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HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides - The Battle for Wesnoth Forums

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other players.<br /></div> <p> <strong>Moderator:</strong> <a style="color:#008000;" href="./../memberlist.php?mode=group&amp;g=6643&amp;sid=061124671710486283d4dd4775b4c699">Forum Moderators</a> </p> <div class="action-bar bar-top"> <a href="./../posting.php?mode=reply&amp;t=56881&amp;sid=061124671710486283d4dd4775b4c699" class="button" title="Post a reply"> <span>Post Reply</span> <i class="icon fa-reply fa-fw" aria-hidden="true"></i> </a> <div class="search-box" role="search"> <form method="get" id="topic-search" action="./../search.php?sid=061124671710486283d4dd4775b4c699"> <fieldset> <input class="inputbox search tiny" type="search" name="keywords" id="search_keywords" size="20" placeholder="Search this topic…" /> <button class="button button-search" type="submit" title="Search"> <i class="icon fa-search fa-fw" aria-hidden="true"></i><span class="sr-only">Search</span> </button> <a href="./../search.php?sid=061124671710486283d4dd4775b4c699" class="button button-search-end" 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class="postbody"> <div id="post_content681221"> <h3 class="first"> <a href="./../viewtopic.php?p=681221&amp;sid=061124671710486283d4dd4775b4c699#p681221">HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=681221&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=681221&amp;sid=061124671710486283d4dd4775b4c699#p681221" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2023-04-24T21:15:19+00:00">April 24th, 2023, 9:15 pm</time> </p> <div class="content"><ul> <li><span style="text-decoration:underline">Introduction</span><br> <a href="https://wiki.wesnoth.org/HeirToTheThrone" class="postlink">Walkthrough in the official wiki </a> is helpful but too generic in order to cater to multiple difficulties and old versions. Therefore, a new and more specific walkthrough is presented in this thread. This walkthrough is based on 3 runs of Heir to the Throne (HttT) on challenging (hardest) difficulty in version <a href="https://sourceforge.net/projects/wesnoth/files/wesnoth-1.14/wesnoth-1.14.17/" class="postlink">1.14.17</a> under the permadeath principle, which means that not a single loading is allowed once the campaign starts. Although 1.14 is not the latest version, and many players are probably playing other campaigns today, approximately 20% of this walkthrough is general single-player Wesnoth guides. Therefore, all campaign players can benefit from reading this walkthrough.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">5 chapters per scenario</span><br> Each scenario is described in 5 separate chapters for readability. However, scenario 2 has 10 chapters because many important universal ideas are described there. As for the diverging campaign paths, scenario 5b, 19c, and 20b are described thoroughly, but scenario 5a, 19a, 19b, and 20a are described only briefly in chapter 04-5, 18-2 and 18-3.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">For players in 1.16 or later</span><br> Major differences between 1.14.17 (played version) and 1.16.9 (latest version as of writing) are listed at the end of this walkthrough (2 posts below).<br> <br> HttT in 1.14 is drastically different from 1.16 or later. Therefore, future players should ignore most of the specific numbers, especially gold amount, in this walkthrough. Instead, just keep in mind how specific strategies/tactics are in this walkthrough, and modify numbers accordingly for the newer version. Compared to 1.14, in many scenarios, 1.16 provides less gold for both Konrad and the enemies, which then translates into fewer XP (experience points) throughout the campaign. Therefore, 1.16 is less preparation-based in the prior scenarios and more strategy/tactic-based in the current scenario that is being played. Also, some notoriously difficult bottleneck scenarios such as scenario 6 and 9 are made so much easier in 1.16 that they are no longer “impossible” for new players although they may be still difficult compared to other scenarios.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">For players playing other campaigns</span><br> The following chapters (20% of this walkthrough) include mindset/knowledge/strategies/tactics that are useful even outside HttT. Any campaign player can learn a thing or two by reading these chapters: <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>General Campaign Guides</b></div><div style="margin:2em;margin-top:5px;display:none"> 00-1 RNG (random number generator)<br> 00-2 Save-loading<br> 00-3 Knowledge<br> 00-4 Math<br> 00-5 Hotkeys<br> 01-5 No trait picking<br> 02-3 AI behavior: moving toward hostile leaders (Tactic: Konrad as a decoy)<br> 02-4 AI behavior: afraid grouping<br> 02-6 AI behavior: attacking from the most advantageous hex (Tactic: adjacent-to-village decoy)<br> 02-7 AI behavior: assigning village grabbing units (Tactic: intentional village loss)<br> 02-8 AI behavior: leader protection<br> 03-4 AI behavior: going back to the keep (leader unit only)<br> 04-2 AI behavior: priority attacks on close-to-advancement units<br> 05b-1 Fog and Shroud<br> 05b-4 Northern Lich (Tactic: no-retaliation decoy)<br> 06-1 Basic recruiting/recalling strategy (extremely specific plan for a difficult scenario)<br> 07-5 AI behavior: passive leader<br> 08-4 Extra income<br> 08-5 Recruitment placement order<br> 09-1 Special AI behavior: very aggressive units<br> 10-4 All villages<br> 10-5 Status Table<br> 11-5 General priority order of the auto-recalled advisor<br> 16-5 Ally leader’s keep<br> 18-5 Intentionally wasting gold now to save more later </div></div> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Videos and Replays</span><br> YouTube videos of the 3 permadeath runs are available here:<br> <br> <a href="https://youtu.be/q75jn5CLceA" class="postlink"> <img src="https://i.imgur.com/yyu8gOR.png" class="postimage" alt="Image"> Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc" class="postlink"> <img src="https://i.imgur.com/dUN00h6.png" class="postimage" alt="Image"> Run 2</a><a href="https://youtu.be/G8dCra5z5iE" class="postlink"> <img src="https://i.imgur.com/08y0jzH.png" class="postimage" alt="Image"> Run 3</a><br> <br> Timestamp links for each scenario are available in each scenario section of this walkthrough. Note that Run 3 is at normal speed, but Run 1 and Run 2 are at ×2 speed due to the YouTube video length limit of 12 hours. Run 3 is the closest to the descriptions in this walkthrough because it is the improved version of the previous 2 runs.<br> Replay files are attached at the end of this walkthrough (2 posts below). Run 2 Demo is a demonstration for scenario 14 as described in chapter 14-5.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Speedrun</span><br> Although all 3 runs were speedruns just for an extra challenge, this walkthrough assumes normal gameplays; in general, what works in speedruns should always work in normal runs with extra time to think. Of course, this walkthrough presents one of the many ways to play HttT, and it is not intended to present the only way.<br> Due to the word limit, this walkthrough is divided into 3 posts.</li> </ul> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>00 General</b></div><div style="margin:2em;margin-top:5px;display:none"> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">RNG (random number generator)</span><br> Never blame bad luck for a failure. RNG is absolutely fair. Don’t whine. Be a better gamer.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Save-loading</span><br> There are roughly 4 levels of the loading policy: <ol style="list-style-type:decimal"> <li>Save-loading within the scenario is allowed.