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	<id>https://wiki.wesnoth.org/index.php?action=history&amp;feed=atom&amp;title=TheSouthGuard</id>
	<title>TheSouthGuard - Revision history</title>
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	<updated>2026-04-20T19:50:19Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69514&amp;oldid=prev</id>
		<title>Mal Shubertal: /* The Tides of War */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69514&amp;oldid=prev"/>
		<updated>2022-03-30T23:54:40Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The Tides of War&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 23:54, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l332&quot; &gt;Line 332:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 332:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This level &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not that difficult &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is easy once &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Council arrives. Recruit fodder Footpad after fodder Footpad. Secure &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two crossings&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note that Draugs are Level 3&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so killing a single &lt;/del&gt;one &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can almost level up an intelligent Footpad &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;its own&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Council arrives&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;push towards Mal M'Brin. All the heroes except Deoran can die&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a wide river south of your keep, with one enemy lich in a keep right on the opposite bank, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;another on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;south edge of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;map&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The nearer lich will mostly recruit ghouls, bats, and zombies&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while the farther &lt;/ins&gt;one &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will focus &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lvl 2 skeletons, skeleton archers, and chocobones&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The only bridge across &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;river is on the far eastern side of the map&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and that is separated from your keep by another icy river running north-south&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Try &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;keep &lt;/del&gt;your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Silver Mage alive&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Also when &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Red Mage levels up&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turn &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;into a Silver Mage&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;They &lt;/del&gt;will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be very helpful when &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;time comes &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;kill Mal M'Brin who&lt;/del&gt;, as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an Ancient Lich&lt;/del&gt;, is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;quite robust&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There is no time limit on this level, so don't rush. Spend the first few turns tagging villages, fighting bats, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;positioning &lt;/ins&gt;your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;troops&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Due to the ice and water to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;east of your keep&lt;/ins&gt;, it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;takes significantly longer for your troops to get to the eastern river crossing than the western river bank&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The undead &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cross along the entire length of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;river but it makes sense &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;send all your early recruits east and put off recruiting western defenders until the last possible moment. Pick defensible terrain and hold out through the first wave. Note that, for most of your troops&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their mobility and defense on ice is exactly the same &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in shallow water&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;meaning that it &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pointless to defend the literal water's edge. Instead, set your defensive lines in areas where your troops can all be on flat or other higher defense terrain. Once you finish off the first wave and the city council arrives, you can cross the river both at the eastern bridge and across the water on the west side.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The southern lich gets a big pile of gold when the northern lich dies, so be prepared for his surge of new recruits the turn after. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Both liches enthusiastically jump out of their keeps to attack vulnerable units, so you can try to bait them this way and then surround them with footpads before they can return to their keeps&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Campaigns - The South Guard]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Campaigns - The South Guard]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69513&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Pebbles in the Flood */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69513&amp;oldid=prev"/>
		<updated>2022-03-30T23:36:18Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Pebbles in the Flood&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 23:36, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l250&quot; &gt;Line 250:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 250:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The longer you hold out, the better the set up is in the next scenario. The milestones are lasting 6, 22, or 24 turns. The following table describes these benefits; the column on the right explains your reward for holding the undead for at least the number of turns in the left column.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The longer you hold out, the better the set up is in the next scenario. The milestones are lasting 6, 22, or 24 turns. The following table describes these benefits; the column on the right explains your reward for holding the undead for at least the number of turns in the left column.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NOTE: This campaign has been heavily updated since 1.14. The exact Benefits for every turn number listed below may no longer be accurate. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l310&quot; &gt;Line 310:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 312:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to this, one of the key elements for the next scenario is the help you receive from the ''Council of Westin'', composed by an Arch Mage, a Red Mage, a Silver Mage and two White Mages. If you happen to maintain Sir Gerrick alive for 24 turns here, the full Council will be with you from the start. Otherwise, you will start with just the Silver Mage, and the rest of the Council will arrive in turn number (25 - number_of_turns_lasted).