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		<title>SonOfThe BlackEye</title>
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		<updated>2010-07-16T14:19:31Z</updated>

		<summary type="html">&lt;p&gt;Shadowblack: /* Towards Harbor of Tirigaz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  The End Of Peace === &lt;br /&gt;
* Objectives: Defeat Albert, the human lieutenant&lt;br /&gt;
* Lose if: Kapou'e dies or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e&lt;br /&gt;
&lt;br /&gt;
It looks tempting to recruit lots of Wolf Riders to match the humans'&lt;br /&gt;
cavalry mobility, but don't try -- they're not quite a match for&lt;br /&gt;
cavalry and tend to get cut to pieces in detail.  Two Wolf Riders for&lt;br /&gt;
village stealing is enough, recruit mostly Orcish Grunts and Orcish&lt;br /&gt;
Archers instead.  Keep close order, pot the cavalry with Archers, and&lt;br /&gt;
bodyguard the Archers with the Grunts. Kapou'e can do a second round&lt;br /&gt;
of recruiting at one of the neutral keeps closer to the battle.&lt;br /&gt;
&lt;br /&gt;
===  The Human Army === &lt;br /&gt;
* Objectives: Resist until your people can leave, then get Kapou'e to the signpost&lt;br /&gt;
* Lose if: Kapou'e dies or time runs out&lt;br /&gt;
* Turns: 18/18/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e&lt;br /&gt;
&lt;br /&gt;
Avoid this scenario; it is basically impossible to beat.  You'll be&lt;br /&gt;
given the option at the end of the first scenario.&lt;br /&gt;
&lt;br /&gt;
===  Towards Mountains of Haag === &lt;br /&gt;
* Objectives: Move Kapou'e to the signpost and, optionally, kill the dwarf leader&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 27/24/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e and one other unit&lt;br /&gt;
&lt;br /&gt;
Keep Kapou'e and your troops moving and try to brush the dwarves off&lt;br /&gt;
your flank as you pass, because if they get to mass on you and fight a&lt;br /&gt;
static battle they will chop you to dogmeat.  Recruit at most for two&lt;br /&gt;
rounds and run for the signpost at least until the trolls show up.&lt;br /&gt;
Then, if the odds are with you, you can linger a bit and harvest some&lt;br /&gt;
EP.  Again, your Archers are your best offensive tool (since the&lt;br /&gt;
dwarves have no missile attack) but you need to use Grunts and Wolf&lt;br /&gt;
Riders keep the dwarves off them. Even if you kill the dwarves you still have to move Kapou'e to the signpost.&lt;br /&gt;
&lt;br /&gt;
If you fight the dwarves, try and get them onto non-hill/mountain terrain.&lt;br /&gt;
&lt;br /&gt;
[edit by imperative]&lt;br /&gt;
I managed to fight off the dwarves fairly easily using this strategy: &lt;br /&gt;
#Run 2-3 Wolf Riders around to nab ALL of the villages outside of the mountain border.&lt;br /&gt;
#Send Grunts to defend Archers and begin to weaken the dwarves.&lt;br /&gt;
#Archers kill the dwarves for the most part.&lt;br /&gt;
#Try to use a Crossbowman (if you have one) to kill a lot of the dwarves.&lt;br /&gt;
#Send whatever units can get there in time to the edge of the mountains near the signpost and keep the 1-2 dwarves away. (I like to use 1-2 Grunts for this.)&lt;br /&gt;
#Send a large group of Archers with Grunts and Kapou'e directly to the king. He'll step off of the keep, send Kapou'e to this spot and recruit your soldiers at that base, and crush the remaining dwarves.&lt;br /&gt;
&lt;br /&gt;
===  The Siege of Barag Gor === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies or time runs out&lt;br /&gt;
* Turns: 30/28/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; and a scout&lt;br /&gt;
* Other: try and get to the Assassin cage near Blue's castle. You get a loyal Assassin and the ability to train MORE Assassins.&lt;br /&gt;
&lt;br /&gt;
The key to winning this one is that, even though you get a nice allied&lt;br /&gt;
troop surge in Barag Gor at the beginning of turn 2, you shouldn't&lt;br /&gt;
waste your own troops in a futile effort to hold the city. Instead,&lt;br /&gt;
run the trapped shamen out as soon as possible; a gap is likely to&lt;br /&gt;
open up to the SE around turn 3. Take your troops south to knock out&lt;br /&gt;
the elves there, then west, then north.&lt;br /&gt;
&lt;br /&gt;
I did defend the city successfully, by recruiting lots of trolls. I had a couple of wolves go get villages and to distract the southern and northeast troops from attacking the city en masse.  When I had got enough troops leveled up, I sent a force south first, to take out the southern leader and then go west for the southwestern leader. Then, I sent out a separate forces to the northeastern leader and northern leader. Pay attention to income. The more you get, the more trolls you can recruit. (vlade)&lt;br /&gt;
&lt;br /&gt;
===  Towards Harbor of Tirigaz === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies or time runs out&lt;br /&gt;
* Turns: 36/30/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto (the assassin, if you have him) and the shamen&lt;br /&gt;
&lt;br /&gt;
The northeastern enemy can be blocked with a couple of veteran units at the &lt;br /&gt;
river fort; do that while you take villages on the near side of the river&lt;br /&gt;
with your shamans and take a recruiting round or two of troops south to deal&lt;br /&gt;
with the southwestern enemy.  Ignore the holy water as any unit that reaches&lt;br /&gt;
it will just drink it.&lt;br /&gt;
&lt;br /&gt;
[stupidjaguar] Remember to recruit the Archer lines and the Troll lines. Anything else is far less useful. The level 3 archers and trolls can take out an undead unit every turn with little damage to themselves.&lt;br /&gt;
&lt;br /&gt;
====Alternative Strategy====&lt;br /&gt;
Head northeast and destroy the Lich there as quickly as possible. At the same time a few Archers supported by Kapou'e (who should be at least level 2 by now) should be enough to handle the Ghosts the southwest Lich will send your way (unless you're really unlucky). The southwest Skeletons are slowed down by the swamp, so by the time they reach your forces the Ghosts should be no more, and Archers + Troll Whelps can handle the skeletons.&lt;br /&gt;
&lt;br /&gt;
On the Warrior difficulty with some luck and enough Crossbowmen recalled at the start you can can finish this scenario in just 10 turns.&lt;br /&gt;
&lt;br /&gt;
-[shadowblack]&lt;br /&gt;
&lt;br /&gt;
===  Black Flag === &lt;br /&gt;
* Objectives: Defeat the human generals&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies or time runs out&lt;br /&gt;
* Turns: 30/25/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and the shamen&lt;br /&gt;
&lt;br /&gt;
If you run Gr&amp;amp;uuml;&amp;amp;uuml; and Kapou'e straight south to the central keep (not stopping &lt;br /&gt;
to grab villages unless you can end a longest possible move south on one) &lt;br /&gt;
you'll get to recruit troops in time to meet the first pirates on the&lt;br /&gt;
beach. This will be good as fighting from the water hinders them.  Punch out&lt;br /&gt;
Harmon's (southern) keep first, then roll north. &lt;br /&gt;
(If you can, take out the galleons by attacking them directly before they can offload their troops. Goblin Knights or Direwolf Riders are good for this. This way you can effectively take out four units for the price of one.)&lt;br /&gt;
&lt;br /&gt;
===  The Desert of Death === &lt;br /&gt;
* Objectives: Reach the oasis and defeat the bandit leader&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies or time runs out&lt;br /&gt;
* Turns: 22/20/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and the shamen&lt;br /&gt;
&lt;br /&gt;
Pick troops with lots of mobility because the desert is hard to move&lt;br /&gt;
in.  Use your shamans' ranged attacks against the giant scorpions.&lt;br /&gt;
Head southeast towards the near edge of the big lake; the enemy you'll&lt;br /&gt;
need to defeat is there.  His troops aren't very effective but beware&lt;br /&gt;
of letting isolated units get swarmed.&lt;br /&gt;
&lt;br /&gt;
=== The Silent Forest ===&lt;br /&gt;
* Objectives: Defeat the elves&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies or time runs out&lt;br /&gt;
* Turns: 40/38/36 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and the shamen&lt;br /&gt;
&lt;br /&gt;
The only real trouble in this scenario are the woses (aka walking trees). They have a very strong melee attack that poses a danger even to strong level 3 units. Also they can hide in the forst. The actual elves are pretty weak though. &lt;br /&gt;
&lt;br /&gt;