</li> <li>Restarting the scenario from the start is allowed.</li> <li>Permadeath but recklessly playing early turns/scenarios to restart the campaign is allowed.</li> <li>Permadeath and every campaign start should aim at finishing the campaign without ever restarting.</li> </ol> Most players probably play with 1 although 2 is the recommended way to play Wesnoth according to Help in the game. Both 3 and 4 are pearmadeath, but this walkthrough attempts to prove that even 4 is possible.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Knowledge</span><br> Knowing is half the battle.<br> <a href="https://wiki.wesnoth.org/StartingPoints" class="postlink">Official wiki</a> is a good starting point to learn Wesnoth in general. More specific information is available in the following locations: <ul> <li>Unit data<br> • <a href="https://units.wesnoth.org/" class="postlink">Wesnoth Units Database</a><br> • Help&gt;Units in the game (Go to Preferences&gt;Advanced, and check “Show all unit types in help” if necessary.)<br> • In the downloaded Wesnoth folder, “wesnoth-1.14.17/data/core/units” for most units,<br> and “wesnoth-1.14.17/data/campaigns/Heir_To_The_Throne/units” for HttT original units</li> <li>Scenario data<br> • In the downloaded Wesnoth folder, “wesnoth-1.14.17/data/campaigns/Heir_To_The_Throne/scenarios”</li> <li>Wesnoth AI<br> • <a href="https://wiki.wesnoth.org/RCA_AI" class="postlink">Default AI (RCA AI)</a> and other related pages in the official wiki<br> This walkthrough focuses on practical applications of AI behaviors rather than the exact codes, calculations, and definitions.</li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Math</span><br> Do the math.<br> Anticipate the future by calculating damage/gold/probability etc. BEFORE something bad happens.<br> Knowledge of binomial distribution is required to accurately calculate probabilities.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Hotkeys</span><br> Bind frequently used actions to keys that are easier to hit on the keyboard because the default hotkey setup is far from ideal.<br> For example, “Show Enemy Moves” at (ctrl+v) and “Best Possible Enemy Moves” at (ctrl+b) are often used multiple times per turn.<br> Therefore, it is better to remove ctrl key requirement and make them 1 key, (v) and (b), respectively.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>01 The Elves Besieged</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 12<br> Starting gold: 100<br> Enemy/ally starting gold: 400, 500, 500, 170, 170</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Carryover gold</span><br> Finish this scenario with 63 carryover gold or more. It requires 67 remaining gold when finished on turn 9 [(67+30×3)×0.4=63] or 97 remaining gold when finished on turn 10 [(97+30×2)×0.4=63]. 63 carryover gold is necessary to recruit/recall enough units to acquire Simyr consistently in the next scenario. In Run 1~3, this scenario was finished with 66, 66, and 74 carryover gold, respectively. It seems that, on average, approximately 67 carryover gold can be earned with a similar playstyle to these runs, which means that earning 63 carryover gold is not very difficult.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Recruiting strategy</span><br> Recruit 2 Elvish Scouts, 1 Elvish Fighter, 1 Elvish Shaman, and 2 Elvish Archers clockwise from (18, 23). 1 Elvish Scout is used for village grabbing in the south, and the rest are used for village grabbing in the north, protecting Konrad/Delfador, and gaining XP to advance. Send 2 Elvish Archers to eastern villages on (26, 20) and (23, 12) first to earn some extra gold. Grab as many villages as possible whenever it is safe.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Konrad and Delfador</span><br> Send Konrad northwest along the river, and send Delfador north to (20, 12) village instead of sending them together. Because both Konrad and Delfador are high-priority targets in this scenario, Delfador can lure some green enemy units to the east to make it easier for Konrad to move forward safely. Make sure that Konrad and Delfador have an absolutely 0% chance to die even on enemy turns.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Level 2 unit</span><br> Focus XP on 1 Elvish unit, preferably an Elvish Archer. Having a level 2 unit makes it much easier to kill the enemy leader in the next scenario. Elvish Marksman is the best level 2 unit for this purpose because of his/her powerful ranged weapon as described in chapter 02-10. If given a choice, in order to save some upkeep gold in the next scenario, it is better to keep a unit at close-to-advancement level 1 (e.g., 43/44 XP Elvish Archer) than to advance a unit to level 2 (e.g., 44/44 XP Elvish Archer to 0/80 XP Elvish Marksman). In Run 1, XP was focused on an Elvish Fighter because things didn’t go well for Elvish Archers.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">No trait picking</span><br> Don’t restart the campaign just because traits for initial recruits are not desirable. A good strategy should be flexible enough to work even in suboptimal situations. Have a higher moral standard of 1 restart = 1 failure.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>02 Blackwater Port</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=266" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=173" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=396" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 9<br> Minimum starting gold: 100<br> Ally/enemy starting gold (+extra income): 40, 220(+20)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Simyr</span><br> On challenging difficulty, killing the enemy leader is rewarded with a special bonus unit: Simyr, a loyal Knight with intelligent trait. Acquiring Simyr consistently without relying on RNG seems to be the most difficult part of this entire campaign in version 1.14 or earlier. Acquiring Simyr has been known to be possible, but many have assumed that it is RNG-dependent. However, with the strategies/tactics described in this walkthrough, Simyr was acquired at least 100 times in a row in practice runs. Therefore, it is safe to say that acquiring Simyr is skill-based, not luck-based. To achieve this consistency, scenario 1 and 2 were practiced at least 500 times each. Some of the strategies/tactics are not original but refined versions of old ones. Relevant old posts are listed here: <ul> <li><a href="https://forums.wesnoth.org/viewtopic.php?t=30883" class="postlink">Acquiring the extra loyal knight in HttT::Blackwater Port</a> in 2010</li> <li><a href="https://forums.wesnoth.org/viewtopic.php?t=33511" class="postlink">Cheating, difficulty, and a challenge to expert players.</a> in 2011</li> <li><a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=39170" class="postlink">Elves Besieged (hard/challenging): the Full-Map Strategy</a> in 2013</li> <li><a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=39345" class="postlink">HttT Blackwater Port: loyal knight via leader distraction</a> in 2013</li> <li><a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=40733" class="postlink">Simyr</a> in 2014</li> <li><a href="https://forums.wesnoth.org/viewtopic.php?t=2929" class="postlink">Scenario 2: Blackwater Port feedback thread</a></li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Basic recruiting/recalling strategy</span><br> On turn 1, recruit 2 Elvish Fighters, 2 Elvish Shamans, and 2 Elvish Scouts. On turn 2, recruit 1 Elvish Shaman and 2 Elvish Archers; also, recall 1 Elvish Archer with a lot of XP from the previous scenario. This recruit/recall composition is the basic one which requires 163 gold in total [(14×2+15×2+18×2)+0(turn 1 income)+(15+17×2+20)=163]. Depending on the amount of carryover gold and XP situation, the actual composition should be modified from this basic one. Replacing the 3rd Elvish Shaman with the 3rd Elvish Fighter is better in some situations.