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		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=18592</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=18592"/>
		<updated>2007-10-08T18:37:44Z</updated>

		<summary type="html">&lt;p&gt;Vladevil: /* Evacuation */&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: Eastern Invasion is still undergoing both balancing and plot changes, so these descriptions might not be applicable to later versions of the campaign'''''&lt;br /&gt;
&lt;br /&gt;
Perhaps this will provide grounds for trenchant criticism from more experienced and abler players. These 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;
==Scenarios==&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;
=== Escape Tunnel ===&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. If a spearmen or mage is quick, have it get the holy water (unlike in other campaigns this holy water is permanent). Use it and Dacyn against the undead, and use the mages against the trolls.&lt;br /&gt;
Since you have allies they shouldn't die. Send Gweddry with a (hopefully) quick mage southeast to avoid the trolls and go to the finish. Send the mage to get the gold, and get Gweddry to the end of the tunnel for a victory.&lt;br /&gt;
&lt;br /&gt;
Giving Gweddry the holy amulet here 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;
=== An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, 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;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy water in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&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 holy water 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.&lt;br /&gt;
&lt;br /&gt;
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;
As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
&lt;br /&gt;
On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&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 most of the work. Just aid him with a few well-placed shock troopers (1-2 should do). That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin 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&lt;br /&gt;
surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of 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;
&lt;br /&gt;
Faster units are good on this level, since you need to run quickly around from village to village. Probably 1-2 cavalrymen, and 1-2 horsemen, plus some advanced mages and spearmen, will make large enough force. Don't take any heavy infantry along bandit-hunting, although they're useful, as stated before, in fighting the undead.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat, because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not around him.&lt;br /&gt;
&lt;br /&gt;
If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead creatures, while everything else went north, killing the orc warlord just in time at turn 12.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
&lt;br /&gt;
Nicknameless person thinks that this is easier choice, because you're facing lich. Lich is turned to undead so it's weak to fire, impact and holy attacks, unlike Necromancer. Just get all those units with holy water, recruit lots of heavy infantry and mages, get everyone over river, to the east coast of island the lich is at. Wait there until it's daytime, and then simply CHARGE!!!&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was 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;
&lt;br /&gt;
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.  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;
&lt;br /&gt;
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;
&lt;br /&gt;
If you manage to hold the south bank against the undead, don't leave Owaec there.  He needs to cross to the north bank to complete the scenario, and he moves one hex a turn in the water.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
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 levelling. &lt;br /&gt;
&lt;br /&gt;
I made it 5 turns with 2 ogres remaining by killing two of them right at the start with Gweddry, then letting the other two chase Dacyn and Owaec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(what did you do about the remaining minus one ogres in version 1.1.11?  Also, I find that when there are only two, they try their utmost to escape)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25.&lt;br /&gt;
(Allefant)&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt you.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves.&lt;br /&gt;
&lt;br /&gt;
There was a bug in this scenario [really just a typo in the event] that was causing the holy amulet on square 20, 12 to actually be trigered when you move onto sqare 12, 2.  This is fixed as of 1.0.2.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
&lt;br /&gt;
A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there aren't many enemies.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward. You start in the south and need to move your leaders north across a bridge and to the west to the end of the path. As mentioned above, there isn't much need to recruit heavily: some heavy infantry to block attackers and some mages to kill trolls. To save on gold, recruit a horseman or two and send them west right before the river--there's a path there leading through some Gryphon villages.&lt;br /&gt;
&lt;br /&gt;
You will run into some gryphon, a dragon, and a handful of trolls across the river. Keep a cadre of heavy infantry and mages to tackle them while you send your leaders to the west. Be careful of the gryphons' mobility and ability to swing around troops' zones of control and deliver the final blow to some injured troops.&lt;br /&gt;
&lt;br /&gt;
If you'd like you can follow the path through the mountains to the northeast where there may be a few more trolls to hack up.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
&lt;br /&gt;
You start out by running up a tunnel to find some of your companions. Don't go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the Northern tunnel around. At the end of that tunnel, you will enter the throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
At that moment, you will then have access to a number of wounded troops, automatically recalled, to the east. They will face a number of assassins and trolls, working their way west.&lt;br /&gt;
&lt;br /&gt;
The exit is in the SW corner, so move your mounted units in that direction since they move very slowly in cave tunnels. You should have plenty of turns to wipe everything out. You are victorious when Gweddry moves outside of the caves.&lt;br /&gt;
&lt;br /&gt;
The current version (gotten with the Debian package for Wesnoth 1.0) has a holy necklace on this level, at coordinates x=12, y=2. Grab it to kill undead better.&lt;br /&gt;
&lt;br /&gt;
Also in version 1.0, the carry-over bonus seems to be absent. There is however, a huge collections of villages in the south (the City). If you need money for the next scenario, this is where to get it. Beware that if you move to the City too early, there will be a troll there ready to hack up any level one troops.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, this one seems to be a bit unbalanced (i.e., too easy). I recalled all my strong units because of the messages that you have to move everyone you want to keep south and then destroy the bridge. But instead, I could kill all three enemy leaders in just a few turns and no losses (I had only level 2 and 3 units). First I moved my whole army to the eastern Orc, then to the southern, then to the Troll, and was done in 6 turns. That way I didn't have to blow up the bridge (which isn't worth seeing - I expected a big explosion, but the bridge just disappeared) and could keep all recruits, not just the ones I recalled.&lt;br /&gt;
