Difference between revisions of "Liberty"

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(The Raid)
(Civil Disobedience)
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=== Civil Disobedience ===
 
=== Civil Disobedience ===
  
Bunch up all your fighters and use them to swarm single or paired cavalry  
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Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. This is a rare level where playing like the AI can work - aim to surround enemy units and, except in daylight, don't worry too much about the terrain your own are standing in. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.
units. Use houses for cover.
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Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.
  
 
=== A Strategy of Hope ===
 
=== A Strategy of Hope ===

Revision as of 20:20, 11 July 2008

The Raid

You have enough troops to beat the goblins in a straight-up fight; your problem is luring the leader to attack you rather than running straight up the board and into the village (if this happens you lose!). This means you need to dangle some units in his engagement range. Spend your loyal footpads, you won't get to keep more than two of them after you leave the village.

Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.

Civil Disobedience

Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. This is a rare level where playing like the AI can work - aim to surround enemy units and, except in daylight, don't worry too much about the terrain your own are standing in. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.

Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.

A Strategy of Hope

The orcs don't make a lot of archers, so swarm them with footpads and outlaws firing slingstones. Detach one or two footpads to go on an extended village-stealing run in the north of the board while you're doing this. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.

Unlawful Orders

Detach one footpad to grab villages; Lord Maddock isn't going to use them all anyway. Bunch up your fighters and run them towards the enemy keep while he's distracted fighting Lord Maddock's troops.

  • additional hints: as the story progresses, you have little need for harper to be leveled so using him to grab the villages is a good strategy. using footpads and thugs is recommended here, as you will see once the scenario progesses. i pretty much ran my troops out the east gate (the right hand side) and down. effective use of your troops can get you some leveled up guys.

Hide and Seek

The moment you get within visual range of an enemy it will attack, and it's likely you'll be swarmed by its buddies, so attack only isolated units. What saves you is you can see farther than they can. You'll need to run down the west edge of the board, then through the center of the city to the signpost at the southeast corner.

  • addition: This is a tough scenario. Just grab your one recruit and head down the west (left side of the map). Once you get around town, be careful to fight the defenders one at a time. It takes a little patience, but is doable. Watch the health of your two main troops here.
  • update: for 1.4 all the enemies will attack as soon any see you, so the route down the west does not work. There is a route to the east. Go east then bear SE below a couple of soldiers, head between some others through some mountains and head all the way across to the edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.

The Gray Woods

This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he doesn't actually need them. The bad guys are at the SE, SW, and NW corners. There's a holy ankh in the south center of the board that will give the unit that finds it an arcane attack.

  • addition: You can pretty well ignore the SE village. Helicrom's troops will take care of it, and unless you try to race them down there it is a waste of time and turns. Just head SWish across the bridge and have a quick fight with the green lich's forces that have made it out. Continue on to kill him, and then head south to the other lich. It is an excellent place to level up some footpads to L2 or even L3. While I am not over judicious with my use of the "fodder" units, I still came out with about 8 or 9 L2+ units. as an aside, have Helicrom join you in battle. It makes the last scenario (while frustrating because your allies get in your way) pretty easy.

The Hunters

The trick in this one is that your outlaws fight better in mountains than heavy infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.

Glory

The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range.

  • addition: This scenario was relatively easy, assuming a few things. First, you chose to have Helicrom join you in battle. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces. Second, it is the final scenario - so who cares about money anyway? Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units. Don't worry about money, just recall the L2 and L3 units you have to start. March them straight N and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the West and South entrances. Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).

Epilogue

Storyline only, no combat.