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: moving toward hostile leaders (Tactic: Konrad as a decoy)</span><br> Most enemy units move toward hostile leaders when no hostile unit is in range to attack. In most scenarios, Konrad is the only hostile leader, but because the ally leader (Sir Kaylan) exists in this scenario, the enemy units may split into 2 groups if Konrad is far away from the ally leader. To prevent this, send Konrad north after recruiting/recalling. By using Konrad as a decoy in the north, the army led by Delfador in the south faces fewer enemy units.<br> <br> As for the ally’s villages, Konrad should steal as many villages as possible in the north. However, it is sometimes necessary to control the amount of gold the ally earns; for example, in Run 3, Konrad didn’t steal any of the ally’s villages on turn 6 because it barely lets the ally have 34+6=40 gold to recruit a Knight on turn 6 instead of turn 7. Without this kind of safety measure, the ally leader (Sir Kaylan) occasionally dies, which leads to failure.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: afraid grouping</span><br> AI seems to evaluate how safe it is to move to a direction or attack a hostile unit. When an enemy unit is trying to move to a direction or attack a hostile unit, but a very formidable hostile army (Konrad’s or ally’s army) is near the target location/unit, then the enemy unit sometimes acts as if it is afraid to move forward and spends only a part of its full movement points (MP) to move forward or simply retreats a few hexes. Then, this enemy unit becomes the core unit to attract many other enemy units that would otherwise move elsewhere. This group of units are usually a little bit far from Konrad’s/ally’s formidable army. Therefore, attacking them on Konrad’s turn can be risky because more enemy units usually catch up with them on the same enemy turn. Most of the time, it is better to prevent this “afraid grouping” from happening because it is easier to kill enemy units that come closer without hesitation. Although the exact mechanism is not clear, the afraid grouping tends to happen when Konrad’s/ally’s army is overwhelmingly powerful in a small area. Therefore, ironically, intentionally playing worse to make the army look weaker is the key to better gameplays.<br> <br> The afraid grouping is the biggest cause of failure in this scenario because these enemy units may block the southern path to prevent Delfador’s army from killing the enemy leader in time. There are a few tactics to minimize the chance of it happening by playing “worse” in a sense.<br> <br> The afraid grouping didn’t happen in this scenario in Run 1~3, but it was observed on turn 7 in scenario 4 in Run 1 as described in chapter 04-3. <br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Delfador and Haldiel</span><br> Their movements help prevent the afraid grouping. Send Delfador west as fast as possible so that he can be attacked in the forest by the enemy unit on (3, 28) village on turn 4 (Run 1, Run 2). This enemy unit could become the core unit for the afraid grouping when no unit is in range to attack. Therefore, having Delfador as an attack target is important. However, if 2~3 Wolf Riders are assigned south, it may be better to avoid fighting with Delfador alone on turn 4 (Run 3). Also, keeping Haldiel (loyal Horseman) away from the main army until turn 6~7 reduces the risk of the afraid grouping because the main army becomes less formidable without him.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: attacking from the most advantageous hex (Tactic: adjacent-to-village decoy)</span><br> When an enemy unit has a hostile unit to attack in range, it tries to attack from the most advantageous hex. If none of the available hexes to attack from yields good enough battle results, it may refrain from attacking the hostile unit. In order to exploit this AI behavior, place a decoy unit on an adjacent hex to a village. An enemy unit is almost always lured out to the village hex because of its high defense and healing for the enemy unit. This adjacent-to-village decoy tactic is especially useful in scenario 2, 3, 6, and 10.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: assigning village grabbing units (Tactic: intentional village loss)</span><br> While most enemy units move toward hostile leaders as described above in chapter 02-3, some enemy units are assigned for grabbing villages. In this scenario, it is important for Delfador’s army to face as few village grabbing enemy units as possible because these enemy units can become the core units for the afraid grouping. Therefore, it is better to let the enemy grab the southern villages on (3, 28), (11, 29), and (15, 27) so that fewer enemy units are assigned for grabbing villages in the south. This is where the adjacent-to-village decoy tactic comes in; place an Elvish Fighter on an adjacent hex to (11, 29) village on turn 4 so that an enemy unit can attack the Elvish Fighter from the village. By losing (11, 29) village, usually, 1 fewer enemy unit is assigned for grabbing villages in the south because village grabbing units are usually assigned after attacks are made. It is not always possible to keep all 3 villages in enemy hands, but the more, the better in terms of preventing the afraid grouping.<br> <br> Of course, having fewer villages means less carryover gold for the next scenario, but preventing the afraid grouping in this scenario is so much more important for beating this campaign consistently. Note that the enemy units that do have a hostile unit to attack in range usually attack the unit and such enemy units don’t care where hostile leaders are on the map. Use “Show Enemy Moves” and “Best Possible Enemy Moves” frequently to avoid unnecessary engagements.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: leader protection</span><br> Enemy units often group around the leader for protection if the leader can be attacked on the next turn. Therefore, in this scenario, on turn 6 (Second Watch) or earlier, no unit should be able to attack the enemy leader to avoid triggering the enemy leader protection. That is to say, no unit should be able to reach not only the enemy leader on (3, 19) but also any adjacent hexes to it because an attack is made from an adjacent hex in Wesnoth. Extra attention needs to be paid to Elvish Scouts, especially if they are quick, because they may accidentally get too close. Make sure to count hexes to the enemy leader. It is crucial to avoid triggering the enemy leader protection until the last moment, especially in scenario 2, 5b, 12, and 24.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Killing the enemy leader</span><br> On turn 7 (Dawn), lure out the enemy leader to (8, 21) village. Place full HP units, preferably Elvish Shamans, on (8, 22) and/or (9, 22) forest as adjacent-to-village decoys so that the enemy leader is lured out to (8, 21) village. Also, place a full HP sacrificial Elvish Scout in the west around (2, 23) as a decoy so that fewer units are placed around the enemy leader on the village (Run 2). This scenario has a tight turn limit, so making the enemy leader come closer in this manner greatly increases the chance of success. Elvish Shaman is the best choice for luring out the enemy leader because, with only 2 strikes in a retaliation attack, she has the highest chance of 36% to keep the enemy leader at full HP. The enemy leader has 58 HP, which is higher than the maximum damage by Delfador, 14×4=56. Therefore, by keeping the enemy leader at full HP, Delfador’s attack on turn 8 has a 0% chance to kill the enemy leader so that XP can be given to other units (Run 2, Run 3). If Elvish Shamans cannot reach these forest hexes, it is okay to use other units although the chance of the enemy leader staying at full HP decreases (Run 3). Note that these decoy units should be close to full HP because low HP Elvish Scout in the west may lure out the enemy leader to the west instead of the village, or low HP Elvish Shamans in the forest may lure a non-leader unit to the village.