I used the following strategy (Start Gold: 100, Medium Difficulty):&lt;br /&gt;
# Recalls: 2 Orcis Warlords, 1 Direwolf Rider, 2 Slurbows (in addition you have Gruu the Troll, the 3 shamans, the loyal assassin, and your leader who should be level 3)&lt;br /&gt;
# Send one group (2 warlords, Gruu and the assassin) straight south. Kill the couple of elves you encounter. Make them fight you from open grounds, so they do not get 70% defence from the woods. Press on south and kill the south leader. So, far for the easy part.&lt;br /&gt;
# Send a second group with your leader and the 2 slurbows westwards over the river close to the north border. Make sure you always stay at least 2 hexes away from the woods because of the elve defence and to avoid being suprised by woses. When you encounter the elves and woses exploit the woses' slow movement: Retreat just far enough that only the elves can attack you. At night use your slurbows with their strong fire attack to kill the woses one at a time.&lt;br /&gt;
# As soon as group one is done killing the south leader send it westwards to aid group two. Once you have killed all woses go for the west leader.&lt;br /&gt;
# The shamans stay well away from all fighting as otherwise they will just get killed.&lt;br /&gt;
# The direwolf rider is scouting the terroritory and taking villages in the center of the map. Make sure to retreat as soon as you encounter enemy units as it easily gets circled and then killed.&lt;br /&gt;
# With this strategy I finished in turn 26 without hurrying.&lt;br /&gt;
&lt;br /&gt;
=== Shan Taum the Smug ===&lt;br /&gt;
* Objectives: Surive for 20 turns or, optionally, defeat Shan Taum&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or any of the shamen dies&lt;br /&gt;
* Turns: 20/20/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and the shamen&lt;br /&gt;
&lt;br /&gt;
I went for killing the enemy leader with the following strategy (about 300+ start gold, medium difficulty):&lt;br /&gt;
# Recall: All of the troll warriors or other trolls you have. They come in really handy hear because they can take quite a load of melee damage (as afflicted by the ogres, for example) and then regenerate. Also recall some orc slurbows and orcish warloards plus two riders to go around the map corners.&lt;br /&gt;
# Spend the rest of your money recruiting troll whelps.&lt;br /&gt;
# Position your entire army in a long north-south line at the hills at the map center, west of the river. Make sure your troll warriors and other level 3s form the initial front line.&lt;br /&gt;
# Send one rider around the north grabbing villages and the other around the south. Retreat the south rider when is in danger of being attacked by more than one unit.&lt;br /&gt;
# The enemy assault comes quick and heavy, but does not last very long. Rotate your level 3s, so they do not get killed. If you have too many wounded, fill the holes in your line with troll whelps. (N.B.: A troll whelp backed by your leader can do quite some damage due to his leadership ability.) &lt;br /&gt;
# Around turn 8 or 9 the enemy runs out of reinforcements. Once most of the ogres are dead, just overrun the remains of his troops and go straight for the leader. Use the troops that are not fighting to grab the rest of the villages to slow down your enemies recruiting even further.&lt;br /&gt;
# By arond turn 13 you will have easily killed the enemy leader.&lt;br /&gt;
A downside of this strategy is that despite of the early finish bonus you burn most of your money. To avoid this reducing the number of troll whelps recruited should do the trick.&lt;br /&gt;
&lt;br /&gt;
===  Saving Inarix === &lt;br /&gt;
* Objectives: Destroy the bridge and, optionally, bring Inarix and the saurians to safety before blowing the bridge&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 16/16/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Plonk&lt;br /&gt;
&lt;br /&gt;
With 290 starting gold on medium difficulty the following works fine:&lt;br /&gt;
#Recall one keep of high-level trolls&lt;br /&gt;
#Rush southwards and occupy the central keep. Form two diagonal defense lines: one extending from the keep to the north-west (for the drawves) and one extending to the north-east (for the elves). &lt;br /&gt;
#Recruit one to three keeps of throll whelps. With your leader in the middle of the keep giving them all leadership they are quite strong fighters and cheap to recruit.&lt;br /&gt;
#Keep rotating your lines so the trolls can regenerate to limit your losses.&lt;br /&gt;
#At the end of turn 4 Inarix appears in the south east with a group of saurians. They will only be attacked by a few units, so form a formation with the healers in the middle and run them up in the center of the map, killing the attackers as you go. Use the swamps and water if possible for the high defense or even try to lure your attackers into it. Focus on moving them northwards and do not waste time though!&lt;br /&gt;
#At the end of turn 7 the elves and dwarves are getting low on units. Beware though: they now receive 400 gold each and start heavily recruiting again. If you are really quick and concentrate on diminishing the elven attackers in turns 1 to 6, you can overun the elves and kill their leader. That will make the rest of the scenario very easy going as you will only be attacked by the dwarves.&lt;br /&gt;
#If you do not manage to kill the elven leader, do not worry however. Just run Inarix and his group up to the north. As soon as they reach your defense line, start moving all units up north back across the bridge. Use the troll whelps as buffer to keep away the attackers as you do so.&lt;br /&gt;
#Once all valuable units are past the center of the bridge, blow it up by moving a unit onto the little barrel in the water just east of it. Be aware though, that the troll whelps cannot reach the barrel. You should sacrifice a saurian skirmisher instead for blowing up the bridge.&lt;br /&gt;
&lt;br /&gt;
Some more hints:&lt;br /&gt;
*The elves recruit level 1 units only, so this sceneario is a good leveling-up opportunity for your units.&lt;br /&gt;
*It will make the next level a lot easier if you can level one of the Augurs to a Soothsayer (+8 heal). Make this a priority.&lt;br /&gt;
&lt;br /&gt;
===  Clash of Armies === &lt;br /&gt;
* Objectives: Defend Prestim for 4 days&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies a watch tower is destroyed&lt;br /&gt;
* Turns: 24/24/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto, Plonk, Inarix and some units&lt;br /&gt;
&lt;br /&gt;
You'll only have +4 healing from your saurians (unless you have already leveled an Augur), so this is a test of how efficiently you can cycle units from the fortifications back to villages without losing them.  Your left flank is more exposed than your right as there will be gryphons and the occasional merman (they become rare after the first surge). Hold the river bastion or bridge if possible; if they get to the shore hey'll be able to widen the front and make better use of their numbers.  Orcish Slurbows will be really useful. Gr&amp;amp;uuml;&amp;amp;uuml; will be effective against the Gryphons, so try and keep him in the hills. Lure the mermen onto land and then strike at them with leveled up trolls and Inarix.&lt;br /&gt;
&lt;br /&gt;
The assault across the river is weak and you should easily contain it. There are only 3 hexes where the enemy can attack you from so you can bottle their massive force up quite easily. If a weak (level 1) unit gets in one of these hexes, don't kill it. They will clog the way. Would you rather have an Archer attack you or a Red Mage? Use this area to sneak kills for your lower level units (especially to get a Soothsayer) but in general just have Orcish Warlords, Slurbows and Troll Warriors hold the bridgehead.&lt;br /&gt;
&lt;br /&gt;
The stiffer challenge comes from the mermen and Gryphons. Keep a Slurbow on the bridge to intercept any Gryphons. As for the mermen, those castle hexes on the water are just trying to sucker you in. If you go there you will be fighting the mermen when they are in water. Bad idea. Go a little inland. You'll be closer to the villages and the mermen will be on land and easier to hit. Again, do most of the damage with your strong units and sneak kills with lower level ones. This is the best place for Kapou'e to take advantage of his leadership.&lt;br /&gt;
&lt;br /&gt;
Here is a short strategy which works on minimum starting gold (200) and medium difficulty:&lt;br /&gt;
#Recall all troll warriors you have, plus some orcish warlords, slurbows, and one saurian healer.&lt;br /&gt;
