Difference between revisions of "TheHammerOfThursagan"

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(The Hammer of Thursagan)
(Scenario 3 - Strange Allies)
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==== Scenario 3 - Strange Allies ====
 
==== 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.
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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 poacher or two near the end.  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 the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.
  
 
==== Scenario 4 - Troll Bridge ====
 
==== Scenario 4 - Troll Bridge ====
  
 
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  After the first onslaught, the remaining either retreat, or throw themselves at your weakest unit.  Try and kill the unit with a weaker unit, he's a great chance for some experience.  Also, after you kill the leader, you find that he was sitting on a pile of 200 gold.
 
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  After the first onslaught, the remaining either retreat, or throw themselves at your weakest unit.  Try and kill the unit with a weaker unit, he's a great chance for some experience.  Also, after you kill the leader, you find that he was sitting on a pile of 200 gold.

Revision as of 15:30, 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 poacher or two near the end. 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 the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws. You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.

Scenario 4 - Troll Bridge

This one was a piece of cake. Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road. After the first onslaught, the remaining either retreat, or throw themselves at your weakest unit. Try and kill the unit with a weaker unit, he's a great chance for some experience. Also, after you kill the leader, you find that he was sitting on a pile of 200 gold.