<br> <br> On turn 8 and 9, attack the enemy leader and other enemy units. When there are only 5 or so enemy units around the enemy leader on turn 8, it is okay to wait to kill the enemy leader until turn 9. However, if the number is close to 10, it is better to kill the enemy leader on turn 8 because the remaining enemy units often block the adjacent hexes to the enemy leader on turn 9.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Level 2 unit comparison</span><br> Elvish Marksman is the better level 2 archer choice in this scenario because, with his/her marksman weapon special, non-dextrous one has the expected value (EV) of 9×4×0.6=21.6 damage against the enemy leader on the village (60% defense) while Elvish Ranger counterpart only has the EV of 7×4×0.4=11.2, approximately half the EV of Elvish Marksman. Elvish Sorceress has the EV of 7×4×0.7=19.6, but it is more difficult to focus XP on an Elvish Shaman than an Elvish Archer.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>03 The Isle of Alduin</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=786" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=650" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=1385" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 21<br> Minimum starting gold: 140<br> Enemy starting gold: 100<br> Note: This scenario starts in the afternoon. (Most scenarios start at dawn.)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Preparation for scenario 4~6</span><br> Scenario 4: 2 close-to-advancement Elvish Scouts<br> Scenario 5b: Konrad as level 2~3, preferably at close-to-advancement level 2<br> Scenario 6: Simyr as Paladin, Haldiel as Knight, another Knight, Elrian as Red Mage, 1 White Mage, 4 close-to-advancement Elvish Shamans or Elvish Sorceresses (preferably 2 of which are quick for scenario 10)<br> <br> Also, no elvish unit should advance to level 3 so that Paladin (Simyr) becomes the auto-recalled advisor in scenario 6 as described in chapter 08-1. Ideally speaking, the preparation for the last scenario 24 should start from scenario 1, and every decision has to be made with future scenarios in mind. However, there are some scenarios that are relatively easy and suitable for making a good recall list for a few scenarios ahead. In the list above, the preparation for all units except for the extra Knight needs to start in this scenario or earlier. To prevent recalling and thus wasting extra money in the next scenario, finishing a White Mage and 2~3 close-to-advancement Elvish Shamans is ideal although the top priority is on 2 close-to-advancement Elvish Scouts that are needed in the next scenario.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Western and Eastern army</span><br> Find Elrian, a loyal Mage with resilient trait, on (21, 10) village. Then, a descent western army should consist of Delfador, Simyr, Elrian, 1 Elvish Scout, 1 Elvish Fighter, and 2 Elvish Shamans. The rest are fielded to the east. The total number of recruits + recalls should be around 11~13 to be safe enough and rich enough at the same time.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Konrad</span><br> As described in chapter 02-3 and 02-7, most enemy units move toward Konrad, and some enemy units are assigned for grabbing villages. In this scenario, because both western and eastern paths have almost the same castle-to-castle distance, it is difficult to tell which path enemy units take to approach Konrad. Therefore, in order to somewhat control the number of enemy units on a particular path, use Konrad as a decoy by moving him northwest or southeast after recruiting/recalling to make one path shorter than the other for the enemy units. Although some village grabbing enemy units may take the longer path to Konrad anyways, more units take the shorter path.<br> <br> Also, note that Konrad doesn’t have a ranged weapon at level 1. Therefore, he may be a prime target for Orcish Archers. Protect him very well and give him XP to advance to level 2 if possible although XP should be prioritized to other units as described above in chapter 03-1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: going back to the keep (leader unit only)</span><br> Whenever an enemy leader is not on a keep, and it is possible to go back to the keep in 1 turn, the enemy leader’s highest priority is going back to the keep. Combined with the adjacent-to-village decoy tactic as described in chapter 02-6, this AI behavior can be exploited very well in this scenario. First, place an adjacent-to-village decoy to lure out the enemy leader to (11, 35) village. Then, continue to slow the enemy leader with Elvish Shamans during the night. On turn 17 (Dawn), let the enemy leader go back to the castle keep so that more enemy units can be recruited for more XP. This timing seems to be the best because the enemy units are weak on turn 18~19 (Morning~Afternoon).<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Gold and XP tradeoff</span><br> Finish this scenario with approximately 25~30 kills and 400~450 gold. Intentionally keep some villages in enemy hands because more gold for the enemy = more enemy units = more XP. Note that gold here is worth only 40% of that in the next scenario due to the carryover gold mechanism while XP here is worth 100% of that in the next scenario. Therefore, prioritize XP over gold in this scenario.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>04 The Bay of Pearls</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=1685" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=2063" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=4456" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 21<br> Minimum starting gold: 140<br> Enemy starting gold: 110, 210<br> Note: When 5b path is taken, carryover gold in this scenario is added to the minimum starting gold in scenario 6, not 5b.</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Water battle</span><br> Be defensive in the water battle. Form a defensive line and reduce enemy units’ HP in retaliation. Attack an enemy unit on Konrad’s turns only if there is a high chance of killing the target unit. It is much more important to conserve HP of merfolk units than to reduce HP of enemy units because villages are the only sources of healing in the water battle. Try to place resilient or strong Merman Fighters at the corners of the defensive line where he can be attacked by 3 units instead of 2. Against 2 Naga Warriors in the northwest, try to engage them one by one. Lure out one of them by placing a decoy unit, and surround the Naga Fighter with 2 units in backstabbing positions so that ZoC (Zone of Control) prevents the Naga Fighter from moving out far.<br> <br> Focus XP on a resilient Merman Fighter and give him the Storm Trident because he can survive better against the Lich as described in chapter 05b-5. Also, give the Mermaid Initiate some XP if possible so that she has an opportunity to advance to Mermaid Priestess in the next scenario 5b. For example, killing a Naga Warrior and the sea leader makes her at 32/40 XP. Killing the sea leader gives the option to go to scenario 5b Isle of the Damned. This 5b path is recommended because it gives some bonus units. In all of Run 1~3, 5b path was taken.