#Position 4 troll warriors together with Inarix and maybe one of the loyal assassins at the very east, one hex away from the beach. This group fends of the initial mermen onslaught and some gryphons. After the first couple of waves have been beaten, this becomes a very relaxing task well-suited for leveling Inarix.&lt;br /&gt;
#On the bridgehead put the healer in the middle hex and circle your leader, the orcish warlords, slurbows and remaining trolls.&lt;br /&gt;
#After about turn 8 or 9 the gryphons are done with except for an occassional single gryphon recruit. Once you have the money recall the other saurian healers and use the outer hexes of the bridgehead to level them to soothsayers.&lt;br /&gt;
&lt;br /&gt;
=== Giving Some Back ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 28/24/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
This is a very easy scenario. The two human enemies are quite weak and your orcish allies do most of the job for you. With a keep full of veteran recruits you should easily able to finish off in half the turns.&lt;br /&gt;
&lt;br /&gt;
Once the north enemy is defeated, the southern enemy receives another 200 or so gold and recruits a second wave. If you are quick, you might be able to kill the south leader first, so this does not happen. Otherwise the second wave is not more of a problem to you than the earlier troops.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* Watch out for the shock troopers, they can cause severe damage even to your trolls.&lt;br /&gt;
* You can use this scenario to level some troops e.g. archers and saurians.&lt;br /&gt;
&lt;br /&gt;
===  A Dwarvish Stand === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 35/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
Recruit Wolf Riders and other types with lots of mobility, because just mushing&lt;br /&gt;
through the snow to get to the enemy units is work.  Let your allies get in &lt;br /&gt;
front of you and screen your troops. Let them fight the entrenched units and rush out onto poor defensive ground. Your saurians will be almost useless here due to low mobility. It may be worthwhile to have a Soothsayer or two.&lt;br /&gt;
&lt;br /&gt;
Simple alternative strategy for this easy scenario (min starting gold 300, medium difficulty):&lt;br /&gt;
# Recall only one keep of: 1 direwolf rider, 5 troll warriors (preferrably with the quick ability).&lt;br /&gt;
# Send one troll warrior together with the assassin and the rider around the south supporting your ally and taking some villages.&lt;br /&gt;
# Send all other troll warriors toghether with your leader through the hills to the north and then west. &lt;br /&gt;
# First fight of the gryphons which is rather easy here.&lt;br /&gt;
# Then position your main force at the edge of the hills south-west of the ice river in the north and lure the dwarves into the river. (Fighting them in the hills is quite a pain.)&lt;br /&gt;
# Once the main wave of dwarves is dealt with, press on towards the dwarven leader and kill him.&lt;br /&gt;
# By this time the humans should be running low on units as well. Move some spare units in to kill their leader.&lt;br /&gt;
# Inarix is quite useless here and stays in one of the villages near the keep. ;-)&lt;br /&gt;
# You should be finished around turn 15 already and get a fair amount of money out of it.&lt;br /&gt;
&lt;br /&gt;
===  Back Home === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 40/35/30 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
The only diffcult part in this scenario is the very start. The following strategy works (on 400 minimum gold, medium difficulty):&lt;br /&gt;
# Recall two quick oricsh warlords on the tiles closest to your enemies keep. Then recall all the other warlords and slurbows you have, 2 soothsayers (preferrably quick!) and 2 riders. Note that you cannot recall any of your trolls because they have gone with Gruu and show up again later.&lt;br /&gt;
# Position the warlords on the two towers facing your enemies keep and back them up with you other troops. If you are really quick and manage to get these two units to the tower, you're almost done. Also occupy one or two villages which extend in a straight line with the towers to the south-east. Do not let any of your units be attacked while standing on the snow! Now just let your enemy wear itself out on your well-shielded troops while rotating and healing them.&lt;br /&gt;
# In parallel send the 2 riders along the very south of the map grabbing some villages.&lt;br /&gt;
# At the beginning of turn 4 your first orcish allies arrives to the south-east, at the beginning of turn 5 the second on to the north-east.&lt;br /&gt;
# About the time your closest human is beaten, the elvish enemy starts to reach you from the north. Occupy the keep of your human enemy and kill the elves using the same strategy as before (you on castle hexes, them in the snow.)&lt;br /&gt;
# At the beginning of turn 7 Gruu arrives to the north-west. You control Gruu as well. Just recall three orcish warriors and help your northen ally a little to beat your enemies there. Stay in the hills preferrably for good defense.&lt;br /&gt;
# Once the elvish wave is defeated, start to move north killing first the elvish and then the other human enemy.&lt;br /&gt;
&lt;br /&gt;
===  Civil War === &lt;br /&gt;
* Objectives: Defeat the enemy leaders and move Kapou'e to the signpost&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 40/35/30 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
It's difficult to get this one finished in time unless you divide your forces&lt;br /&gt;
and get maximum use from the roads. Send two groups at the northwestern and &lt;br /&gt;
southeastern keeps, then converge on the southwestern one.&lt;br /&gt;
&lt;br /&gt;
===  The Coward === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies or time runs out&lt;br /&gt;
* Turns: 34/32/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
Lots of scenery -- and lots of villages -- in this one. Build two or three&lt;br /&gt;
wolf riders just to run around grabbing villages, it will pay off.  The AI&lt;br /&gt;
will tend to move his units north to grab the coastal villages; encourage this&lt;br /&gt;
by sending a handful of veterans in that direction to draw more troops north&lt;br /&gt;
even as you run your main body down the road towards the city gate.&lt;br /&gt;
[Make sure you take out the two leaders close to your starting position on the first turn or you will be fighting a losing battle with fourteen units right on top of your four units and no place to recruit from.]&lt;br /&gt;
&lt;br /&gt;
===  Human Attack === &lt;br /&gt;
* Objectives: Survive for 30 turns or defeat Earl Lanbec'h&lt;br /&gt;
* Lose if: Kapou'e or Gr&amp;amp;uuml;&amp;amp;uuml; dies&lt;br /&gt;
* Turns: 30/30/30 (easy/medium/hard)&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
Let your ally-generals soak up the casualties; use them to screen your&lt;br /&gt;
flanks and your movements.  A static defense on the city wall will work, or&lt;br /&gt;
you can recruit a large army early on and punch down the middle; that has the&lt;br /&gt;
advantage that you may be able to take out Earl Lanbec'h before a lot of his&lt;br /&gt;
reinforcements arrive (they show up at the south-center edge of the board&lt;br /&gt;
every morning).&lt;br /&gt;
&lt;br /&gt;
Feel free to spend a lot of money. The early finish bonus is massive.&lt;br /&gt;
&lt;br /&gt;
===  Northern Alliance === &lt;br /&gt;
* Objectives: Kill Shan Taum and Earl Lanbec'h&lt;br /&gt;
* Lose if: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml; or Howgarth III dies or time runs out&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Kapou'e, Gr&amp;amp;uuml;&amp;amp;uuml;, Jetto and Inarix&lt;br /&gt;
&lt;br /&gt;
Shan Taum is far weaker than Lanbec'h. The benefit of taking him out quickly is that your ally will then concentrate his forces on Lanbec'h; if both enemies are present, Howgarth's forces oscillate a little in between the two.&lt;br /&gt;
&lt;br /&gt;
You should start this level with '''a lot''' of gold. Keep recruiting every turn until you run out. With the Great Horde low upkeep this will take a while. Keep doing it. Since you'll largely be level 1 units against their level 2 and 3 units, Orcish Assassins level the playing field nicely with poisoning. The Assassins also have high defense and tend to draw enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Hold the wall until you reach a certain (im)balance and then push south. Lanbec'h gets reinforcements in the afternoon but they are nothing like as formidable as the previous scenario. All you have to do is kill Lanbec'h, not all the enemy units. So, if you get a chance, pick him off.&lt;br /&gt;
