within the city.
The enemy leaders are grouped together as pairs in this map. This is particularly annoying because the camera jumps back and forth between each leader when they recruit units. It also means that killing a single leader has very little impact, as the other leader will use the gold to recruit more units instead. The enemies all receive a bunch of gold on turns 6, 9, and 14. Therefore it's very beneficial to kill a pair of leaders on turn 6 before they recruit. I picked the south and southwest ones, but this might have been a mistake.
On turns 5, 10, and 15 the enemies activate special retreat AI. Even though it's always night, even if they have a foothold in the city, they will gladly ignore your exposed units and jump into the water as part of their retreat. This is particularly advantageous on turn 5 because it means you can rush down leaders without facing much opposition. It might be better to aim for three or even four, e.g. by sending the baneblade user to assassinate a leader on his own. Anyway if you know about these retreats in advance you can take full advantage by jumping into the moat for extra kills, etc. On turns 10 and 15 the retreat AI is in effect but the leader has already recruited a new wave of units so it's harder to assassinate the leaders. And for some reason any newly recruited units seem to be able to attack on the same turn they are recruited.
The enemy leaders all have some loyal units that don't attack unless you move within their range. I'm glad these units have visibly reduced movement ranges to indicate when they will attack, this lets you strategize accordingly.
The allied NPCs seem to do a decent job at defending the walls. They never jump into the water and they can swarm around the occasional enemy that enters the city. It would be nice to have the option to right click on the NPC leaders to change their AI, because defending the wall isn't so useful when all your units are on the other side, but it's not a big deal. The allies do move on to other areas once you kill the enemy leaders.
There are a bunch of civilians who run around at the start of the scenario before disappearing. They sometimes block you from recruiting, which is annoying. Also a couple of the civilians look like they're taken from another era or something, particularly the one that starts at 37,19. I'd recommend swapping her for another one.
Because I took the "hard" route early on I got Yannic and several extra units. Very useful.
Without ever touching the plague staff Konrad is able to recall my undead veterans in addition to recruiting and recalling from the normal list. If he picks up the plague staff he loses the ability to recruit and recall normal units, only undead. If he drops the plague staff after that he loses the ability to recruit and recall units entirely. An easy fix would be to make Konrad refuse to pick up the plague staff but the "I will not begrudge" speech won't make sense for him.
Konrad is neutral, should he be lawful?
In my playthrough I attacked the south and southwest enemies first, then my southwest group went around the map clockwise and my south group returned across the bridge to help the southeast group. I was lucky to kill the north leader before he recruited units on turn 14 without losing anyone important. And on turn 18 the northeast leader fortunately recruited some weak units so I could make some space to attack. I don't think it's worthwhile to kill all the leaders, but killing two on turn 6 is definitely encouraged.
It would have been useful to have a silver mage here to support multiple groups and possibly move items around the map. I didn't train any early on because I was expecting to get a loyal red mage (but I'm glad he's gone).
Lots of mountain village terrain in this map. Strange how humans have more difficulty moving through their own cities compared to dwarves and orcs.
I haven't tried playing this scenario without items or recalling, it seems like an interesting idea but I gave unremovable items to loyal units.
EI-Eleventh Hour replay 20240613-094506.gz

Statistics: Posted by sine_nomine — Today, 2:09 am



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