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	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-10T04:29:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Nicolas&amp;diff=11113</id>
		<title>User:Nicolas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Nicolas&amp;diff=11113"/>
		<updated>2006-08-10T10:39:39Z</updated>

		<summary type="html">&lt;p&gt;Nicolas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My favourite links:&lt;br /&gt;
&lt;br /&gt;
www.wesnoth.org&lt;br /&gt;
www.eternal_lands.com&lt;br /&gt;
www.google.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
my campaign: Scenarios and campaigns -&amp;gt; Snow Campaign (350 kb)&lt;br /&gt;
don't miss it!&lt;/div&gt;</summary>
		<author><name>Nicolas</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=1935</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=1935"/>
		<updated>2005-08-17T11:59:32Z</updated>

		<summary type="html">&lt;p&gt;Nicolas: /* 14. Approaching Weldyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Perhaps this will provide grounds for trenchant criticism from more experienced and abler players. These descriptions&lt;br /&gt;
are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who&lt;br /&gt;
are&lt;br /&gt;
comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
Warning: spoilers ahead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. The Outpost ===&lt;br /&gt;
&lt;br /&gt;
it is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages&lt;br /&gt;
surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if&lt;br /&gt;
quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without&lt;br /&gt;
having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use&lt;br /&gt;
the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the&lt;br /&gt;
scenario,&lt;br /&gt;
you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the gold with less&lt;br /&gt;
than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get&lt;br /&gt;
them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
=== 2. Escape Tunnel ===&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. If&lt;br /&gt;
either is quick, have it get the holy water. Use it and dacyn against the undead, and use the mages against the trolls.&lt;br /&gt;
Since you have allies they shouldn't die. Send Gweddry with a (hopefully) quick mage southeast to avoid the trolls and&lt;br /&gt;
go to the finish. Send the mage to get the gold, and get gweddry to the end of the tunnel for a victory.&lt;br /&gt;
&lt;br /&gt;
=== 3. An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward,&lt;br /&gt;
such&lt;br /&gt;
as the chance to go to Mal-Ravanal's Capital (which eventually will be worthwhile, but probably isn't now).&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attacking him with Gweddry's melee. It probably&lt;br /&gt;
won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with&lt;br /&gt;
Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if&lt;br /&gt;
you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive&lt;br /&gt;
one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy water in the previous scenario, then go whichever&lt;br /&gt;
way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws&lt;br /&gt;
away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
=== 4a. Elven Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want&lt;br /&gt;
to leave ONE unit near him to make sure.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight&lt;br /&gt;
the&lt;br /&gt;
opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late,&lt;br /&gt;
and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to&lt;br /&gt;
heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove very tactically useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this vilage&lt;br /&gt;
and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears&lt;br /&gt;
on&lt;br /&gt;
turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep&lt;br /&gt;
pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
=== 4b. The Undead Border Patrol ===&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is&lt;br /&gt;
relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will&lt;br /&gt;
probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with holy water on this level, because mages will only get a +10% to hit&lt;br /&gt;
from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
&lt;br /&gt;
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4.5. Mal-Ravanal's Capital ===&lt;br /&gt;
&lt;br /&gt;
=== 5. The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
There are two enemies in this scenario that you must defeat - the undead and the outlaws.The undead are fairly&lt;br /&gt;
straightforward to defeat, and in any case Owaec usually does most of the work. Just aid him with a few well-placed&lt;br /&gt;
shock troopers (1-2 should do). That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (One of the villages has assasin&lt;br /&gt;
that is outlaw leader), but not in those Owaec flags. So&lt;br /&gt;
don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should&lt;br /&gt;
surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of&lt;br /&gt;
your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before&lt;br /&gt;
they get a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faster units are good on this level, since you need to run quickly around from village to village. Probably 1-2&lt;br /&gt;
cavalrymen, and 1-2 horsemen, plus some advanced mages and spearmen, will make large enough force. Don't take any heavy&lt;br /&gt;
infanry along bandit-hunting, although they're useful, as stated before, in fighting the undead.&lt;br /&gt;
&lt;br /&gt;
=== 6. Two Paths ===&lt;br /&gt;
&lt;br /&gt;
There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat,&lt;br /&gt;
because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by&lt;br /&gt;
now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You&lt;br /&gt;
should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you&lt;br /&gt;
might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not&lt;br /&gt;
around him.&lt;br /&gt;
&lt;br /&gt;
If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of&lt;br /&gt;
