Difference between revisions of "DescentIntoDarkness"
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Wesnothphile (talk | contribs) (Corrected names of scenarios) |
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− | === Saving | + | === Saving Parthyn === |
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work. | Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work. | ||
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=== A Haunting in Winter === | === A Haunting in Winter === | ||
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+ | === Beginning of the Revenge === | ||
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes. | Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes. | ||
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+ | === Orc War === |
Revision as of 23:38, 9 December 2007
Contents
Saving Parthyn
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.
A Peaceful Valley
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal. A combined effort with walking corpses and Darken Volk will kill off the leader and relieve a lot of stress.
A Haunting in Winter
Beginning of the Revenge
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.