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: priority attacks on close-to-advancement units</span><br> Enemy units prioritize attacking a unit that is expected to advance to the next level due to the XP gained from the engagement. For example, an Elvish Scout at 31/32 XP is prioritized by level 1 or higher units, but an Elvish Scout at 30/32 XP is prioritized only by level 2 or higher units. This mechanism allows a close-to-advancement unit to withstand 1 more attack on the enemy turn than a higher-level self would because advancement fully heals the unit. Intentionally keeping a unit at close-to-advancement to bait an attack is one of the most useful tactics and should be fully employed throughout the campaign whenever possible.<br> <br> In this scenario, the water battle becomes so much easier with 2 close-to-advancement Elvish Scouts because they can withstand several attacks each (1~2 as Elvish Scout + 3~4 as Elvish Rider). These sacrificial Elvish Scouts greatly increase the survivability of Merman Fighters, especially when 5 or more out of the initial 8 enemy recruits in 2 turns are Naga Fighters; the number of Naga Fighters determines the difficulty of the water battle. While it is not necessary to save all merfolk units, keeping more alive tends to earn more carryover gold. If 2 Elvish Scouts couldn’t be brought up in the previous scenarios, 1 may be fine.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Land battle</span><br> As for the land battle, continue the preparation for scenario 6. Because no land unit can be recalled in the next scenario 5b, make sure to finish the preparation except for Konrad. It is recommended to play with 14~15 total recruits/recalls for balancing safety and gold. Sacrifice cannon fodders to move forward faster. Losing units is not necessarily bad in the early part of the scenario because upkeep cost gets reduced, which leads to more carryover gold. Also, cannon fodders in vulnerable locations prevent the afraid grouping as described in chapter 02-4. For example, on turn 7 in Run 1, unit placements were so good that the afraid grouping happened, which made it difficult to move forward safely. In hindsight, a sacrificial Elvish Fighter should have been placed in a worse location where he can potentially die so that AI thinks that it is worth attacking him. Killing the land leader gives the option to go to scenario 5a Muff Malal’s Peninsula. This 5a path is not recommended, but it is okay to take this path if gold and unit preparation for scenario 6 is not finished.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Carryover gold</span><br> Finish this scenario with 130 carryover gold or more. That is to say, finish with 324 or more remaining gold on turn 21. Carryover gold in this scenario is added to the minimum starting gold in scenario 6, not 5b, because scenario 5b is independent in terms of carryover gold. With 130 carryover gold, scenario 6 can be played safely when scenario 5b path is taken. Sending a quick Merman Fighter northeast once the initial battle settles gives some extra gold. For villages around the sea leader, it is useful to remember that the leader’s maximum damage during the night is 12×3=36. Therefore, resilient (41 HP) and strong (37 HP) Merman Fighters can take these villages with impunity.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Summary of scenario 5a Muff Malal’s Peninsula</span><br> The scenario objective, “Escape down the road to Elensefar” means sending Konrad to (5, 1). However, meeting this objective doesn’t give early finish bonus gold. Therefore, just running usually ends up having less gold than the starting gold due to 40% carryover gold mechanism. Instead, try to finish this scenario 5a on the very last turn 21 while taking many villages. Alternatively, kill the enemy leader, Muff Malal, so that early finish bonus can be earned. Although 5a path makes scenario 6 slightly easier due to extra gold and XP than 5b path, it actually makes the rest of the campaign more difficult due to the lack of Moremirmu and outlaw units. Therefore, take 5a path only if scenario 6 is the bottleneck scenario.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>05b Isle of the Damned</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=3384" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=3875" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=8933" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 24<br> Starting gold: 100<br> Enemy starting gold: 110, 110<br> Note: No gold is carried over to or from this scenario.</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Fog and Shroud</span><br> Use “Delay Shroud Updates” and “Update Shroud Now” hotkeys. With the default automatic shroud updates, rethinking and undoing unit movements are impossible once a new hex is revealed or a unit is recruited. Make sure to manually update the shroud to play more strategically. Technically, this scenario doesn't have the shroud but the fog. The fog only hides units and village ownership of enemy sides, and it is cleared only temporarily while the hex is still visible by a unit. On the contrary, the shroud hides everything, but once it is cleared, everything stays visible permanently. Both fog and shroud updates can be controlled by the same hotkeys mentioned above. The fog and the shroud exist in the following scenarios in this campaign: <ul> <li>Fog only: 5b, 19c, 20a</li> <li>Shroud only: 14, 15, 16, 17</li> <li>Fog and Shroud: 20b</li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Moremirmu</span><br> Moremirmu, a loyal White Mage with a special melee weapon, is hiding in one of the 3 temples on (11, 13), (9, 15), or (10, 17). Moremirmu may or may not join Konrad in future scenarios depending on how this scenario ends: <ol style="list-style-type:lower-alpha"> <li><strong class="text-strong">Moremirmu becomes available in the recall list from the next scenario.</strong><br> Moremirmu has been met and alive. This scenario is finished by killing both Liches.<br> <br> <strong class="text-strong"></strong></li> <li><strong class="text-strong">Moremirmu as a Mage of Light and 3 loyal White Mages temporarily join Konrad on turn 7 in scenario 9 around (20,48), but they disappear at the end of scenario 9.</strong><br> Moremirmu has been met and alive. This scenario is finished by surviving until the end of turn 24.<br> <br> <strong class="text-strong"></strong></li> <li><strong class="text-strong">Moremirmu never joins Konrad after this scenario.</strong><br> All the other situations lead to this result.</li> </ol> Killing both Liches in time may seem impossible at first, but careful management of gold and units described below should ensure a nearly 100% success rate.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Land units</span><br> Recruit 2 Footpads on turn 1, 1 Poacher on turn 2, 3 Thugs on turn 4~6, and 1 Footpad on turn 7. This is the basic composition of 7 recruits, but the actual composition has to be modified depending on the gold situation and enemy composition. Konrad should start to move out to the main island to join the battle on turn 7, or earlier if early Chocobone is a threat. Konrad should be level 2 at this point, so his leadership ability helps new recruits. If Konrad is at close-to-advancement level 2, he can withstand as heavy an attack as Chocobone’s charge attack at Dawn/Dusk (11×2×2=44 &lt; 45 HP) and advance to level 3. Make sure that Konrad can get back to the castle keep on turn 13~14 to recruit additional merfolk units.