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to this, one of the key elements for the next scenario is the help you receive from the ''Council of Westin'', composed by an Arch Mage, a Red Mage, a Silver Mage and two White Mages. If you happen to maintain Sir Gerrick alive for 24 turns here, the full Council will be with you from the start. Otherwise, you will start with just the Silver Mage, and the rest of the Council will arrive in turn number (25 - number_of_turns_lasted). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(NOTE: This equation is no longer accurate as of version 1.16)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unlocking all the benefits can be quite a challenge (at least on ''Normal'' and ''Hard'' difficulties), but with some effort it shouldn't be too hard to hold out for at least 12 turns, which gives you those two extra Castle locations. They are quite useful to start recruiting in larger numbers from the beginning.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unlocking all the benefits can be quite a challenge (at least on ''Normal'' and ''Hard'' difficulties), but with some effort it shouldn't be too hard to hold out for at least 12 turns, which gives you those two extra Castle locations. They are quite useful to start recruiting in larger numbers from the beginning.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l317&quot; &gt;Line 317:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 319:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The undead have a long way to travel, through difficult terrain, so you will first be hit by a wave of bats, then chocobones, and then a mixture of skeletal undead, ghouls, and zombies. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is a 2 hex-wide river south of your keep, a bridge on the east side, and a passage through some mountains on the west side. The ghouls and zombies will mostly come by the west side and the skeletal undead mostly from the east side. Many of the chocobones will come straight over the river, if given the chance. Your forces start very spread out, so it can be useful in the first few turns to consolidate them in the areas where they will be most useful. For example, the heavy infantry on the west side of your map is more useful against the big skeletal undead to the east, and the bowman and sergeant are more effective if they join the main body of your army to help with bats.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== The Tides of War ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== The Tides of War ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69512&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Long March */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69512&amp;oldid=prev"/>
		<updated>2022-03-30T23:22:03Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Long March&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 23:22, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l229&quot; &gt;Line 229:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 229:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Just follow &lt;/del&gt;Urza &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Afalas for a standard scenario unless you want a challenge, in which case head north &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fight. The end result is the same&lt;/del&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The forest appears solid, but at the beginning of each turn the portion of the path within &lt;/ins&gt;Urza&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'s line of sight is revealed &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;becomes flat ground&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Actually, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;above is a matter of opinion.&amp;#160; In earlier versions&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;following the suggestion of the Urza would allow you to sneak around the edges of the map with relatively few contacts with the enemy.&amp;#160; As of version 1.3.14 and above, many users find that this scenario is so hard &lt;/del&gt;that they &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;end up going back to &amp;quot;Choice in the Fog&amp;quot; and choosing to side with the elves.&amp;#160; In the newer versions, the amount and level of enemies that come hunting you down will provide plenty &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;challenge even if all &lt;/del&gt;your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;important characters are fully leveled up.&amp;#160; For starters&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this scenario resembles &amp;quot;Crossroads&amp;quot; from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Heir to the Throne campaign in that every time you step off the path you are likely to create several new elves to harass you.&amp;#160; Staying on the path makes you an easy target for the hordes of undead &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;elves that each want &lt;/del&gt;your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;blood.&amp;#160; The only reprieve you'll have is that the elves and undead are equally willing to destroy each other, though in my experience this rarely worked in my favor&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Various forest hexes are occupied by elves who function as if they all have &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ambush ability&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;meaning &lt;/ins&gt;that they &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;are invisible until one &lt;/ins&gt;of your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;units moves adjacent to them&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at which point &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;elf is revealed &lt;/ins&gt;and your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;unit ends its movement&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The good thing is that &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;victory condition is fairly simple: Deoran is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only unit that needs to cross the river.&amp;#160; I don't think it's too much &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a spoiler &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;let you know that only a Naga awaits you on the South bank of &lt;/del&gt;the river&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, so it's perfectly okay &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;send him out alone once you've dealt with it.&amp;#160; At this point, it would be better if &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rest of your team hunker down together in a classic hedgehog defense.&amp;#160; The less you move&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the fewer elves attack you.&amp;#160; Also, you may want to avoid the valley with the three villages in it &lt;/del&gt;- &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;setting foot in there summons a large Elven ambush.