ATaleofTwoBrothers

From The Battle for Wesnoth Wiki

This is an easy campaign that is mainly intended to introduce new players to the mechanics of the game. This page is the walkthrough for it; for a recap of the story, see A Tale Of Two Brothers Story. For the campaign's dialogue, see CampaignDialogue:TB.

This campaign has only two difficulties, but with a large difference between them. The Grand Knight difficulty is intended for players who’ve already completed Liberty and Heir to the Throne.

Rooting Out a Mage

  • Objectives: Defeat Mordak (L2 Dark Sorcerer)
  • Lose if: Arvith dies or turns run out
  • Turns: 18/18 (Easy/Hard)
  • Starting Gold: 40/25 (Easy/Hard)
  • Starting units: Arvith and lots of loyal units

This is a plain vanilla scenario, with no surprise occurrences: Just you and the enemy leader and both your recruits. You start with a sizable advantage, though, in the form of a good number of loyal units: 4 Spearmen, 3 Horsemen, a Footpad and a Bowman (in addition to Arvith). If you level them up and recall them later, they will save you a lot of gold and enable recruiting more units throughout the game.

A fundamental rule of any scenario is to pay attention to the time-of-day. All the enemy units are chaotic, and your spearmen, bowmen, and horsemen are lawful, while your footpads are chaotic. You will have the advantage during the day in general, and footpads can protect your other units at night.

It pays to read each unit's description, especially their resistances. Some of them are obvious, like skeletons being resistant to piercing and weak to impact (it's hard to stab a bone!). But the resistances on other units are not so intuitive. In fact, impact damage is more effective than pierce against both ghouls and bats. In addition to being your only chaotic units, footpads are also your only source of impact damage, so they can actually be stronger attackers than spearmen or bowmen in this match up.

On Easy difficulty, you should be able to win this first scenario with just your initial loyal contingent and no recruiting. Hang back enough that the Undead can't reach you the first night, then attack at dawn:

Consider attacking the... Mostly with...
Dark Adepts Spearmen
Bats Bowmen, Footpads
Skeletons Footpads

... and you can use your Horsemen on already-wounded units, when a single hit can finish them off.

Alternatively, if you send 3 Horsemen North to lure the Undead, and the rest of your force Northwest along the river, you may be able to ambush Mordak in his castle.

Also note that there is a keep with 3 castle tiles between your starting keep and the enemy keep. For a very aggressive strategy, you can move Arvith to that position early and recruit your reinforcements there instead of at your starting keep, so they can get into combat sooner.

On Hard difficulty, you're probably going to need reinforcements: Footpads are especially useful, since the rest of your army depends on pierce attacks and struggles against skeletons. Horsemen can also be useful if you want to distract most of the enemy with your other units and send all your horse units to assassinate Mordak early.

You might have an opportunity to send in your Horsemen and take out Mordak around halfway through the scenario - if the Undead focus on a certain path of attack. But it is probably wiser to spend the extra turns gather XP towards leveling-up units with blade attacks (Horsemen to Knights, Spearmen to Swordsmen). Leveling up Arvith to a Paladin gives you access to an Arcane attack which is even more effective than impact against skeletons and ghosts. A leveled-up Footpad or two by the third scenario would also prove useful.

Mordak is very passive, unlike the leaders in some other scenarios. He will never attack or move. This makes it easy to give the kill to the exact unit that you want.

The Chase

  • Objectives: Get through the woods to the kidnappers, then defeat the Dark Adept
  • Lose if: Arvith dies or turns run out
  • Turns: 28/24 (easy/hard)
  • Starting units: Arvith and a horseman
  • Other: Remember the passwords

Time of day is less important in this scenario, since the elves are neutral and they will attack you so early that you won't really be able to choose when to engage with them. Here, managing terrain and maneuverability is more important. The elvish riders have much more movement than your units, and they are not slowed down by forests. They also get very high defense in forests, unlike your own horsemen. Use zone of control to block the riders' movement, and try to lure them onto open terrain so you can take them down quickly.

Knowing each unit's resistances is again very important. You are only facing one wose, but it will give you a very hard time if you haven't yet leveled any spearmen or horsemen to get bladed weapons. The elvish riders are weak to piercing, just like your own horsemen, so spearmen and bowmen are useful against them.

The elves are too aggressive for their own good. Keep your units in line- or V-shaped formations with one or both ends anchored on a village; Elvish Scouts/Riders will charge in by ones or twos and you should be able to swarm them.

Again, avoid fighting the undead at the north map edge at night, unless you have a lot of footpads. Otherwise, let your main body catch up with your cavalry and surround them. When you prevail, make a note of the passwords.

On hard, a good strategy is to recruit lots of Spearmen and Bowmen to wound the Elvish Riders, and finish them off with your leader or another Knight. Ideally, you'll have a Paladin by the time you hit the undead in the next scenario. Paladins are your only possible source of arcane damage, which is very useful against undead.

It might be a good idea to sacrifice some units as a distraction, but make sure you move enough troops north to take out the undead leader, which will be guarded by two skeletons (easy mode) or two revenants (hard mode).

At the start of the scenario, the top half of the map is covered by shroud. After you move a unit far enough north, it reveals a dark adept and his bodyguards, and then they will start advancing toward you. Killing the dark adept ends the scenario, but he hides behind the skeletons as much as possible so you will probably need to take them out too.

Keep in mind that Arvith can recruit at the elf leader's keep, so if you've managed your income well, you can recruit some last minute footpads before you face the skeletons. Recalling loyal units at the start of this scenario helps save up enough gold to get those new recruits 10-20 turns later.