<br> <br> Note that the content of a temple (Moremirmu, trap, or empty) is randomized. Therefore, when searching a temple to release Moremirmu, place a unit on an adjacent hex first, then move 1 hex on the next turn so that the unit can escape with the remaining MP if it is the trap with 1 Revenant and 3 Walking Corpses. Keep Delurin alive if possible because he is very useful in scenario 13. Keep recruiting outlaw units (Thug, Footpad, and Poacher) with extra gold at the end of the scenario because no gold is carried over to the next scenario, and outlaw units cannot be recruited in future scenarios.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Northern Lich (Tactic: no-retaliation decoy)</span><br> 1 Merman Fighter, 4~5 Mermaid Initiates, and land units are used to kill the northern Lich. Recruit a Merman Fighter on turn 15 at the latest, then recruit as many Mermaid Initiates as possible until turn 17~18. On turn 18 or earlier, make sure that no merfolk unit is in range to attack the Lich to prevent the enemy leader protection as described in chapter 02-8.<br> <br> On turn 19 (Dawn), place the Merman Fighter on (8, 3) to lure out the Lich to (8, 4) shallow water. Because the Merman Fighter doesn’t have a ranged weapon for retaliation, the Lich is always lured out to attack him. This kind of no-retaliation decoy tactic to lure out an enemy unit seems to work most of the time although it is not guaranteed as described in chapter 24-4. No-retaliation decoy tactic is especially useful in scenario 5b, 6, 9, and 24.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Southern Lich </span><br> 3 Merman Fighters/Warriors and 4~5 Mermaid Initiates/Priestesses are used to kill the southern Lich. On turn 1, recall the Merman Fighter/Warrior with the Storm Trident and the Mermaid Initiate. Send the initial eastern Merman Fighter on (31, 14) immediately southwest so that he can serve as a scout. It is crucial to have this scouting unit because having vision early greatly reduces the risk of sudden deaths by a Chocobone, Ghost, or submerged Skeleton. The other Merman Fighter is used for village grabbing on the southeastern island. Recruit a Mermaid Initiate on turn 2 and 2~3 additional ones around turn 13. Turn 20~21(Morning~Afternoon) is the best time to kill the Lich. Note that the maximum damage dealt by the Lich in retaliation during these 2 turns is 9×3×2=54, and resilient Merman Warrior’s HP is 56. Therefore, he can attack the Lich with the Storm Trident 2 turns in a row without fear of death even if RNG is the worst.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>06 The Siege of Elensefar</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=4898" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=4998" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=11893" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 29<br> Minimum starting gold: 120<br> Enemy starting gold: 240, 220</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Basic recruiting/recalling strategy (extremely specific plan for a difficult scenario)</span><br> Turn 1: Auto-recalled advisor = Simyr as Paladin, Moremirmu on (16, 42), Elvish Shaman on (15, 43), Elrian on (15, 44), Elvish Scout on (16, 44) (recruit), Haldiel on (17, 44)<br> Turn 2: Knight, Elvish Shaman<br> Turn 3: White Mage, Elvish Shaman<br> Turn 4: Elvish Shaman, 2 Elvish Fighters (recruit), 3 Elvish Shamans (recruit)<br> <br> For these 6 recruits and 9 recalls, [(14×2)+(15×3)+(18×1)+(20×9)] = 271 = [120 (minimum starting gold) + 130 (carryover gold) + 4 (turn 1 income) + 7 (turn 2 income) + 10 (turn 3 income)]. When the bridge can be blocked and the enemy is delayed, it is possible to earn 10 more gold and recruit/recall on turn 5 (Run 2, Run 3). Depending on the amount of carryover gold and XP situation, the actual composition should be modified from this basic one. For a difficult scenario like this, a plan needs to be extremely specific as described here.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Thieves</span><br> 1 Rogue and 2~3 Thieves join Konrad in this scenario. On turn 4, choose “Help us infiltrate the city. We can do the rest.” for the ford option or “I want you to reinforce us once we break through their line.” for the village option. After choosing either option, Thieves become recruitable immediately. <ul> <li>Ford option<br> On turn 6, shallow water hexes near the Meeting point on (6, 32) turn to ford hexes, which makes it easier to reach the small island west of Elensefar. Also, 1 loyal Rogue and 2 loyal Thieves appear near the ford.</li> <li>Village option<br> Once one of the villages on the main Elensefar island is grabbed, 1 loyal Rogue and 3 loyal Thieves appear in the north of Elensefar castle.</li> </ul> The village option is recommended not because of the extra Thief who makes little difference but because the other ford option helps skeletons reach Konrad’s army earlier using the ford hexes in the 2nd night (turn 11~12). Note that the 2nd traits of loyal Rogue/Thieves are randomized. Therefore, there is a chance that not a single one of them has a desirable trait.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Main battle</span><br> DO NOT rush to Elensefar castle or fight near the river. These strategies seem to work only if RNG is favorable. It is much safer to stay near the western forest and encampment where units have high defense. Avoid engaging enemy units during the night as much as possible and use close-to-advancement units effectively. After most orcs are killed on turn 7 (Dawn) ~ 10 (Dusk), pull back further southwest to avoid engaging skeletons during the night. Keep Konrad in the west and use him as a decoy as described in chapter 02-3 so that skeletons waste their MP in the water as they try to move toward Konrad. After most skeletons are killed on turn 13 (Dawn) ~ 16 (Dusk), cross the bridge to kill the orc leader. In order to lure out the orc leader, use the adjacent-to-village decoy or no-retaliation decoy tactic described in chapter 02-6 and 05b-4, respectively. Although this scenario has a tight turn limit, as long as the orc leader is killed around turn 20, Konrad’s army is moving fast enough to the north.<br> <br> Note that White Mages adjacent to Level 3 Konrad is powerful against skeletons even at Dawn/Dusk. They have 9×1.5×1.25=17 damage per strike against skeletons (34HP Skeleton and 31HP Skeleton Archer). Therefore, they have a 78.4% chance to kill the skeletons alone instead of 34.3% without Konrad’s leadership.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Enemy reinforcements</span><br> When a unit enters a cave entrance hex on (12, 3), (12, 4), (16, 6) or (17, 6), a loyal Revenant and a loyal Deathblade appear on (13, 2) and (22, 2), respectively. Also, the green side gains 60 gold to recruit more units on the next turn. In order to engage these reinforcements in a timely manner, send an Elvish Scout recruited/recalled on turn 1 immediately to the northwest and trigger this event on turn 22 (Dusk) before Konrad’s main army arrives. According to experiments, turn 21 seems too early and turn 23 seems too late. Triggering this event on turn 22 allows Konrad’s main army to engage these reinforcements outside the cave on turn 25 (Dawn) ~ 26 (Morning).<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Cave</span><br> Because most of Konrad’s units, especially elvish units, are slow in cave, it takes time to reach the Dark Sorcerer leader from the cave entrance. Therefore, use the no-retaliation decoy tactic described in chapter 05b-4 with a Thief, Knight, or Paladin on (17, 6) so that the Dark Sorcerer is lured out to the cave entrance. This tactic alone can easily save 2~3 turns. Because the leader’s priority is going back to the keep if possible as described in chapter 03-4, it is safe to attack the lured-out Dark Sorcerer with ranged weapons as long as the attacker doesn’t die in retaliation. In Run 2, the Dark Sorcerer was not lured out because a Skeleton Archer was lured out instead, which made it more difficult to finish this scenario in time.