&lt;br /&gt;
If you are willing to put up with the tedium of recruiting tons of units, your victory should be inevitable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Shadowblack</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=36787</id>
		<title>Sceptre of Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=36787"/>
		<updated>2010-06-15T17:07:57Z</updated>

		<summary type="html">&lt;p&gt;Shadowblack: /* Gathering Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A Bargain Is Struck ===&lt;br /&gt;
* Objectives: Transport caravans to the castle and move Alanin to the castle, or defeat the elvish leader&lt;br /&gt;
* Lose if: Haldric, Rugnur or one of the caravans die or time runs out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Rugnur and Alanin&lt;br /&gt;
* Other: It is probably easier and quicker to defeat the elvish leader&lt;br /&gt;
After a short dialogue, you have to get four caravans to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use your units to shepherd the caravans, cutting it off from the elves, until it reaches the mountains. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. Use this chance to gain some experience for Rugnur in particular.&lt;br /&gt;
&lt;br /&gt;
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.&lt;br /&gt;
&lt;br /&gt;
=== Closing The Gates ===&lt;br /&gt;
* Objectives: Close the gates by having a unit standing on all six glyphs simultaneously&lt;br /&gt;
* Lose if: Rugnur or Baglur die or time runs out&lt;br /&gt;
* Turns: 15&lt;br /&gt;
* Starting units: Rugnur and Baglur&lt;br /&gt;
* Other&lt;br /&gt;
** If there are any elves in the caves after you shut the gates, you must kill them.&lt;br /&gt;
** Any units outside the caves when the gates close will die; pull your units back.&lt;br /&gt;
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move two thunderers down that way as well.&lt;br /&gt;
&lt;br /&gt;
Send Rugnur and one or two fighters and a thunderer down a passage and send the rest of your forces to kill the trolls at the other passage. Once they are dead, close the glyph beside the side entrance. This will close it (I managed to shut a troll whelp outside, who promptly killed two elf scouts over the course of the scenario and managed to level up :D). Leave two behind to hold those glyphs in the passage you picked and repeat for the other passage. Then once you have done that, defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place any soldiers on the two remaining glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Searching for the Runecrafter ===&lt;br /&gt;
* Objectives: Send a non-Gryphon to Thursagan's village and bring him back to the signpost&lt;br /&gt;
* Lose if: Rugnur, Baglur, Alanin or Krawg die or time runs out&lt;br /&gt;
* Turns: 20&lt;br /&gt;
* Starting units: Rugnur, Baglur, Alanin, Krawg and a Gryphon&lt;br /&gt;
&lt;br /&gt;
As soon as you move one of your units, you'll encounter Krawg and his other friendly Gryphon. Thursagan is hiding in a random village. You have to go find him and bring him back to the signpost in your keep. He won't follow a Gryphon, so you have to send a dwarf (or Alanin).&lt;br /&gt;
&lt;br /&gt;
The monsters you'll face are Wolves, Ogres, Trolls and Woses. Mostly Wolves. Maintain a defensive position in your mountain stronghold and send your Gryphons to find Thursagan. Then send a dwarf to bring him back.&lt;br /&gt;
&lt;br /&gt;
The Trolls, Woses and Ogres hit hardest, so concentrate on killing them when they arrive. Don't let the wolves flank you and get inside your perimeter.&lt;br /&gt;
&lt;br /&gt;
=== Gathering Materials ===&lt;br /&gt;
* Objectives: Mine one gold deposit and two coal deposits (see below)&lt;br /&gt;
* Lose if: Rugnur or Thursagan die or time runs out&lt;br /&gt;
* Turns: 40/37/34 (easy/medium/hard)&lt;br /&gt;
* Starting units: Rugnur, Baglur, Thursagan and two Dwarvish Runesmiths&lt;br /&gt;
* Other&lt;br /&gt;
** To mine you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep&lt;br /&gt;
** The map is randomized so your map play slightly differently&lt;br /&gt;
&lt;br /&gt;
The coal deposits are near the northwest troll and the southeast troll. The gold deposit is near the village in the middle. (The map layout is randomized, but the minerals are always in these areas). In order to mine, you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep. The mining can be done with just one Miner, but make it a priority to grab the deposits as quickly as you can. The gold is easy and the northwest coal can maybe be snatched before you kill the Troll up there. Obviously don't let that Miner die.&lt;br /&gt;
&lt;br /&gt;
Recruit 2 keepfuls of units and get to the middle area quickly. The goblins are numerous but weak. The trick here is to hold the northeast against Troll Whelps and Ogres, the southeast against more Whelps and Rocklobbers and still have enough units to kill all the goblins. Oh, and you only have one village and no healers. The AI doesn't like attacking your Runesmiths/Thursagan when they are on good defensive ground. I guess the outcome is too unfavorable given the 70% magical chance to hit. You can use this to your advantage when clogging up passageways.&lt;br /&gt;
&lt;br /&gt;
Remember to move your Miner to and from the deposits as quickly as possible. In general, the order of things to do besides that is:&lt;br /&gt;
* Get your troops into the middle clearing and dig in.&lt;br /&gt;
* Kill the goblins and their leader.&lt;br /&gt;
* Kill the last of the wave from the northeast and reinforce the southeast.&lt;br /&gt;
* Move some of your forces to finish the northeast leader and the rest to reinforce the southeast.&lt;br /&gt;
* Push to the southeast (there are villages down here) and get the last leader.&lt;br /&gt;
&lt;br /&gt;
The easiest order to get the deposits is probably gold, northwest coal, southeast coal.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
&lt;br /&gt;
In 1.8.2 on the Steelclad (Challenging) difficulty the ogres and goblins fight each other, so you can let them weaken each other while you go south and slaughter the trolls there. Once you've dealt with the south trolls you can use the villages there to heal your troops before going north to finish the survivors (most likely the ogres, as the goblins are too weak). If you choose this strategy be careful not to spend too much time waiting for the fighting in the north to end.&lt;br /&gt;
&lt;br /&gt;
=== Hills of the Shorbear Clan ===&lt;br /&gt;
* Objectives: Defeat the dwarf leader and have all heroes in the cave while no enemies are in it&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Durstorn die or time runs out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Rugnur, Alanin, Krawg, Thursagan, Durstorn, a Thunderguard and a Steelclad&lt;br /&gt;
&lt;br /&gt;
Since Durstorn started a fight, you have to kick the dwarves out of their cave. The problem is that some elves show up and start fighting you too. So you have to take over the cave '''and''' kick everyone else out.&lt;br /&gt;
&lt;br /&gt;
You can use Krawg and another Gryphon to go around the map and flag lots of villages. You'll get lots of gold and can use that to recruit a couple of fresh units if you need after you capture the Shorbears' keep.&lt;br /&gt;
&lt;br /&gt;
The scenario is pretty straightforward. When fighting the dwarves use the terrain to your advantage. A dwarf on a mountain tile is only hit 30% of the time... unless you are attacking with a Runesmith/Runemaster. Their magical attacks (70% chance to hit) can make all the difference. Once you are in the cave and fighting off the elves, seal up the exits when you can. Now all you need to do is wipe out any stragglers and you are done.&lt;br /&gt;
&lt;br /&gt;
=== Towards the Caves ===&lt;br /&gt;
* Objectives: Move Alanin to the southern border east of the river, move Rugnur to the northeast cave&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out&lt;br /&gt;
* Turns: 12&lt;br /&gt;
* Starting units: Rugnur, Baglur, Krawg, Thursagan, and Alanin&lt;br /&gt;
It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).&lt;br /&gt;
&lt;br /&gt;
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units (Gryphons?) for cover and village flagging), and dig in. Rotate your units and try not to lose to many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. Yes, you can also win by killing all the leaders. Good luck with that.&lt;br /&gt;