&amp;#160; Actually, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;northmost &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;three villages is safe to rest in&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Despite &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;elves, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turn limit would give you plenty &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get across &lt;/ins&gt;the river to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;north&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but starting on turn 4 an ever&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;increasing stream of undead start spawning at &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;southern edge &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;map and chasing you&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are some elves &lt;/del&gt;that will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;come out even &lt;/del&gt;if you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;keep &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;path&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The ambushes happen when you stray&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can use this &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;your advantage by recruiting &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Peasant or two. Have them hang back &lt;/del&gt;behind the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;party. When you start to see &lt;/del&gt;undead, have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the peasants &lt;/del&gt;sprint &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;south into &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forest/off &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;path. They will &lt;/del&gt;trigger an ambush. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Since the undead are south and the triggered ambush is south&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hopefully &lt;/del&gt;the elves and undead will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attack one another (or at least ZOC &lt;/del&gt;each other&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;). Besides that&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stay to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;path. The elves you encounter on the path are weaker than the elves who ambush you&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Urza moves quickly and it is tempting to move him forward as quickly as possible, but he doesn't have &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;many hitpoints and &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get beat up quickly &lt;/ins&gt;if &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;he triggers every ambush. So a slightly more cautious method of leading with more sturdy units and bringing urza right up behind them works better. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The elves are not very challenging and time is short, so &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;should be able &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get through this level with just &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;units you start with and one turn of recruitment&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Aim for units with high damage output and fast movement through forests&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One alternate strategy is &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;leave &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;disposable unit &lt;/ins&gt;behind &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at your starting keep, and then on turn 4 when &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;first &lt;/ins&gt;undead &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;show up&lt;/ins&gt;, have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your unit &lt;/ins&gt;sprint &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;off &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;past to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;east or west, hoping to &lt;/ins&gt;trigger an ambush. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Once it does&lt;/ins&gt;, the elves and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;undead will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;target &lt;/ins&gt;each other, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hopefully buying &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rest of your troops more time&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Pebbles in the Flood ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Pebbles in the Flood ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69511&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Vengeance */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69511&amp;oldid=prev"/>
		<updated>2022-03-30T22:07:10Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Vengeance&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 22:07, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l214&quot; &gt;Line 214:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 214:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vengeance ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vengeance ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Objectives: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Keep the elves from sacking Westin, then move Ethiliel to the Great Tree&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Objectives: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Survive until end of turns&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Lose if: Deoran or Ethiliel die &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or turns run out&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Lose if: Deoran or Ethiliel die&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turns: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;No limit&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Turns: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;14&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Base Starting Gold: 125/100/80&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Base Starting Gold: 125/100/80&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;simple mission, once you know how to play it&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Spam fodder units &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;screen Ethiliel&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; It's even easier to do this if she's a Shyde by now&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;since she can flank north through &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hills at full speed&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Do not kill &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;enemy Elves - it will just cause more&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stronger Elves to appear near &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Great Tree&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exactly where you do not want them.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cakewalk&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Resist the urge &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fight the elves&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Every time you kill one&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;several more spawn at the western edge of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;map&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Instead, just turtle up on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ring of castle tiles near your starting keep&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;focus on slowing as many of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;attacking units as possible, don't attack at all otherwise&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rotate &lt;/ins&gt;your units &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;periodically &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;heal&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;run out &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;clock&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You may also use a distraction tactic. Move &lt;/del&gt;your units &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;south, while Ethiliel goes north, staying out of the enemy move zones. Remember &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;protect Deoran with weaker units. Once Ethiliel reaches the tree&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you win the mission &lt;/del&gt;and the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;campaign&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Diverging campaign path - Bandit branch ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Diverging campaign path - Bandit branch ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69510&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Return to Kerlath */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69510&amp;oldid=prev"/>