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>07 Crossroads</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=7710" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=7067" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=16537" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 31<br> Minimum starting gold: 200<br> Enemy starting gold: 190, 150</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Ambush rules</span><br> Any hill that is completely surrounded by other hills, mountains or forest is eligible as an ambush location. In other words, any hill that has an adjacent flat hex is not an ambush location. Note that enemy units avoid entering hexes where ambush units are hiding because ambush units are assigned at the beginning of this scenario and Wesnoth has 1 unit per hex rule. The number of ambush units are set as follows: <ol style="list-style-type:lower-alpha"> <li>(5~35, 1~7): 7</li> <li>(9~24, 8~15): 7</li> <li>(1~17, 17~24): 11</li> <li>(18~25, 16~23): 7</li> <li>(26~40, 16~23): 7</li> </ol> Among these 5 areas, “a” and “e” are far, vast, and thinly populated with ambush units. Therefore, hunting for ambush units for gaining XP is not as effective in these areas. Killing the enemy leaders in scenario 1 reduces the number of ambush units by 25% each, but it is nearly impossible to kill a leader in version 1.14 on challenging difficulty. The ambush units are Orcish Grunt, Orcish Archer, Orcish Assassin, and Goblin Spearman, but Orcish Archer is twice as likely to spawn as the other 3. Also, all ambush units are loyal.<br> <br> In order to play strategically, use “Set Label” (red label) for potential ambush locations and use “Set Team Label” (blue label) for locations where no ambush can happen. When a potential ambush location is cleared, blue labels can override red labels. It is not necessary to label all locations, but it helps to label nearby hexes to avoid any surprise ambush or hesitation to move forward.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Preparation for scenario 9~10</span><br> Scenario 9: Level 3 Kalenz, Simyr and Haldiel as Paladin, Elrian as Silver Mage, 2 Mages of Light including Moremirmu, 2 quick Elvish Enchantresses, 2~3 Elvish Sorceresses, 1 Highwayman, 1 Knight, 1 close-to-advancement resilient Elvish Fighter or Elvish Hero<br> Scenario 10: 2 quick Elvish Sylphs, 1~2 Elvish Riders<br> <br> Kill as many ambush units as possible to gain XP. Without proper preparation, finishing scenario 9 safely and killing the Mother Gryphon in scenario 10 can become impossible or too RNG-dependent. It may be better for these prepared units to be at close-to-advancement in order to withstand an extra attack as described in chapter 04-2. However, 2 quick Elvish Sylphs should be already Elvish Sylphs at the beginning of scenario 10 because they need to fly fast.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Loyal Elvish Fighter and Elvish Archer</span><br> Find Loflar, a loyal Elvish Fighter, on (3, 15) village, and Niodien, a loyal Elvish Archer, on (12, 11) village. Their 2nd traits are randomized. Therefore, they may not have desirable traits. Advancing them to level 3 and having Elvish Marshal/Champion/Avenger/Sharpshooter who costs 0 upkeep can be helpful in some future scenarios although the importance of elvish units diminishes in the later part of the campaign. They and Telerandor, a loyal Elvish Rider with dextrous trait from scenario 20a, are the only loyal elvish units in this campaign.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Cannon fodders</span><br> Intentionally suicide cannon fodder units when necessary. This scenario only has 20 villages in total, and most of them are far from the starting keep. Therefore, it takes time to turn around the negative income. To solve this gold problem, try to lose all cannon fodder Elvish Fighters and Elvish Shamans once the initial battle settles. Also, the afraid grouping described in chapter 02-4 often happens in this scenario because Konrad’s powerful units tend to cluster together in a small area. Although the afraid grouping doesn’t immediately lead to failure in this scenario, it slows down the pace to kill enemy units. Therefore, place cannon fodders in vulnerable locations to prevent the afraid grouping.<br> <br> By carefully calculating gold to balance cannon fodder recruits and other recalled units, Konrad has time to head north as a decoy on turn 4 to lure enemy units. This Konrad as a decoy tactic as described in chapter 02-3 makes some enemy units waste a few MP, which allows fewer enemy units to engage Konrad’s army during the 1st night (Run2, Run3).<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">AI behavior: passive leader</span><br> Both enemy leaders are passive leaders in this scenario. Passive leaders never move from the hex they are on or attack adjacent units on their turns. The only damage they inflict is in retaliation. Therefore, they are very safe targets for milking XP by damaging them bit by bit with as many engagements as possible. The following leaders are passive leaders in this campaign: <ul> <li>Scenario 1: Elvish Shyde (side 6, ally, moves out from the keep if Konrad is nearby)</li> <li>Scenario 7: Orcish Warlord (side 2), Orcish Warrior (side 3)</li> <li>Scenario 8: Princess (side 2)</li> <li>Scenario 10: Mother Gryphon (side 3)</li> <li>Scenario 19c: Armageddon Drake (side 2)</li> <li>Scenario 20a: Orcish Warlord (side 2), General (side 3), Elvish Marshal (side 4, ally)</li> <li>Scenario 20b: Saurian Oracle (side 2), Ancient Lich (side 3)</li> </ul></li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>08 The Princess of Wesnoth</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=10113" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=9092" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=20690" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 25<br> Minimum starting gold: 200<br> Enemy starting gold (+extra income): 280(+16)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Auto-recalled advisor</span><br> Unit priority order for the auto-recalled advisor is as follows:<br> Elvish Sylph, Great Mage, Elvish Marshal, Elvish Champion, Elvish Avenger, Elvish Sharpshooter, Elvish Shyde, Elvish Enchantress, Elvish Outrider, Paladin, Grand Knight, Mage of Light, Arch Mage, Silver Mage, Merman Triton, Merman Hoplite, Merman Javelineer, Merman Entangler, Mermaid Diviner, Mermaid Siren, Highwayman, Fugitive, Huntsman, Ranger, Assassin<br> <br> The order continues to level 2 and level 1 units, but usually, there should be at least one level 3 unit in the recall list at this point. The advisor is usually an Elvish Enchantress or other level 3 unit which cost 3 upkeep gold, but if the loyal Elvish Fighter or Elvish Archer from the previous scenario is already at level 3, then the loyal unit which costs 0 upkeep gold can have the highest priority.<br> <br> The same order is used for scenario 6, and that is why level 3~4 elvish units that have higher priority than Paladin (Simyr) should not be in the recall list at that point of the campaign as described in chapter 03-1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Special AI behaviors in this scenario</span><br> While assassins (Duelist and Fencer) target Konrad, all the other units target Delfador in this scenario. Not everything can be accurately described in words, but the general idea is as follows: <ul> <li>Assassins<br> Target Konrad, but if Delfador is in range, attack Delfador. Ignore all the other units, but if a hostile unit happens to be on an adjacent hex while moving toward Konrad, then consider attacking the unit.</li> <li>Non-assassins<br> Act normally, including assigning some units for village grabbing. However, instead of targeting Konrad (leader) like other scenarios, target Delfador if no unit is in range to attack.