&lt;br /&gt;
=== Outriding the Outriders ===&lt;br /&gt;
* Objectives: Reach the outpost in the south&lt;br /&gt;
* Lose if: Alanin dies or time runs out&lt;br /&gt;
* Turns: 12&lt;br /&gt;
* Starting units: Alanin&lt;br /&gt;
&lt;br /&gt;
First off, this level is the last time you will see any of these units. So, don't do anything to cute with them. If you level a Spearman, the best choice is probably Javelineer. Pikeman and Javelineer have pierce attacks (which are best against the Outriders) but the Javelineer has the ranged attack too.&lt;br /&gt;
&lt;br /&gt;
The main goal is to slow the elves down (which you can of course do by killing them). If a unit has 2 or 3 HP, don't attack with it. Make one of the Outriders waste his turn by killing it. Try and use your units ZOC and the terrain to slow the elves down. The Outriders are slow on ice, hills and mountains. If you have the option of falling back (or moving up) and combining two villages worth of defenders, that's probably a good idea. &lt;br /&gt;
&lt;br /&gt;
There are two villages you can reach with your first move. Go to the southernmost one. This sums up the whole ''modus operandi'' for Alanin: move as far south as you can every turn. Deviate slightly to capture villages, but not too much. You will need most of every turn's moves to get to the outpost in time.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon ===&lt;br /&gt;
* Objectives: Get Rugnur, Thursagan and Krawg to the end of the tunnel; then move Thursagan to the forge and defend him for 9 turns&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, and Baglur&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves don't really come after you. Recruit/recall with all your gold and move everyone through the cave. The biggest surprise is the Bats. There are lots of them. The best way to kill them is with Scouts' ranged attack or Runesmiths' magical attack. Remeber they are level 0 so don't exert a zone of control. The Dragon might come out but there is no advantage in killing it. Just move past it.&lt;br /&gt;
&lt;br /&gt;
Move Thursagan to the forge and then hit next turn 9 times.&lt;br /&gt;
&lt;br /&gt;
=== Caverns of Flame ===&lt;br /&gt;
* Objectives: Move onto the glyph that makes the volcano erupt; then kill all the elves&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, Baglur and many others&lt;br /&gt;
&lt;br /&gt;
You start with a bunch of units which is good because you can't recall any. What you start with is all you get. The cave is populated by Trolls and a few Orcish Warriors guarding the glyph. Your job is to get onto the glyph and then kill all the elves.&lt;br /&gt;
&lt;br /&gt;
After a turn or two a bunch of dwarves and elves appear at the mouth of the cave (so get your units moving). Just like in the last scenario the elves move very slowly so you'll fight the dwarves separately from the elves. Keep your force together. You face a lot of strong enemies and will need to rotate all your troops to prevent too much attrition. Take advantage of the fact that you are fighting so many level 2 and 3 units to level any of your troops that still can improve.&lt;br /&gt;
&lt;br /&gt;
Move everyone to the westernmost cavern. It has a good bottleneck to hold the dwarves at and plenty of villages to heal. Once you are dug in, send Rugnur, Thursagan (who is an absolute badass now that he has the Sceptre of Fire) and a few other units south to the glyph. Kill the orc guards and step on the glyph. Once you do that you are instructed to kill all the elves before they escape. Luckily for you, stepping on the glyph also unleashes the Troll Warriors '''behind''' the elves. The elves have no chance. The trolls will quickly slaughter them. You can help if you want, but the end is inevitable. Make sure Thursagan and Rugnur don't fall in lava.&lt;br /&gt;
&lt;br /&gt;
To keep Krawg out of trouble you can move him onto one of the lava squares. There are several which are only accessible/attackable by flying units. There are no flying enemies so Krawg will be safe.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Troll Warriors. They cannot get out until you step on the glyph. By that time it probably doesn't matter.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
&lt;br /&gt;
Don't waste your time fighting the trolls - use a few units to slow them down and go directly south to the glyph. Kill the guards as quickly as possible and take defensive positions around the glyph while watching the elves and trolls fight each other. When you're ready step on the glyph and unleash the Troll Warriors on the elves. Then it's only a matter of surviving until the elves are slaughtered. You might suffer some losses, but as long as the heroes survive it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
-shadowblack&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Shadowblack</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=36786</id>
		<title>Sceptre of Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=36786"/>
		<updated>2010-06-15T16:53:13Z</updated>

		<summary type="html">&lt;p&gt;Shadowblack: /* Caverns of Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A Bargain Is Struck ===&lt;br /&gt;
* Objectives: Transport caravans to the castle and move Alanin to the castle, or defeat the elvish leader&lt;br /&gt;
* Lose if: Haldric, Rugnur or one of the caravans die or time runs out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Rugnur and Alanin&lt;br /&gt;
* Other: It is probably easier and quicker to defeat the elvish leader&lt;br /&gt;
After a short dialogue, you have to get four caravans to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use your units to shepherd the caravans, cutting it off from the elves, until it reaches the mountains. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. Use this chance to gain some experience for Rugnur in particular.&lt;br /&gt;
&lt;br /&gt;
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.&lt;br /&gt;
&lt;br /&gt;
=== Closing The Gates ===&lt;br /&gt;
* Objectives: Close the gates by having a unit standing on all six glyphs simultaneously&lt;br /&gt;
* Lose if: Rugnur or Baglur die or time runs out&lt;br /&gt;
* Turns: 15&lt;br /&gt;
* Starting units: Rugnur and Baglur&lt;br /&gt;
* Other&lt;br /&gt;
** If there are any elves in the caves after you shut the gates, you must kill them.&lt;br /&gt;
** Any units outside the caves when the gates close will die; pull your units back.&lt;br /&gt;
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move two thunderers down that way as well.&lt;br /&gt;
&lt;br /&gt;
Send Rugnur and one or two fighters and a thunderer down a passage and send the rest of your forces to kill the trolls at the other passage. Once they are dead, close the glyph beside the side entrance. This will close it (I managed to shut a troll whelp outside, who promptly killed two elf scouts over the course of the scenario and managed to level up :D). Leave two behind to hold those glyphs in the passage you picked and repeat for the other passage. Then once you have done that, defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place any soldiers on the two remaining glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Searching for the Runecrafter ===&lt;br /&gt;
* Objectives: Send a non-Gryphon to Thursagan's village and bring him back to the signpost&lt;br /&gt;
* Lose if: Rugnur, Baglur, Alanin or Krawg die or time runs out&lt;br /&gt;
* Turns: 20&lt;br /&gt;
* Starting units: Rugnur, Baglur, Alanin, Krawg and a Gryphon&lt;br /&gt;
&lt;br /&gt;
As soon as you move one of your units, you'll encounter Krawg and his other friendly Gryphon. Thursagan is hiding in a random village. You have to go find him and bring him back to the signpost in your keep. He won't follow a Gryphon, so you have to send a dwarf (or Alanin).&lt;br /&gt;
&lt;br /&gt;
The monsters you'll face are Wolves, Ogres, Trolls and Woses. Mostly Wolves. Maintain a defensive position in your mountain stronghold and send your Gryphons to find Thursagan. Then send a dwarf to bring him back.&lt;br /&gt;
&lt;br /&gt;
The Trolls, Woses and Ogres hit hardest, so concentrate on killing them when they arrive. Don't let the wolves flank you and get inside your perimeter.&lt;br /&gt;
&lt;br /&gt;
=== Gathering Materials ===&lt;br /&gt;
* Objectives: Mine one gold deposit and two coal deposits (see below)&lt;br /&gt;
* Lose if: Rugnur or Thursagan die or time runs out&lt;br /&gt;