		<updated>2022-03-30T22:02:39Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Return to Kerlath&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 22:02, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l209&quot; &gt;Line 209:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 209:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is a straightforward level, a walk in the park to put it simply. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Recall your &lt;/del&gt;high&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;level units&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and then &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;slaughter the bandits&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; They are relatively strung &lt;/del&gt;out &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and have only first-level units interspersed with a few level twos. They should &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;easy pickings for your army &lt;/del&gt;by &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this point&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is a straightforward level, a walk in the park to put it simply. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Use it to level up some replacements for the &lt;/ins&gt;high level units &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you lost in the last scenario. The elves will only attack you once they see you &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will stay still until &lt;/ins&gt;then&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, so you can take them on at your own pace&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The only way to lose is to send Deoran way &lt;/ins&gt;out &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;front on his own to &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;jumped &lt;/ins&gt;by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a bunch of elvish archers&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Just keep moving Deoran north, and level any units &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;still need a bit more experience&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; When &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cross the bridge and meet the Wesnoth lieutenant&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you win&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ethiliel requests &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you &amp;quot;fight to subdue&amp;quot; rather than killing the enemy&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It is unclear whether that means that when &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;kill a unit in this scenario it's merely being 'subdued'&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but there seems to be no consequence either way&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vengeance ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vengeance ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69509&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Diverging campaign path - Elf branch */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69509&amp;oldid=prev"/>
		<updated>2022-03-30T21:57:58Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Diverging campaign path - Elf branch&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:57, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l180&quot; &gt;Line 180:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 180:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves.&amp;#160; The Loyalists are lawful and get -25% damage penalties, and the Elves &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get &lt;/del&gt;very &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;poor evasion and are heavily slowed down.&amp;#160; Recall your blade-armed units, like Royal Guards, at the start, along with any other loyal troops, and then maybe some Elvish Fighters for fodder and a Shaman or two for healing/slowing support.&amp;#160; Avoid Cavalry - they completely suck in caves.&amp;#160; Also, try for units with 6 moves (ones with the 'quick' trait), as they'll be able to cover an extra hex every turn through the caves compared to 5-move units.&amp;#160; If you've leveled Minister Hylas into a Mage of Light, he'll be very useful here, supporting your lawful human troops with his Illumination ability &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;blasting Undead with his boosted Lightbeams&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves.&amp;#160; The Loyalists are lawful and get -25% damage penalties &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;because underground always counts as &amp;quot;night&amp;quot; time of day&lt;/ins&gt;, and the Elves &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;have &lt;/ins&gt;very &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;low defense &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;movement on cave tiles&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;At the start&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you face an &amp;quot;Eyestalk&amp;quot; creature with a powerful draining ranged attack&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a regular Revenant nearby&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; The Eyestalk is difficult &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dangerous to take down using ranged attackers, but it is easily dispatched by blade-armed units, as it &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weak against them.&amp;#160; The reason I advised bringing blades down &lt;/del&gt;here &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is simple: they're the most useful damage type you have in this dungeon&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Although far inferior to impact when facing Skeletons and Ghouls, it &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;nevertheless a good deal &lt;/del&gt;better than &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;piercing damage&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which is your only &lt;/del&gt;other &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;option&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Your archers are still relatively useful against Ghost&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;type Undead&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;though&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This scenario is a long dungeon crawl. You follow a fairly narrow cave east, then south&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;then back west&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fight 3 increasingly difficult undead leaders&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Managing your recruitment &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;upkeep &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;important &lt;/ins&gt;here. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Recruiting 50 units from your starting keep &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;not any &lt;/ins&gt;better than &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;recruiting 10&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;because they would just all pile up behind each &lt;/ins&gt;other &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in the bottlenecks, and the upkeep would bankrupt you while they were standing around&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Instead, you want to recruit just 1&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2 keeps worth of units at the start&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and then replenish your forces as necessary every time you get to a new keep&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You &lt;/del&gt;will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;encounter &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fork soon, one heading south and &lt;/del&gt;the other &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;continuing east&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with skeletons and ghouls pressing &lt;/del&gt;from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;both sides&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Heading south will bring &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;into contact &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the Trolls&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and you may try &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;form an alliance with &lt;/del&gt;them&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. You also gain access to a bridge that gives you a shorter route &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mal M'Brin's castle than &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fork going east&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One way to open up these bottlenecks is to use merfolk. The path from your starting keep to the first enemy leader has multiple 1-2 hex wide bottlenecks and is mostly cave terrain type, meaning your ground forces &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;move slowly and have &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hard time pushing through tough units like Necrophages. On &lt;/ins&gt;the other &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hand&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;there is a parallel water route &lt;/ins&gt;from &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your starting keep to the first enemy keep that the enemy completely ignores&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The first enemy leader is a Lvl 1 Soulless, which means &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can probably take him down &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a well-timed surprise attack by just 3-4 mermen. Even if they don't finish him off on their own&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they will force him to divert forces &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;defend against &lt;/ins&gt;them&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, which will allow your ground troops &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;break through &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bottlenecks faster&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If you choose to offer gold to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Trolls (&lt;/del&gt;you&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'re required to pay 100/150/200 gold on easy/medium/hard, respectively), they ally &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also grant you a shortcut to Mal M'Brin&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;castle.&amp;#160; The scenario is extremely easy if you fight alongside the Trolls.&amp;#160; Once you've paid&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;simply move your army towards the bomb and let the Trolls duke it out against the pursuing Undead&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Take their villages if you want.&amp;#160; Then&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;once you reach &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bomb, detonate it &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;storm into Mal M'Brin's chamber&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; He'll have some Undead &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dark Adepts in the region, but you ought &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be able to fight them off without much trouble.&amp;#160; When that's done, take out M'Brin, and you win&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;When selecting your ground units, focus on quality over quantity. To get through &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bottlenecks, &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;want units &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;high &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reliable damage output, like Ethiliel&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bodyguards, Elvish Sorceresses, Swordsmen&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;etc&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Also prioritize recalling units with at least 6 movement points&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as this can be &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difference between moving 2 &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3 spaces on cave terrain&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Use leadership &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Illumination &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;optimize your damage output whenever possible&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If you want to try to fight the trolls&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;offer them freedom. They don't want that. They'll turn it down&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you can barrage them with Elvish Fighters. However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fighting against the Trolls &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not advisable - even if you don't have enough gold to buy their help, offer them gold anyway and you can pay later once you collect that amount. Or even if you don't pay them &lt;/del&gt;at &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;all, you still keep them neutrally aligned and none of your business, instead of turning them against yourself&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The first wave of enemies will be mostly ghouls&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;necrophages&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bats&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so total damage output &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more important than damage type &lt;/ins&gt;at &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this point&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''Alt strategy'': Another possible strategy is ''not'' &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;recall any Loyalist troops but spam Elvish Fighters. By now you should have two healers (one &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;white mage), keep them behind &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fighters&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The elves will &lt;/del&gt;level up &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;quickly &lt;/del&gt;and you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;will not waste lvl 3 human units who &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;extremely vulnerable &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;caves&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Send one quick unit &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;walk directly along the southern wall &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the cave, and he will