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		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=15582</id>
		<title>Northern Rebirth</title>
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		<updated>2007-05-28T07:27:22Z</updated>

		<summary type="html">&lt;p&gt;Lee1026: Minor clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still undder development)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit is level-0 units, so you have to use human-wave tactics.  The wolf-riders have no missile attack; swarm them and shoot arrows and throw pitchforks a lot.  Isolated units are useless, form masses and solid lines and wrap them around any orcs you can reach.  Five recruiting rounds should do it if you're careful -- three or four at your starting keep, then move Tallin south to the central castle and recruit a round or two from there.  Try to direct your kills to the peasants who get lucky early, so that you can level up a handful of spearmen and swarm the orc leaders with them.  Resist the temptation to go with all Woodsmen, as Peasants upgrade to better units.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
First, move east to the main chamber and then find the keep with 6 recruitment squares on it. This will be your base for the most of the battle. &lt;br /&gt;
There will be a big brawl between skeletons and trolls going on to&lt;br /&gt;
your east in the main chamber; stay out of it as long as possible and&lt;br /&gt;
let them chew on each other.  Send parties to the northwest and&lt;br /&gt;
southwest corners; in the north you can recruit Camerin, a friendly if&lt;br /&gt;
somewhat crazed fire mage.  Both areas have troll bosses you have to&lt;br /&gt;
whack.  North and south of the main chamber there are skeleton bosses;&lt;br /&gt;
secret doors lead to them from the NE and SE rooms.  Again it's best&lt;br /&gt;
to avoid engagement with these and let your enemies kill each other,&lt;br /&gt;
Push eastward in the north, south and center when you've got the&lt;br /&gt;
firemage and some leveled-up thugs to work with.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
Recruit lots of dwarves and sweep north in a line.  You'll lose a few but&lt;br /&gt;
level up more, which will be your most reliable heavy infantry in later&lt;br /&gt;
scenarios.  Beware wolfriders nipping around your flanks and don't leave&lt;br /&gt;
any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
If you allow Malifor's generals to mass against you they'll crush you.&lt;br /&gt;
Recruit two large groups (at least twelve units each), send one north&lt;br /&gt;
and the other east, and just slug your way through.  Work on leveling&lt;br /&gt;
up more dwarves; you should have at least two or three Lords by the&lt;br /&gt;
time you finish this one.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
Once you get past the revenants, run a veteran to cover each passage&lt;br /&gt;
mouth; this will buy enough time for you to raise troops to plug them&lt;br /&gt;
more securely.  There are three healers captive in a dungeon off to&lt;br /&gt;
the southwest of your camp; you'll need them, because the undead just&lt;br /&gt;
keep coming, but you have to fight your way past a skeleton boss and&lt;br /&gt;
some guards first.  Also captive is Krash the dragon, who will be an&lt;br /&gt;
ally in later scenarios if you liberate him.  The southeast passage&lt;br /&gt;
leads to another chracter; bear left at the lake to find Alfred the&lt;br /&gt;
friendly specter.  Northwest is a treasury that can be looted for&lt;br /&gt;
large amounts of gold, but you have to kill the revenants guarding it&lt;br /&gt;
first.  The lightning-throwing Rod of Justice is in the northwest&lt;br /&gt;
corner past the roomful of nasty giant spiders.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
You don't have to defeat the Orcs to win this one -- and a good thing&lt;br /&gt;
too, as there are huge numbers of them. If you lurk just inside the&lt;br /&gt;
two-hex-wide aperture of the cave only two orcs at a time will be able&lt;br /&gt;
to get at you; it's not hard to fend them off until time runs out.&lt;br /&gt;
Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the woods near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear (your dwarves will fight very well in the mountains to&lt;br /&gt;
the south of there).  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about niether leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrapup.&lt;/div&gt;</summary>
		<author><name>Lee1026</name></author>
		
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