* Turns: 40/37/34 (easy/medium/hard)&lt;br /&gt;
* Starting units: Rugnur, Baglur, Thursagan and two Dwarvish Runesmiths&lt;br /&gt;
* Other&lt;br /&gt;
** To mine you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep&lt;br /&gt;
** The map is randomized so your map play slightly differently&lt;br /&gt;
&lt;br /&gt;
The coal deposits are near the northwest troll and the southeast troll. The gold deposit is near the village in the middle. (The map layout is randomized, but the minerals are always in these areas). In order to mine, you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep. The mining can be done with just one Miner, but make it a priority to grab the deposits as quickly as you can. The gold is easy and the northwest coal can maybe be snatched before you kill the Troll up there. Obviously don't let that Miner die.&lt;br /&gt;
&lt;br /&gt;
Recruit 2 keepfuls of units and get to the middle area quickly. The goblins are numerous but weak. The trick here is to hold the northeast against Troll Whelps and Ogres, the southeast against more Whelps and Rocklobbers and still have enough units to kill all the goblins. Oh, and you only have one village and no healers. The AI doesn't like attacking your Runesmiths/Thursagan when they are on good defensive ground. I guess the outcome is too unfavorable given the 70% magical chance to hit. You can use this to your advantage when clogging up passageways.&lt;br /&gt;
&lt;br /&gt;
Remember to move your Miner to and from the deposits as quickly as possible. In general, the order of things to do besides that is:&lt;br /&gt;
* Get your troops into the middle clearing and dig in.&lt;br /&gt;
* Kill the goblins and their leader.&lt;br /&gt;
* Kill the last of the wave from the northeast and reinforce the southeast.&lt;br /&gt;
* Move some of your forces to finish the northeast leader and the rest to reinforce the southeast.&lt;br /&gt;
* Push to the southeast (there are villages down here) and get the last leader.&lt;br /&gt;
&lt;br /&gt;
The easiest order to get the deposits is probably gold, northwest coal, southeast coal.&lt;br /&gt;
&lt;br /&gt;
=== Hills of the Shorbear Clan ===&lt;br /&gt;
* Objectives: Defeat the dwarf leader and have all heroes in the cave while no enemies are in it&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Durstorn die or time runs out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Rugnur, Alanin, Krawg, Thursagan, Durstorn, a Thunderguard and a Steelclad&lt;br /&gt;
&lt;br /&gt;
Since Durstorn started a fight, you have to kick the dwarves out of their cave. The problem is that some elves show up and start fighting you too. So you have to take over the cave '''and''' kick everyone else out.&lt;br /&gt;
&lt;br /&gt;
You can use Krawg and another Gryphon to go around the map and flag lots of villages. You'll get lots of gold and can use that to recruit a couple of fresh units if you need after you capture the Shorbears' keep.&lt;br /&gt;
&lt;br /&gt;
The scenario is pretty straightforward. When fighting the dwarves use the terrain to your advantage. A dwarf on a mountain tile is only hit 30% of the time... unless you are attacking with a Runesmith/Runemaster. Their magical attacks (70% chance to hit) can make all the difference. Once you are in the cave and fighting off the elves, seal up the exits when you can. Now all you need to do is wipe out any stragglers and you are done.&lt;br /&gt;
&lt;br /&gt;
=== Towards the Caves ===&lt;br /&gt;
* Objectives: Move Alanin to the southern border east of the river, move Rugnur to the northeast cave&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out&lt;br /&gt;
* Turns: 12&lt;br /&gt;
* Starting units: Rugnur, Baglur, Krawg, Thursagan, and Alanin&lt;br /&gt;
It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).&lt;br /&gt;
&lt;br /&gt;
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units (Gryphons?) for cover and village flagging), and dig in. Rotate your units and try not to lose to many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. Yes, you can also win by killing all the leaders. Good luck with that.&lt;br /&gt;
&lt;br /&gt;
=== Outriding the Outriders ===&lt;br /&gt;
* Objectives: Reach the outpost in the south&lt;br /&gt;
* Lose if: Alanin dies or time runs out&lt;br /&gt;
* Turns: 12&lt;br /&gt;
* Starting units: Alanin&lt;br /&gt;
&lt;br /&gt;
First off, this level is the last time you will see any of these units. So, don't do anything to cute with them. If you level a Spearman, the best choice is probably Javelineer. Pikeman and Javelineer have pierce attacks (which are best against the Outriders) but the Javelineer has the ranged attack too.&lt;br /&gt;
&lt;br /&gt;
The main goal is to slow the elves down (which you can of course do by killing them). If a unit has 2 or 3 HP, don't attack with it. Make one of the Outriders waste his turn by killing it. Try and use your units ZOC and the terrain to slow the elves down. The Outriders are slow on ice, hills and mountains. If you have the option of falling back (or moving up) and combining two villages worth of defenders, that's probably a good idea. &lt;br /&gt;
&lt;br /&gt;
There are two villages you can reach with your first move. Go to the southernmost one. This sums up the whole ''modus operandi'' for Alanin: move as far south as you can every turn. Deviate slightly to capture villages, but not too much. You will need most of every turn's moves to get to the outpost in time.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon ===&lt;br /&gt;
* Objectives: Get Rugnur, Thursagan and Krawg to the end of the tunnel; then move Thursagan to the forge and defend him for 9 turns&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, and Baglur&lt;br /&gt;
&lt;br /&gt;
The elves and dwarves don't really come after you. Recruit/recall with all your gold and move everyone through the cave. The biggest surprise is the Bats. There are lots of them. The best way to kill them is with Scouts' ranged attack or Runesmiths' magical attack. Remeber they are level 0 so don't exert a zone of control. The Dragon might come out but there is no advantage in killing it. Just move past it.&lt;br /&gt;
&lt;br /&gt;
Move Thursagan to the forge and then hit next turn 9 times.&lt;br /&gt;
&lt;br /&gt;
=== Caverns of Flame ===&lt;br /&gt;
* Objectives: Move onto the glyph that makes the volcano erupt; then kill all the elves&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, Baglur and many others&lt;br /&gt;
&lt;br /&gt;
You start with a bunch of units which is good because you can't recall any. What you start with is all you get. The cave is populated by Trolls and a few Orcish Warriors guarding the glyph. Your job is to get onto the glyph and then kill all the elves.&lt;br /&gt;
&lt;br /&gt;
After a turn or two a bunch of dwarves and elves appear at the mouth of the cave (so get your units moving). Just like in the last scenario the elves move very slowly so you'll fight the dwarves separately from the elves. Keep your force together. You face a lot of strong enemies and will need to rotate all your troops to prevent too much attrition. Take advantage of the fact that you are fighting so many level 2 and 3 units to level any of your troops that still can improve.&lt;br /&gt;
&lt;br /&gt;
Move everyone to the westernmost cavern. It has a good bottleneck to hold the dwarves at and plenty of villages to heal. Once you are dug in, send Rugnur, Thursagan (who is an absolute badass now that he has the Sceptre of Fire) and a few other units south to the glyph. Kill the orc guards and step on the glyph. Once you do that you are instructed to kill all the elves before they escape. Luckily for you, stepping on the glyph also unleashes the Troll Warriors '''behind''' the elves. The elves have no chance. The trolls will quickly slaughter them. You can help if you want, but the end is inevitable. Make sure Thursagan and Rugnur don't fall in lava.&lt;br /&gt;
&lt;br /&gt;
To keep Krawg out of trouble you can move him onto one of the lava squares. There are several which are only accessible/attackable by flying units. There are no flying enemies so Krawg will be safe.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Troll Warriors. They cannot get out until you step on the glyph. By that time it probably doesn't matter.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
&lt;br /&gt;