discover &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hidden passage to some friendly trolls who will join you against &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;undead&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You can't take any of them with you after this scenario, but it can still be very useful to &lt;/ins&gt;level &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;them &lt;/ins&gt;up&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, because there are some very tough skeletal undead coming &lt;/ins&gt;and you are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;short on high-damage impact attacks. Surprisingly, trolls move better &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;water than any of your other troops, so they can be useful to support your mermen later on. The troll cave exits just southwest of the first leader's keep, so they can join your main forces there and help hold off the second wave from the south&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;white mage &lt;/del&gt;will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;come handy &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;give &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''coupe de grâce'' to bosses (especially liches)&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while a few bowmen will take care of any bats&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Attack &lt;/del&gt;the second lich &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;from the three possible sides (main&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;side and water), otherwise you will find yourself wasting turns in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bottleneck&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;second wave &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reach the first undead keep at about turn 10. If at all possible, try &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get Deoran there first, so he can recruit reinforcements on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;spot. The second wave is mostly more ghouls and necrophages&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;along with some dark adepts and some lvl 1 and 2 skeletal undead&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;But, &lt;/ins&gt;the second &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;leader is another &lt;/ins&gt;lich, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so it can be useful to recruit &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;few expendable shamans to walk along behind your main troops until it's time to suicide attack him to make sure he's slowed before your valuable troops take him out&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;With &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;help &lt;/del&gt;of trolls you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;should be able &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;win &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ease even at higher difficulty levels&lt;/del&gt;, and your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tough spearmen &lt;/del&gt;will be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;available &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;next battle unscatched&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The cave now turns south from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;first undead keep to the second. The layout is similar: a land route with a lot &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cave tiles and bottlenecks that make a large force impractical, and a parallel and relatively undefended water route that converges on the keep. This time, the occasional unit will come up the waterway, which should be easy for your &lt;/ins&gt;trolls &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and mermen to take out. As with the last lich &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;faced, send in some sacrificial shamans to slow him and then try &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;take him down ASAP &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;arcane and impact attacks. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Now it's time for the main event! The cavern opens up to the west. There is a barrier of swamps and shallow water, with a single bridge on the southern side&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;some castle hexes beyond those. Hopefully you have conserved &lt;/ins&gt;your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gold carefully, because the crossing &lt;/ins&gt;will be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficult and you will need some fodder. The final leader is a lvl 4 ancient lich, and he has a couple lvl 3 Draug bodyguards as well as various lvl 2 skeletal undead to protect him. The terrain will both make maneurverability limited and will make your units vulnerable to counterattack, so expect heavy losses. Don't worry too much about losing some high level units, as the campaign actually gets easier from this point. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Having several merman Netcasters and/or Entanglers will really pay off &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this scenario, as their maneuverability, Impact damage, and Slow ability will be crucial for taking out &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Draugs, who will otherwise be extremely deadly to your troops standing on low-defense terrain. In the absence of sufficient merfolk sources of Slow, you can spam sacrificial shamans for a similar effect&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;After you take out the ancient lich, you get to watch some shocking revelations and dramatic speeches, and then you're over the hump!&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Return to Kerlath ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Return to Kerlath ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69508&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Choice In The Fog */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69508&amp;oldid=prev"/>
		<updated>2022-03-30T20:59:48Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Choice In The Fog&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;amp;diff=69508&amp;amp;oldid=69507&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69507&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Choice In The Fog */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69507&amp;oldid=prev"/>
		<updated>2022-03-30T20:20:41Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Choice In The Fog&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:20, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l125&quot; &gt;Line 125:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 125:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some definition of terms: &amp;quot;Shroud&amp;quot; is the totally black portions of the map where you can't see anything. &amp;quot;Fog of War&amp;quot; is the portions of the map that look sort of hazy, where you can see the terrain but not the units. Shroud and fog are both removed by Line of Sight. A unit's line of sight is every hex that it could reach with a full turn of movement points from its current position. This is affected by terrain. So, a cavalryman might only &amp;quot;see&amp;quot; through 2 or 3 hexes of forest, but an elf would see through 5 or 6. When all of your units move away from an area, so that it is no longer in any of their Line of Sight, the fog of war returns but the shroud does not. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some definition of terms: &amp;quot;Shroud&amp;quot; is the totally black portions of the map where you can't see anything. &amp;quot;Fog of War&amp;quot; is the portions of the map that look sort of hazy, where you can see the terrain but not the units. Shroud and fog are both removed by Line of Sight. A unit's line of sight is every hex that it could reach with a full turn of movement points from its current position. This is affected by terrain. So, a cavalryman might only &amp;quot;see&amp;quot; through 2 or 3 hexes of forest, but an elf would see through 5 or 6. When all of your units move away from an area, so that it is no longer in any of their Line of Sight, the fog of war returns but the shroud does not. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to &amp;quot;roleplay&amp;quot; this scenario, playing the first turns as if they did not know the choice &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was &lt;/del&gt;coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to &amp;quot;roleplay&amp;quot; this scenario, playing the first turns as if they did not know &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the map or &lt;/ins&gt;the choice &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that is &lt;/ins&gt;coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;come under &lt;/del&gt;your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;control&lt;/del&gt;, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead. Choosing the bandit path will also remove all the shroud from the map, although fog will remain everywhere outside of your units' line of sight. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;join &lt;/ins&gt;your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;team&lt;/ins&gt;, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead. Choosing the bandit path will also remove all the shroud from the map, although fog will remain everywhere outside of your units' line of sight. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Either of these choices dramatically improves your fighting ability against the undead for the rest of the campaign. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Either of these choices dramatically improves your fighting ability against the undead for the rest of the campaign. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Campaign-wise, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;these choices offer &lt;/del&gt;a trade off between long and short term thinking. This scenario itself is significantly easier if you take the bandit path, since you instantly eliminate a bunch of enemies AND gain a bunch of new units for free. On the other hand, the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, living your life like a bandit is easy in the short run but you pay &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a price &lt;/del&gt;in the end!&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Campaign-wise, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this choice offers &lt;/ins&gt;a trade off between long and short term thinking. This scenario itself is significantly easier if you take the bandit path, since you instantly eliminate a bunch of enemies AND gain a bunch of new units for free. On the other hand, the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, living your life like a bandit is easy in the short run but you pay &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for it &lt;/ins&gt;in the end!&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;eastern &lt;/del&gt;landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;central &lt;/ins&gt;landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Whichever choice you plan to make, don't over-recruit at your starting keep. Every unit takes upkeep, and having a big mass of units walking for several turns before fighting anyone is a waste. Recruit 1-2 keeps worth of either humans or elves and then get Deoran moving. He can recruit again at either the first undead keep, the bandit keep, or a small empty keep that is between them on the south bank of the river. If you take the bandit path, this allows you to save your starting gold to spend on thugs and footpads rather than wasting it on too many units with non-impact attacks. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Strategy for this scenario is very different depending on which path you want to take in the campaign: &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Elf Path: &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you are planning to take the elf path, you can make it easier on yourself by letting the bandits and undead fight each other for as long as possible before you intervene. The main battleground is right in the center of the map, with the bandits crossing the river from the north and the undead coming through the forest from the south. There is a little waterway on the far west side of the map, and a line of mountains just north of the undead keep. The mountains are useful because they block line of sight. You can recruit 2 keeps worth of elves and take them and all of your units down the narrow corridor between the waterway and the mountains, thus staying out of sight of the bandits and undead fighting, and attack the undead keep from the northwest without engaging with the bandits at all. After that, you can pick off the remaining, mostly poisoned, bandits and proceed north across the river to the bandit keep and then east to the second undead keep. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;West of the first undead keep, there is a lake with a single water village. If you claim that village, it triggers a lvl 2 sea serpent to appear. The serpent will attack all other teams. So, one strategy is to send ethiliel down the west side of the map far ahead of your other troops, and have her trigger the sea serpent and then run away. The serpent can give the undead some trouble and soften them up before your main force arrives, but it can also make things complicated by threatening your own units as well. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Bandit Path: &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you are planning on taking the bandit path, it's important to control when you trigger the choice by seeing the bandit leader. If you meet him before he finishes using up all of his starting gold, then that excess gold just disappears, and you will miss out on all the other units he would have recruited. If you meet him too late, you might be forced to actually fight and kill some of his units before they have a chance to join you, or he might get them killed with unnecessarily aggressive attacks against the undead. The optimal time to meet him is Turn 6, which is right when he finishes spending all of his starting gold. You can use a merfolk unit or Ethiliel to hover in the river west of his keep, just outside of line of sight with him, until it's time to trigger the choice on turn 6. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Before turn 6, you can proceed with a similar sneak attack plan to what you would do on the elf path, just using human units rather than elves. You can also recruit either no units or just a few cavalrymen for line of sight and wait around in the western forest watching the undead and bandits fight until turn 6, making sure to keep far enough away that none of them see you and come in your direction. Then once you trigger the bandits to join you, you can move your forces east to assist your new bandit allies against the undead. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you are planning on taking the bandit path, it's important to control when you trigger the choice. If you meet him before he finishes using up all of his starting gold, then that excess gold just disappears, and you will miss out on all the other units he might have recruited. If you meet him too late, you might be forced to actually fight and kill some of his units, or he might get them killed with unnecessarily aggressive attacks against the undead. The optimal time to meet him is Turn 6, which is right when he finishes spending all of his starting gold. You can use a merfolk unit or Ethiliel to hover west of his keep, just outside of line of sight with him, until triggering the choice on turn 6. