ATaleOfTwoBrothers

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Revision as of 08:59, 24 October 2008 by Yeung1 (talk | contribs) (Rooting Out a Mage)

This is an easy campaign that is mainly intended to introduce new players to the mechanics of the game.

Rooting Out a Mage

On easy level you should be able to win this first scenario with the troops you get at start, without recruiting. Hang back enough that the undead can reach you at night, then attack at dawn. Attack the mages with spearmen and the bats with archers; attack the skeletons with footpads; use your horsemen on already-wounded units to finish them off.

The Chase

The elves are too aggressive for their own good. Keep your units in line- or V-shaped formations with one or both ends anchored on a village; eleven riders will charge in by ones or twos and you should be able to swarm them with foot units.

Again, avoid fighting the undead at the north map edge at night. Let your main body catch up with your cavalry and surround them.

Take Brena with you. Heavy infantry will be useful in the next scenario.

Guarded Castle

One castleful of recruits should be enough to win. Experiment with heavy infantry, they do well against orcs. Resist the temptation to grab the village nearest the castle gate before you've brought your main mass of troops to it; the orcs like attacking any unit isolated there, especially at night.

Once inside the castle, split your troops into two large groups; take one west and the other east. Arne should be in the westward group, as his brother is imprisoned in that direction. But don't miss the chest of gold to the northeast. You'll need to kill the soecerer before Arne can free his brother.

Return to the Village

There is no need to conserve gold in the last scenario, so recall all of your veterans. Run a small group northeastward over the mountains where two houses cluster; this will distract the orcs while you take most of your forces straight north up the road to the village, circle eastward, and then hit their from the north.

Pick off as many stragglers as you can before the main assault. Goblin riders, which have more movement than the grunts, can often be lured into attacking a forward unit of yours in such a way that your spearmen and cavalry can swarm them.