&lt;br /&gt;
It seems that in 1.0, the scenario is a bit more balanced. In fact many players find this frustratingly difficult--you '''will''' lose troops you've spent the whole game trying to deveop.&lt;br /&gt;
&lt;br /&gt;
Some strategies suggest taking out one or two of the leaders, but many end up losing too many troops and having an unprotected rear while crossing the bridge. In the end, spend the first round recruiting fodder, the second for recalling the troops you want to keep, and the rest sending fodder out and trying to get across the damn bridge.&lt;br /&gt;
&lt;br /&gt;
You will need quite a bit of gold to complete this scenario, as you won't be able to hold enough villages to sustain your upkeep. You might consider replaying the previous scenario--look for the City to the south--to acquire over 400 gold to enter this scenario.&lt;br /&gt;
&lt;br /&gt;
Note that troops left on the bridge when the engineer reaches the signposts will also be retained.&lt;br /&gt;
&lt;br /&gt;
[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;
&lt;br /&gt;
&lt;br /&gt;
[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;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
In this scenario, every time you move there is a chance that undead will spring out of the ground a few hexes away from the moving unit. Try to conserve moves and don't recall too many units. (They really aren't necessary, anyways). &lt;br /&gt;
&lt;br /&gt;
Also note that the Skeletal Dragon has lowered resistance against impact (but not holy, and strong resistance against everything else). The dragon is just wandering around, and won't attack or go for you until you get near it, so make sure you have a powerful enough force ready to kill it before you move within range of it.&lt;br /&gt;
&lt;br /&gt;
[Bartimaeus] Or you could just sacrifice the peasants that you might find in some of the villages. Get them to charge into unknown territory, reveal the enemy and get your stronger units to obliterate them next turn.&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, and should only take 6-8 units. The first turn, recall any mounted holy units you may have (paladins, or any other who have picked up an amulet), and some advanced mages. Don't get heavy infantry, they are too slow, and a rush strategy is most appropriate. Rush the Dark Sorcerer closest to you; since he only recruits level 1 units, he should be easy to defeat. If you are good, he will be dead around turn 5. Then, just run south with Gweddry, and defeat against any undead coming at you from the west with your other units. Since the other two enemies are more powerful than the one you killed, and Konrad II acts, well, stupid, they might start beating him. So, send some of your quicker units (the mounted ones) to help him out. Just make sure the undead archers don't kill them.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
&lt;br /&gt;
Luckily, you have a lot of allies, but they tend to act rather stupid, and their units are level 1 while the enemies' are level 2 or 3. So, they will serve as distractions, but won't win the battle for you. The northern enemy is one of the strongest, so don't attack him first, just send a few units to form a defensive wall. He tends to recruit a lot of Spectres, and a group of 4 of them can kill any first level unit in one turn. You should try to kill the enemies on this level, not just survive the night. Send rather large forces to attack the south-eastern and south-western enemies, making sure that your ally puts his units on the front line - that way, the undead will kill his units, but have no one left to attack you. Advanced mages are very useful, since they tend to kill revenants and ghouls in one attack. Once the other enemies are defeate, advance on the northern enemy, killing his spectres with mages. You should be able to level up a few. After the scenario, there is a choice of going to The Duel, or to Weldyn Besieged. In The Duel, you can only use your 6 best units, and Weldyn Besieged is just another big battle.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
&lt;br /&gt;
Get ready to face an assorted set of one ancient lich, 6 liches and necromancers, plus some lower units.&lt;br /&gt;
&lt;br /&gt;
3 great mages and 3 mages of light can do the trick, just go for Mal-Ravanal at daylight. Seemed much too easy (version 0.9.1 + 1.0, medium difficulty). He is really dumb (or cocky), blindly rushing forward. Even suiciding on a white mage isn't beneath him.&lt;br /&gt;
&lt;br /&gt;
If you ever gave a red mage an amulet and leveled him up, a holy great mage can kill Mal-Ravanal in two hits. A strong Iron Mauler with an amulet and leadership (Grand Marshal) can even take him out in one hit. But if you plan on Iron Mauling your way through, keep in mind that they are vulnerable to cold ! Thus the best units here are without a doubt cavaliers outfitted with an amulet. If you don't have or want amulets, I guess some paladins could be used too.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
I had hoped for a big final battle like in Heir of the Throne - but instead I could assassinate Mal-Ravanal in just 5 turns. Apparently, the later scenarios in &amp;quot;Eastern Invasion&amp;quot; aren't balanced yet (version 0.9.1 here, medium difficulty).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
* [[LoyalistCampaign]]&lt;/div&gt;</summary>
		<author><name>Vladevil</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=17919</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=17919"/>
		<updated>2007-09-11T20:25:16Z</updated>

		<summary type="html">&lt;p&gt;Vladevil: /* A New Land */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
===Campaign strategy===&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
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[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
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[Comments by cph] Agreed, certainly no more than 2 paladins; I got by so far with just one. Important not to be too reliant on horsemen generally, as there are many hard levels underground, in swamps, in water, or against saurians.&lt;br /&gt;
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Due to the number of levels against the undead, important to level up lots of spearmen to swordsmen. But equally, halberdiers are useful in many levels; pierce attacks work well against drakes and against the dragon, and they are handy for defensive roles esp. repelling wolf riders. I went 50:50 on halberdiers and swordsmen.&lt;br /&gt;
&lt;br /&gt;
Due to many undead opponents, you will want to recruit many thugs at times, and get a few (the quick ones, since you need them underground) levelled up. These, plus Lady Thief, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
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At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
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===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
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===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