Don't waste your time fighting the trolls - use a few units to slow them down and go directly south to the glyph. Kill the guards as quickly as possible and take defensive positions around the glyph while watching the elves and trolls fight each other. When you're ready step on the glyph and unleash the Troll Warriors on the elves. Then it's only a matter of surviving until the elves are slaughtered. You might suffer some losses, but as long as the heroes survive it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
-shadowblack&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Shadowblack</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=36733</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=36733"/>
		<updated>2010-06-04T18:10:30Z</updated>

		<summary type="html">&lt;p&gt;Shadowblack: /* The Crossing */&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;
''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
&lt;br /&gt;
The following descriptions 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 are 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;
=== 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 surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use 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 scenario, 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 scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
&lt;br /&gt;
Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
&lt;br /&gt;
Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
&lt;br /&gt;
Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
&lt;br /&gt;
Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
&lt;br /&gt;
Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
&lt;br /&gt;
Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
&lt;br /&gt;
At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
&lt;br /&gt;
Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
&lt;br /&gt;
You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
&lt;br /&gt;
My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
&lt;br /&gt;
NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
&lt;br /&gt;
Euclid&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
* Objectives: Move Gweddry to the end of the tunnel&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies or turns run out&lt;br /&gt;
* Turns: 26/24/22 (easy/medium/hard)&lt;br /&gt;
* Starting units: Gweddry, Dacyn&lt;br /&gt;
* Other&lt;br /&gt;
** Permanent holy amulet in north&lt;br /&gt;
** Treasure of 200 gold in southeast&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling Heavy Infantry, they go too slow in caves. Go for a group of mostly Mages, and a couple of Spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
&lt;br /&gt;
The map is quite small. Bypass the fights that you can until you have the bulk of your units in th safety of the dwarf leader's keep area. When you are just moving Gweddry along be opportunistic and get some experience. Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarves will kindly become your allies and keep off the trolls for a few turns. &lt;br /&gt;
&lt;br /&gt;
There is a holy amulet to the north (unlike in other campaigns this holy amulet is permanent!). Send a quick Spearman there or Gweddry (Giving Gweddry the holy amulet (instead of a Spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway). &lt;br /&gt;
&lt;br /&gt;
As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
&lt;br /&gt;
The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one Spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the White Mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a Mage and a Spearman (to fight individual trolls coming your way).&lt;br /&gt;
&lt;br /&gt;
Before moving Gweddry to the end of the cave (which ends the level) send the Mage to the east past the funny signpost warning you of the troll hole. In the cave the Mage discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
* Objectives: Defeat either enemy leader&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies or turns run out&lt;br /&gt;
* Turns: 20/20/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Gweddry, Dacyn&lt;br /&gt;
* Other: your next scenario depends on which leader you defeat&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, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
First kill Mal-Tar to get your keep. To do this, shoot him with Dacyn and attack him with Gweddry's melee. If you don't kill him the first turn, second turn kill him with Dacyn so Gweddry can recruit. You will be fighting a mix of undead and bats, so recruit Heavy Infantry and Mages (if you gave the amulet to a Spearman in the previous scenario, recall him, too). Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
The attackers should be no problem so focus on leveling units. If you move quickly you should only need to fight the attackers from one leader. Of course you can have some of your units double back to engage the second set.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== 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 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 the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, 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 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 tactically very 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 village 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 on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
==== 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 relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit 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;
(CTH = Chance To Hit).&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner. By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The reason to go here is to acquire a cavalry force of one Paladin and five Knights. To do this kill the 6 Revenants guarding the cages, but note the number of Knights available is reduced by one for each of your troops that die *after you rescue the first one*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; before this. Each rescued unit pops in with full moves.  &lt;br /&gt;
&lt;br /&gt;
If you just want to rescue the paladin and 5 knights and get out (in 1.6), this is how I finished that by turn 8. The horses were captive in 6 cages, 4 in a northern loop and 2 in a southern loop. First turn, I sent a quick shock trooper, quick heavy, and a white mage (not Dacyn) around the northern loop, looping from bottom to top (start at bottom knight, end at paladin). I looped that way to clear the middle ASAP and escape the oncoming troops. Also first turn, I sent 3 shock troopers around the southern loop, looping from top to bottom. If you encounter resistance, kill it quick or run as required, and instead focus on killing the guards fast, which conveniently don't hit back. On turn 2, I recruited another keep full of recruits and immediately sent everyone else to take out the northwestern leader. Time it so you kill the northwestern leader just as the last horses are rescued. It is by no means easy, but this way I managed to lose only a few HI types while picking up all 6 horses.&lt;br /&gt;
&lt;br /&gt;
=== The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&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 straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
&lt;br /&gt;
Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) 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 that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
&lt;br /&gt;
Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
&lt;br /&gt;
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
&lt;br /&gt;
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
&lt;br /&gt;
/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
&lt;br /&gt;
=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
&lt;br /&gt;
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
&lt;br /&gt;
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-west in a tight formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-west to reach the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
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Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
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Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
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==== The Crossing ====&lt;br /&gt;
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I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
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If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