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you are planning to take the elf path, you can make it easier on yourself by letting the bandits and undead fight each other for as long as possible before you intervene. There is a little waterway on the far west side of the map, and a line of mountains just north of the undead keep. The mountains are useful because they block line of sight. You can recruit 2 keeps worth of elves and take them and all of your units down the narrow corridor between the waterway and the mountains, thus staying out of sight of the bandits and undead fighting, and attack the undead keep from the northwest without engaging with the bandits at all. After that, you can pick off the remaining, mostly poisoned, bandits and proceed north across the river to the bandit keep and then east to the second undead keep. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For either path, don't over-recruit at your starting keep. Every unit takes upkeep, and having a big mass of units walking for several turns before fighting anyone is a waste. Recruit 1-2 keeps worth of either humans or elves and then get Deoran moving. He can recruit again at either the first undead keep, the bandit keep, or a small empty keep that is between them on the bank of the river. If you take the bandit path, this allows you to save your starting gold to spend on thugs and poachers rather than wasting it on too many units with non-impact attacks. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69506&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Choice In The Fog */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69506&amp;oldid=prev"/>
		<updated>2022-03-30T19:19:20Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Choice In The Fog&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:19, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l137&quot; &gt;Line 137:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 137:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the eastern landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the eastern landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are planning on taking the bandit choice, &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are planning on taking the bandit &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;path, it's important to control when you trigger the choice. If you meet him before he finishes using up all of his starting gold, then that excess gold just disappears, and you will miss out on all the other units he might have recruited. If you meet him too late, you might be forced to actually fight and kill some of his units, or he might get them killed with unnecessarily aggressive attacks against the undead. The optimal time to meet him is Turn 6, which is right when he finishes spending all of his starting gold. You can use a merfolk unit or Ethiliel to hover west of his keep, just outside of line of sight with him, until triggering the &lt;/ins&gt;choice &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;on turn 6. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you are planning to take the elf path, you can make it easier on yourself by letting the bandits and undead fight each other for as long as possible before you intervene. There is a little waterway on the far west side of the map, and a line of mountains just north of the undead keep. The mountains are useful because they block line of sight. You can recruit 2 keeps worth of elves and take them and all of your units down the narrow corridor between the waterway and the mountains, thus staying out of sight of the bandits and undead fighting, and attack the undead keep from the northwest without engaging with the bandits at all. After that, you can pick off the remaining, mostly poisoned, bandits and proceed north across the river to the bandit keep and then east to the second undead keep. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For either path, don't over-recruit at your starting keep. Every unit takes upkeep, and having a big mass of units walking for several turns before fighting anyone is a waste. Recruit 1-2 keeps worth of either humans or elves and then get Deoran moving. He can recruit again at either the first undead keep, the bandit keep, or a small empty keep that is between them on the bank of the river. If you take the bandit path&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this allows you to save your starting gold to spend on thugs and poachers rather than wasting it on too many units with non-impact attacks. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69505&amp;oldid=prev</id>
		<title>Mal Shubertal: /* Choice In The Fog */</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=69505&amp;oldid=prev"/>
		<updated>2022-03-30T18:18:42Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Choice In The Fog&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:18, 30 March 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l127&quot; &gt;Line 127:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 127:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to &amp;quot;roleplay&amp;quot; this scenario, playing the first turns as if they did not know the choice was coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to &amp;quot;roleplay&amp;quot; this scenario, playing the first turns as if they did not know the choice was coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will come under your control, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will come under your control, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Choosing the bandit path will also remove all the shroud from the map, although fog will remain everywhere outside of your units' line of sight&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Either of these choices dramatically improves your fighting ability against the undead. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Either of these choices dramatically improves your fighting ability against the undead &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for the rest of the campaign&lt;/ins&gt;. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Campaign-wise, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;trade off &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is that this &lt;/del&gt;scenario itself is significantly easier if you take the bandit path, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/del&gt;the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the bandits take the &lt;/del&gt;easy &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;way out &lt;/del&gt;in the short run but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it costs them &lt;/del&gt;in the end! &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Campaign-wise, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;these choices offer a &lt;/ins&gt;trade off &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;between long and short term thinking. This &lt;/ins&gt;scenario itself is significantly easier if you take the bandit path, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;since you instantly eliminate a bunch of enemies AND gain a bunch of new units for free. On the other hand, &lt;/ins&gt;the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;living your life like a bandit is &lt;/ins&gt;easy in the short run but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you pay a price &lt;/ins&gt;in the end!&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the eastern landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you are planning on taking the bandit choice, &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mal Shubertal</name></author>
		
	</entry>
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