level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead&lt;br /&gt;
creatures, while everything else went north, killing the orc warlord just in time at turn 12.&lt;br /&gt;
&lt;br /&gt;
=== 7a. Undead Crossing ===&lt;br /&gt;
&lt;br /&gt;
Nicknameless person thinks that this is easier choice, because you're facing lich. Lich is turned to undead so its&lt;br /&gt;
weak to fire, impact and holy attacks, unlike Necromancer. Just get all those units with holy water, recruit lots of&lt;br /&gt;
heavy infantry and mages, get everyone over river, to the east coast of island the lich is in. Wait there until its&lt;br /&gt;
daytime, and then simply CHARGE!!!&lt;br /&gt;
&lt;br /&gt;
=== 7b. The Crossing ===&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was&lt;br /&gt;
quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river,&lt;br /&gt;
so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
=== 8. Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
I made it 5 turns with 2 ogres remaining by killing two of them right at the start with Gweddry, then letting the other&lt;br /&gt;
two chase Dacyn and Owaec. But since you won't need any ogre's later, simply kill all four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 9. Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked&lt;br /&gt;
weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and&lt;br /&gt;
dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25.&lt;br /&gt;
(Allefant)&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving&lt;br /&gt;
their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have&lt;br /&gt;
reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who&lt;br /&gt;
will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt&lt;br /&gt;
you.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and&lt;br /&gt;
in general letting your enemies kill themselves.&lt;br /&gt;
&lt;br /&gt;
=== 10. Lake Vrug ===&lt;br /&gt;
&lt;br /&gt;
A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some&lt;br /&gt;
trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there&lt;br /&gt;
aren't many enemies.&lt;br /&gt;
&lt;br /&gt;
=== 11. Captured ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, there's some things that were confusing me at first:&lt;br /&gt;
&lt;br /&gt;
*  To open a door, attack it with someone.&lt;br /&gt;
*  To see who's inside a cell, it's not enough to open the door, but you need to move inside.&lt;br /&gt;
*  Dacyn tells you of a secret door right outside his cell - but '''only Gweddry''' is able to open that door, this&lt;br /&gt;
time by moving near it, not by attacking it.&lt;br /&gt;
*  Once you find the key in the barrel, the door you can open is the strange green thing near the starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides that, there's no difficulties in this level. You have enough turns, and the other inmates will help you against&lt;br /&gt;
orcs and trolls. The city has some villages, but I discovered it too late to get &amp;gt;100 gold. I guess it's better to try&lt;br /&gt;
to finish with few turns and earn bonus.&lt;br /&gt;
&lt;br /&gt;
This scenario changed a lot in 0.9.3, so if you have that version don't pay attention to the above.&lt;br /&gt;
&lt;br /&gt;
=== 12. Evacuation ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, this one seems to be a bit unbalanced (i.e. too easy). I recalled all my strong units because of the&lt;br /&gt;
messages that you have to move everyone you want to keep south and then destroy the bridge. But instead, I could kill&lt;br /&gt;
all three enemy leaders in just a few turns and no losses (I had only level 2 and 3 units). First I moved my whole army&lt;br /&gt;
to the eastern Orc, then to the southern, then to the Troll, and was done in 6 turns. That way I didn't have to blow up&lt;br /&gt;
the bridge (which isn't worth seeing - I expected a big explosion, but the bridge just disappeared) and could keep all&lt;br /&gt;
recruits, not just the ones I recalled.&lt;br /&gt;
&lt;br /&gt;
=== 13. the Drowned Plains ===&lt;br /&gt;
&lt;br /&gt;
=== 14. Approaching Weldyn ===&lt;br /&gt;
In this scenario recruit six-eight horsemen and cavalryman to slow the enemy with theyr defence helping them.Recall some of your strongest units,like mages,advanced cavalry (yes,pierce isnt good against undead,but blade + defence for the gran knight and holy for the palladin make some help),and units from the heavy infantryman tree.Go straight to Weldyn and go in a village to finish the scenario.&lt;br /&gt;
------------------&lt;br /&gt;
Great mage Nicolas&lt;br /&gt;
&lt;br /&gt;
=== 15. the Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== 16. Weldyn Under Attack ===&lt;br /&gt;
&lt;br /&gt;
Luckily, you have a lot of allies, and a lot of watchmen (who can only move along their assigned positions). In version&lt;br /&gt;
0.9.1, medium, this was quite easy. I recruited as much as I could, and moved all towards the eastern enemy. I lost&lt;br /&gt;
most of my watchmen, but no other units. After I had defeated the eastern enemy, sent some of my not yet fully levelled&lt;br /&gt;
units around to hunt some undead and gain XP, until turn 18. In the end, you get a choice to either fight Mal-Ravanal in&lt;br /&gt;
a duel, or in another big battle.&lt;br /&gt;
&lt;br /&gt;
=== 17a. The Duel ===&lt;br /&gt;
&lt;br /&gt;
I recalled 3 great mages, and 3 mages of light (yes, that's who I still upgraded in the previous scenario), then&lt;br /&gt;
assassinated Mal-Ravanal at daylight. Seemed much too easy&lt;br /&gt;
(version 0.9.1, and medium difficulty).&lt;br /&gt;
&lt;br /&gt;
=== 17b. Weldyn Besieged ===&lt;br /&gt;
&lt;br /&gt;
I had hoped for a big final battle like in Heir of the Throne - but instead I could assassinate Mal-Ravnal in just 5&lt;br /&gt;
turns. Apparently, the later scenarios in &amp;quot;Eastern Invasion&amp;quot; aren't balanced yet (version 0.9.1 here, medium&lt;br /&gt;
difficulty).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
* [[LoyalistCampaign]]&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Nicolas</name></author>
		
	</entry>
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