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Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
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Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
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Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
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Important: If the ogre leader is alive at the end of the scenario, he agrees to help you, which results in the following bonuses: he joins you as a loyal unit, you get two free Ogres, you gain the ability to recruit Young Ogres, and you skip &amp;quot;Training the Ogres&amp;quot; scenario and go directly to &amp;quot;Xenophobia&amp;quot;.&lt;br /&gt;
(shadowblack)&lt;br /&gt;
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=== Training the Ogres ===&lt;br /&gt;
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*This scenario was missing in 1.6.&lt;br /&gt;
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This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
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Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
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Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
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(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
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It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
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Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
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=== Xenophobia  ===&lt;br /&gt;
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In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
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Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
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By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
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By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
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The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
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(Future spoiler: This is your last chance to level non-leader units you will play two scenarios ahead in Captured. For instance, you may want to prepare a dragoon, a white mage, and a couple of adult ogres for that scenario.)&lt;br /&gt;
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=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very northeast (go to the right into the mounts directly after crossing the bridge), one is between the path leading west and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
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Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead.&lt;br /&gt;
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(Future spoiler: Any units you recall will not be available in the next scenario Captured. The units you will get there are the 13 top recalls of the default sorted list at the end of this scenario, so you may want to save some adult ogres and quick white mages for that one.)&lt;br /&gt;
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The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
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As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away. When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
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=== Captured ===&lt;br /&gt;
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You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
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Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
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Any units you recall in the previous scenario will not be available here. Instead, the units you will get here are the 13 top recalls of the default sorted list at the end of the last scenario. If like me, the first time around you end up will all slow moving ineffective cave units and no healers and thus get wiped out quickly here, then you could go back two scenarios to optimize for this one. In Xenophobia, level better cave units, healers, and a dragoon or something to pick up the holy amulet. Then in Lake Vrug, recall units such that you leave the top 13 as the ones you want to bring here. &lt;br /&gt;
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Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
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There is a holy necklace on this level, at coordinates x=22, y=38. Preferrably grab it with a horseman or something. similar. He will come in very hand in later scenarios.&lt;br /&gt;
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Note: Most of the orcs are level two and three units.&lt;br /&gt;
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=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
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Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
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There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
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I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
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Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
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With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
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With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
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[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
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[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
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=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
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The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
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=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
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Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
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Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
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Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
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=== The Council ===&lt;br /&gt;
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Only plot in this. You see the inside of the castle.&lt;br /&gt;
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=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
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You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
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Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
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Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
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The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
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If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
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Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
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After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
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Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
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Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
&lt;br /&gt;
In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
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Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
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==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
&lt;br /&gt;
As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
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A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
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Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
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[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Shadowblack</name></author>
		
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