TheRiseOfWesnoth

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Strategy Guide for The Rise of Wesnoth Campaign

Scenarios

A summer of storms

At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages. In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter. Send them on the "over-the-bridge" road and hire some more troops. Start going with the troops and prince Haldric on the "over-the-bridge" road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.

[Comments by Easuth] Over the course of this campaign, you will need to level up to some:

  • Paladins (lots)
  • Silver Mages (at least one, preferably more)
  • White Mages/Mages of Light (at least four)
  • Royal Guards (lots)
  • Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice

[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times). On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units). When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up). Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be. In my estimation it is not necessary to have very many Royal Guards. The other level-up paths for spearmen are, IMO, even less useful in this campaign.

However, you do need a limited number of "dammage sink" units (units that can absorb dammage without getting killed), and the Royal Guard is excellent in that regard. Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two. You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions. And, several Great Mages will be very nice to have. This makes levelling up mages an important strategic goal of the campaign overall. I like to go every-other with the mage levelups: white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.

So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman. After that I would go for additional mages and bowmen mostly.

The Fall

Saving the Shock Troopers pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.

A Harrowing Escape

There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."

[this is just my comments after playing it once in medium - Allefant] In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience. [Windscion: leave a few units in the rear, as the enemy can cross hills quickly.]

(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)

Diverging Campaign Path

The Midlands

Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only yous knights and horseman will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team they should take an healer along, but be careful about their leader. Your main force moves west takes and holds the second bridge and takes out Blue. Your assault team stays in the south and goes for the last enemy leader, they wont face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts the level. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).

The Swamp Of Esten

You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.

The Oldwood

The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk, so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. [comments by Allefant] This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.

Temple in the Deep

First recruit your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 truns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.

[comments by Allefant] One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.

[comments by Gdou] (on easy mode at least) You can beat this level by recruiting only mages. Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier. Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack. I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage. Some white mages are useful as there are few places where wounded units can recover healing.

Return to Oldwood

Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios. [She just poofs back in and rejoins the plot at that point. --Anon. speaking from experience]

Clearwater Port

Your allies are useless, unless they do suicide runs, which is at least entertaining. The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there. So defend strongly on the coastline and fill the bay with their corpses. You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker. Pikemen are fine, though. Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.

I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge. (Your troops can't all cross the bridge at once anyway.) Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense. (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.) The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages. When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.

Fallen Lich Point

The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.

It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti. However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded.

When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.) Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.

Sewer of Southbay

As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves or other chaotic units. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.

Pay particular attention to the Giant Spider at the exit. I found best to keep one or two canon fooding units in order to be able to save to most advanced units. It is best to use ranged attacks against the spider, so mages are good here.

Southbay in Winter

Just plot.

A Final Spring

For the south land area, do a counter-clockwise sweep with mounted units. Move slower units to defend the walled city, which you would think your allies could do a better job of. Take their villages; they don't do anything useful with the money anyway. When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil. Then your united forces can move north.

Treat the island boss as a separate effort. Do not use assassins. Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Instead, wait until your first combat, after which you can recruit Mermen. Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.

Peoples in Decline

Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.

[Comments by Easuth] Movement over land is important for Mermen in the campaign as a whole. If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton.

[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.

[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages. This can make them useful against the less fiery drakes (e.g., Drake Fighters). Against the Burners and whatnot you will want to use melee attacks. The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control. Be careful about protecting your mages at night.

Rough Landing

Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.

Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.

[Notes by Jonadab] Thieves have only 20% defense in water. Outlaws have 40%. Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.

A New Land

In case you find the map looks familiar, it seems to be from "Bay of Pearls" from HttT. This scenario is mainly story though. Recruit nothing, and attack nothing.

The Ka'lian

Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).

Diverging Campaign Path

All four scenarios have to be beaten, but in whatever order you choose.

The Dragon

There are a lot of Saurian enemies in this, and they all have the skirmish ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.

[Comments by Easuth] Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. I use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.

[Comments by Globulin] Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacant to your triangle be grassland as well, forcing the Saurians into a bad defensive position.

In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light.

The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.

Lizard Beach

Recruit most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should e quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to beb a help. If you dont want to lose any of you better units, patience may be the key. On turn 8 a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.

The Troll Hole

There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold, right into the lair of a giant spider.

[Comments by Easuth] Try to arrange it so one troll can enter to be attacked by many troops. Have regular troops in front initially. Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn. When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.

[Comments by Jonadab] In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.

Cursed Isle

This can be the first or last map you choose, depending on how desperate you are for cash. If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady. Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too. Ignore the holy water. No one will ever use it effectively in time.

A Spy In The Woods

Plot only.

The Vanguard

My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.

[Comments by Easuth] This map is smaller than fog of war and canyons make it appear. Rush the NW gaps with mounted units, but slow & strong will carry the day once the sun rises and the odds are in your favor. Don't forget the cash, which you can see even in fog.

Return of the Fleet

Welcome to the "kitchen sink" defense. You've made it this far; now the game will start to throw things at you, whatever it has left. The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit. Time is money.

This map starts out in shroud, like a cave. You just haven't been informed of it yet. So while you're still amazingly able to see, note the key terrain features and castle and city locations. Also, physically explore the avenues of approach you want to be able to see later.

It would be very useful to bring a storm trident into the water. It'll take a few turns, but the undead trying to reach shore will take even longer. Paladins are so effective against undead that you can wade into the water after them. But keep some around for the Chocobones. Just remember, Paladins can't go into deep water and undead can. Once you take an island city, use Silver Mages in support to finish the leader.

When you reach the swamp in the north, tighten to a hedgehog formation. Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge. Defend until the most dangerous enemies are in poor position, then wipe them out. This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled. Remember where the keeps are, and advance to the finish.

Rise of Wesnoth

It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything. Some Mermen would be useful here, but surprisingly, they're not really necessary. I started by sending mounted units around both sides of the forest to your SW. Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich. Ewww. I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water. So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric & Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops. You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective. Don't forget to sacrifice Aethyr to Jevyan. If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack. When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick. Congratulations! Enjoy the ending!

See Also