Difference between revisions of "TheHammerOfThursagan"

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(The Hammer of Thursagan)
(The Hammer of Thursagan)
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Plot only. Gain best unit ever invented. Your new companion has two magic, impact attacks, one of these slows, he’s very fast, and HE CAN LEAD PEOPLE HIS OWN LEVEL. He later becomes able to cure, and then heal +4. Angarthing makes fighting very much easier.
 
Plot only. Gain best unit ever invented. Your new companion has two magic, impact attacks, one of these slows, he’s very fast, and HE CAN LEAD PEOPLE HIS OWN LEVEL. He later becomes able to cure, and then heal +4. Angarthing makes fighting very much easier.
  
==== Scenario 3 Strange Allies ====  
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==== Scenario 3 - Strange Allies ====
  
You and and orcish ally fight a bandit raiding party. Seems to be straight forward: Recall your veterans, stock up on new recruits and attack.
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In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold. The bandits recruited mostly footpads and outlaws, but a few thugs, and a .  I recalled only one turns worth of dwarves and gryphon, and sent them straight east, through the river at the ford. Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south. One good way to go about this is to keep your units off to the side, and give them the finishing blow, especially to those level 2 outlaws. You should try and have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this level.
Marth Tak will attack from the south, leaving you to approach from the east. Move into the mountains between Marth Tak and Gothras (just southwest of the main battle field) and fight off the bandits, you may be successfull in sending a small party through the forest in the north to Gothras' keep which may capture his villages and attack him early.
 
I managed to level Aiglondur to 3 by th end of the scenario.
 
 
 
==== Scenario 4 – Troll Bridge ====
 
 
 
You stumble upon a bridge squatted by trolls, you will spend most of the scenario fighting off troll whelps.
 
 
 
==== Scenario 5 – Invaders ====
 
 
 
On your way east, you encounter three orcish warlords rallying their troops for an invasion of the Alliance's territory. Be careful when taking villages: The villagers will fight back. If you hold your forces back a little (wait on the mountains in the middle of the map), the bandits will finish off most of the orcish forces for you.
 
By turn 11, there were an Orcish Warrior for the purple one, a few villages for the blue one and a Crossbowman and a Warrior for the green one left.
 
 
 
==== Scenario 6 – High Pass ====
 
 
 
Your objective is to move to the other side of the map. On the way, you will be attacked by wolves, trolls, ogres and gryphons. While the trolls, ogres and wolves are wild, the gryphon's keep is in the central north.
 
In the village just west of the center of the map, you can find Ratheln, a red arch mage who will be very helpful in the next scenario.
 
This map is great for gaining experience; recalling Pelmathidrol for scouting, one or two veteran units and two new ones did the trick for me.
 
 
 
==== Scenario 7 – Mages and Drakes ====
 
 
 
Together with an academy of Mages, you shall be fighting a host of Drakes. The mages will cover the northern part of the map, you can take on the mountains on the southern half.
 
 
 
==== Scenario 8 – Fear ====
 
 
 
From now on, you can recruit mages. The major problem in this scenario: There are no mountains anywhere close to where the fighting is. Beware of the Ulfserkers!
 
 
 
==== Scenario 9 – Forbidden Forest ====
 
 
 
You have to get to the other side of the map without engaging the hostile forces head-on. Recall some veterans and recruit some spare units; collect the Staff of Righteous Flame, which gives a dying mage a final strike destroying all enemies nearby (ergo: give it to a mage which can be sacrificed later on) on the island in the centre of the map.
 
Do not bother to recall veteran dwarves as they will be most likely caught by the elves, who will kill one or two of them.
 
 
 
==== Scenario 10 – The Siege of Kal Kartha ====
 
 
 
There are three orcish armies to defeat. The biggest problem will be to arrive at Kal Kartha in time to protect Dulcatulos. Have a group of quick units heading there as fast as possible.
 

Revision as of 00:37, 8 November 2008

The Hammer of Thursagan

Scenario 1 – At The East Gate

This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the Orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. Preserve the Gryphon Rider, try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one Dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.

Scenario 2 – Reclaiming The Past

Plot only. Gain best unit ever invented. Your new companion has two magic, impact attacks, one of these slows, he’s very fast, and HE CAN LEAD PEOPLE HIS OWN LEVEL. He later becomes able to cure, and then heal +4. Angarthing makes fighting very much easier.

Scenario 3 - Strange Allies

In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold. The bandits recruited mostly footpads and outlaws, but a few thugs, and a . I recalled only one turns worth of dwarves and gryphon, and sent them straight east, through the river at the ford. Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south. One good way to go about this is to keep your units off to the side, and give them the finishing blow, especially to those level 2 outlaws. You should try and have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this level.