(1) Invasion, 1.18
(2) 3
(3) Clear
(4) The Necromancers leaving the Dark Adept to die (I believe in the original also) is fun.
(5) The ghosts and bats aren't very much of a challenge but the scenario would be annoying if they were
(6) 6
(7) Very easy scenario. Your units automatically hit the Dark Adept and giving Gweddry the radiant quiver gets a turn 1 kill with no damage. I misplayed at the end - I should have waited to see if my units killed the Necromancer before moving the damaged mage. In retrospect for the campaign, I should have taken the opportunity to recruit a second keep (with at least one archer) to get some experience fighting the other necromancer's units because a lot of the upcoming scenarios are very restrictive on recruiting and I already had enough surplus gold for the next scenario.
The difficulty labels for branching paths are a good idea.
(2) 3
(3) Clear
(4) The Necromancers leaving the Dark Adept to die (I believe in the original also) is fun.
(5) The ghosts and bats aren't very much of a challenge but the scenario would be annoying if they were
(6) 6
(7) Very easy scenario. Your units automatically hit the Dark Adept and giving Gweddry the radiant quiver gets a turn 1 kill with no damage. I misplayed at the end - I should have waited to see if my units killed the Necromancer before moving the damaged mage. In retrospect for the campaign, I should have taken the opportunity to recruit a second keep (with at least one archer) to get some experience fighting the other necromancer's units because a lot of the upcoming scenarios are very restrictive on recruiting and I already had enough surplus gold for the next scenario.
The difficulty labels for branching paths are a good idea.
Statistics: Posted by Vendrick — Yesterday, 8:02 pm