Make sure to write down the passwords at the end of the scenario! They change every time you play through, and being able to remember them is significant for the next scenario.

On easy, an Iron Mauler named Brena will show up at the end of the scenario and ask to join your party. Iron Maulers are powerful level-3 units with a very strong melee attack and good physical defense, but they lack a ranged attack, and are slow (base movement of 4). Whether it's best to accept him or not depends on your playing style, but if you think you can live with his very limited speed, letting Brena join up is probably for the best. If you do accept him, he will be available in the next scenario as a loyal unit. If you refuse his offer, he will give you 70 pieces of gold. Regardless of the choice you make, you will be given the ability to recruit Heavy Infantryman units.

Guarded Castle

  • Objectives: Defeat the L2 Dark Sorcerer to get the key, then have Arvith unlock Baran's cell
  • Lose if: Arvith dies or turns run out
  • Turns: 30/24 (Easy/Hard)
  • Starting Gold: 170/120 (Easy/Hard)
  • Starting units: Arvith

You start outside an enlarged castle - not 7 hexes, but half the map.

Castle exterior

The outside is just countryside with villages and nothing of interest... except for stealthy patrols. Those will accost you on two occasions, demanding a password. If you give the correct passwords, you will be left alone to prepare your troops undisturbed. However, if you're up to the challenge, and want to earn some extra experience for your units, you can deliberately give the wrong passwords, and then you'll fight the guards that asked you for them. On Hard, these are:

  • First patrol: Assassin (L3), 3 Bandits (L2).
  • Second patrol: Rogue (L2), 2 Bandits, 1 Thug.

If you decide to fight the first group of guards, you will be visited by the second group on turn 6, otherwise the second group will come at turn 3. Also, these fights will afford the enemy leader enough gold for a few additional recruits.

Castle interior

Inside the castle inside you have Orcish guard at the entrance: 2 Orc Warriors, 3 Orcish Grunts (on Hard), and Mordak's mournful brother, an L2 Dark Sorcerer, is deeper inside, with 100 gold to recruit Undead. Nothing you can't handle!

The castle inside is Dark, meaning that units fight as if it were night at all times of day. Fortunately, though, the position of most of the guards is still lit, and so are the castle hexes just below from which you will be attacking.

At the Northeastern edge you have a chamber with a treasure chest (50 gold); at the Northwestern edge is the cell holding Baran.

Note that the undead units will come out and attack you normally, but each orc unit will stay still until you put a unit within its movement range. This lets you take your time and lure them out into the open during daytime to take them out more easily.

Strategy

On _Easy difficulty_, one castleful of recruits should be enough to complete the scenario. Experiment with Heavy Infantry - they do well against both Orcs and Undead.

Inside the castle, you can get to Baran's cell without fighting the enemy leader, but you have to kill the leader for the key anyway. After killing the enemy leader, you're given a few extra turns, which should be enough time to move Arvith west to Baran's cell, and a fast unit east to get the treasure chest.

On _Hard difficulty_, you don't have any Heavy Infantry to hide behind. Footpads / Outlaws, are somewhat of a replacement - dealing impact damage, positively effected by the dim castle atmosphere, and even with high defense. However - they have a knack for succumbing to a sequence of several hits, dying faster than you would expect. So - if you're recruiting mostly, you'll need some cannon fodder.


Whether you've recruited or recalled - better have a Footpad or Outlaw. You can send it as a feint to one side of the castle, keeping some Undead busy chasing it, while moving Knights up along the other side (the Sorcerer's chamber has two entrances); and if you manage to level your Footpad up, you will enjoy its defensive capabilities in the final scenario.

There are several villages outside of the castle, so if you still have many loyal units you can actually accumulate some gold while you fight the orcs, and then Arvith can quickly return to his keep to recruit reinforcements for taking out the leader. One effective strategy is recruiting bowmen at first for the orcs, and then footpads later for the undead.

Return to the Village

  • Objectives: Find out what is happening in the village then defeat the Orcish Warlord
  • Lose if: Arvith or Baran die or turns run out
  • Turns: 26/24 (easy/hard)
  • Starting units: Arvith and Baran

There is no need to conserve gold in the last scenario, so recall all of your veterans. Loyal units are also less relevant, since it is a fast scenario without too many villages.

North of your starting keep is your ally, the beleaguered defenders of Maghre. East of you, across the mountains, is the enemy, a lvl 3 orc warlord who recruits lots of tough lvl 2 orcish warriors and crossbowmen.

There are 2 basic approaches to this scenario. One is to take your army northward ASAP to save the defenders before they are overwhelmed by orcs, then turn east and finish off the orcish leader. The other is to abandon your ally, sneak your army around the southeast side of the map, and surprise attack the orc leader once his forces are all far away crushing your ally. If you have a lot of gold to spare, you can also try a combination of the two. There is no penalty for your ally dying in this scenario; only Baran and Arvith need to survive. Keep in mind that Horsemen and their advancements cannot travel through mountains.

Baran is a lvl 2 Red Mage, and his attack is Magical, so he is very good for attacking enemies in villages or other high defense terrain, just be sure to protect him from counterattack!

Time of day is again very important, especially for taking out the orc leader. He does ridiculous damage at night, so try using some sacrificial unit to lure him on to low-defense terrain at Dawn or Morning and then swarm him with Lawful units.

This page was last edited on 29 June 2024, at 15:52.