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You should recruit at least one, possibly two mages here, and use them for killing goblin spearmen and finishing off injured wolf riders in the hills &amp;amp; mountains bordering the valley. It is essential to have at least 1 (preferably 2) mages either levelled up or about to level up before going to the Swamp.&lt;br /&gt;
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[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.] [Samsara: Footpads and Outlaws will also cross hills at reasonable speed. You will, however, only capture about four enemy units that way (in easy). Still, better than having the enemy catch villages behind you!]&lt;br /&gt;
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(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
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The 'Dark' Option:  Using Footpads.  If you chose to work with the the outlaws in the last round, then this works good.  Footpads are cheap.  And they are fast.  And they have good defensive abilities.  Plus they fight well in the dark, and in the forest.  So recruit lots of footpads-pawns and quickly dispatch to the upper west and south, followed by higher level units: mages, horseman etc.  For the time being, we will be leaving the middle enemy alone.  To the upper west, send several footpads into the forest and capture the village and set up a defensive line.  This cuts down the enemys gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive.  I sent a level 2 horseman and a red mage along with level 2 lost dwarf.  The strategy here is to pick off the orcs, and send the horseman to capture villages.  While this is going, to the south you send your footpads to capture any villages you can and, more imporantly put a footpad on the hex that is adjacent to the bridge, there by stopping easy advancement of their greater numbered troops.   Probably sending a thief or two would be good, as one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  I sent the white mage along with this group and also had some level 2 trappers.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.  I also sent some level one bowman for the orc-wolves.&lt;br /&gt;
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====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front.&lt;br /&gt;
&lt;br /&gt;
There is also a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep asap, and if not there, try rushing Lady Outlaw to the temple at 19,5.&lt;br /&gt;
&lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
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===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
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===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
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[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
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[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
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===Return to Oldwood===&lt;br /&gt;
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Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
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===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
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I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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[comments by Temperal] I find that the allies are actually quite useful in killing the middle enemy, as well as serving as fodder so that the orcs don't attack your units. One strategy to counter the river ambush is to wait until they're almost there, and then recruit a castle of spear men.&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
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It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
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Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
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As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Just an enjoyable plot.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
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Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge.  This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by Jonadab]  Thieves have only 20% defense in water.  Outlaws have 40%.  Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end, that saves time.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
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[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
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Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
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But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
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Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
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====The Troll Hole====&lt;br /&gt;
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There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
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[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
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[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
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[Comments by Samsara]  Putting mermen in the moat will really help you fend off the first wave of attacks.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.&lt;br /&gt;
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If you'd rather not deal with the vampire lady, recall some experienced mermen and have them pick up the holy water.&lt;br /&gt;
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===A Spy In The Woods===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===The Vanguard===&lt;br /&gt;
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My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
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[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
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[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
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===Return of the Fleet===&lt;br /&gt;
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Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
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This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
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It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
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When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
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The cuttlefish appear as soon as you hit the shore. Several additional saurians also appear when you approach the swamp.&lt;br /&gt;
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[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
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I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
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That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
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After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
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===Rise of Wesnoth===&lt;br /&gt;
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It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Vladevil</name></author>
		
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