</li> </ul> Because of these behaviors, sending Konrad and Delfador in different directions can divide enemy forces. Elvish Shaman’s ranged weapon with slows weapon special is very useful near both Konrad and Delfador because many enemy units have powerful melee weapons in this scenario.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Special recruiting rules in this scenario</span><br> How Li’sar recruits units in this scenario can be summarized into 4 rules: <ol style="list-style-type:lower-alpha"> <li>Only 1 Cavalryman, Duelist, and Fencer each can be recruited per turn.</li> <li>The order of recruiting is always Cavalryman, Duelist, Fencer, and other units.</li> <li>The number of Cavalryman, Duelist, and Fencer is limited to 2 each on the map. Dead ones can be replaced with new recruits.</li> <li>All Duelists and Fencers have quick trait.</li> </ol> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Extra income</span><br> Li’sar has 16 extra income per turn. Because she earns 2(base income) + 16 = 18 gold per turn, she keeps recruiting a Cavalryman (Cost=17) every turn due to the recruiting rule “b” as described above in chapter 08-3. Therefore, once all the other units are killed, use Li’sar and these recruited Cavalrymen to gain XP in preparation for the next 2 scenarios. Note that Li’sar is a passive leader as described in chapter 07-5. Therefore, it is very safe to approach her despite her powerful melee weapon. Most sides in this campaign have the base income of 2, but the following enemy/ally sides have some extra income on top of the base income. <ul> <li>Scenario 2: Side 3 (+20)</li> <li>Scenario 5a: Side 2 (+40)</li> <li>Scenario 8: Side 2 (+16)</li> <li>Scenario 11: Side 2 (+50)</li> <li>Scenario 12: Side 2~3 (+8)</li> <li>Scenario 13: Side 2 (+22), Side 3~4 (+18)</li> <li>Scenario 16: Side 3 (+12)</li> <li>Scenario 17: Side 4~7 (+6)</li> <li>Scenario 19a: Side 2 (+32)</li> <li>Scenario 20a: Side 2 (+16), Side 3 (+20), Side 4 (+20, ally)</li> <li>Scenario 20b: Side 2 (+15), Side 3 (+20), Side 4 (+2, ally)</li> <li>Scenario 23: Side 2~4 (+8), Side 5 (+12)</li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Recruitment placement order</span><br> When an enemy/ally leader recruits units, they are always placed in the following order:<br> <br> NW (northwest)<br> SW (southwest)<br> N (north)<br> S (south)<br> NE (northeast)<br> SE (southeast)<br> <br> It starts from the first ring that is adjacent to the keep and continues to the 2nd ring and so on with the general rule of NW first and SE last. In all scenarios, it is worth remembering that the next enemy/ally recruit is always on NW of the keep unless the hex is occupied or non-castle.<br> <br> In this scenario, as described above in chapter 08-3 and 08-4, Cavalrymen are always recruited on (34,8) that is NW of the keep as long as the hex is unoccupied.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>09 The Valley of Death — The Princess’s Revenge</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=12036" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=10695" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=24307" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 12<br> Minimum starting gold: 200<br> Enemy starting gold: 440, 600, 400</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Special AI behavior: very aggressive units</span><br> Usually, enemy units evaluate how much damage they are likely to take from potential engagements, and they may refrain from some engagements as a result of the evaluation. However, in some scenarios, enemy units ignore all the negative aspects of engagements and they only care whether any damage can be inflicted on hostile units. This scenario is one of them, and enemy units are extremely aggressive and even suicidal in some cases. Against these aggressive enemy units, retaliation is more effective than usual because they are not afraid of taking heavy retaliation damage. Aggressive AI is used in the following scenarios: <ul> <li>Scenario 5a: Side 2</li> <li>Scenario 6: Side 3 (Dusk, First Watch, Second Watch only)</li> <li>Scenario 7: Side 2~3 (First Watch, Second Watch only for both sides)</li> <li>Scenario 9: Side 2~4</li> <li>Scenario 11: Side 2~4 (Side 4 is monster side and hidden in the Status Table.)</li> <li>Scenario 13: Side 2~4</li> <li>Scenario 14: Side 2 (Hidden monster side)</li> <li>Scenario 17: Side 2~3</li> <li>Scenario 18: Side 3</li> <li>Scenario 19b: Side 2~6 (First Watch, Second Watch only)</li> <li>Scenario 20a: Side 2 (First Watch, Second Watch only), Side 3 (Morning, Afternoon only)</li> </ul> While all of these enemy sides are very aggressive, some AI parameters are different for each side. Therefore, not all of them behave in the exact same manner.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Basic recruiting/recalling strategy</span><br> The following composition is for killing all 3 Liches not for bragging but for safety. It is much safer to finish this scenario on turn 8~9 (Morning~Afternoon) by killing all 3 Liches than to play until the end of turn 12 because surviving the 2nd night tends to be the riskiest part of this scenario. Killing all 3 Liches has been considered RNG-dependent because assassination often relied on charge attacks by Grand Knight or Lancer, who only has 2~3 strikes per attack. However, the following composition with Paladin, Silver Mage, and Rogue/Thief, makes assassination quite independent of RNG and almost guaranteed to succeed. <ul> <li>Assassination army<br> 4 Thieves (recruit), 2 Paladins (Simyr and Haldiel)</li> <li>Main army<br> Silver Mage (Elrian), Mage of Light (not Moremirmu who is auto-recalled), 2 quick Elvish Enchantresses, 2~3 Elvish Sorceresses, Highwayman, Knight, close-to-advancement resilient Elvish Fighter or Elvish Hero, Elvish Fighter/Shaman with all the remaining gold (recruit)</li> </ul> 4 Thieves, Highwayman, Knight, and close-to-advancement resilient Elvish Fighter or Elvish Hero need to be recruited/recalled on turn 1 because they need to move fast, but other units are more flexible. Depending on carryover gold and unit composition in the recall list, usually around 20 units are recruited/recalled. Run 2 is the closest to this basic composition, and Run 3 is better in some aspects but worse in other aspects.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Purple Lich in the north</span><br> The main army heads north to kill the purple Lich. Initial purple Chocobones are big threats. On turn 3 (Afternoon), a close-to-advancement resilient Elvish Fighter can withstand Chocobone’s maximum damage (17×2=34 &lt; 36~39 HP) and additional 3 strikes by other Chocobones as Elvish Hero (17×3=51 &lt; 54~58 HP). Highwayman can withstand 3~4 strikes as well. As described above in chapter 09-1, enemy units are so suicidal that retaliation damage may kill some Chocobones. Kill the remaining Chocobones and other purple units to move further north. Unfortunately, most engagements happen on turn 4~5 (Dusk~First Watch) when enemy units are powerful. Therefore, many casualties are expected. At this point, Highwayman, Knight, Elvish Hero, and Elvish Sorceress are all expendable as well as other level 1 units. Knight can take the Holy Water in the west and join the main army, or sacrifice himself in the south to slow enemy movements. Purple Lich can be killed on turn 7 (Dawn) by the main army. Make sure that Silver Mage is near a safe village at the end of turn 7 so that he can teleport on the next turn. Also, make sure that 2 Elvish Enchantresses advance to Elvish Sylphs in this scenario if not already.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Blue Lich in the south</span><br> 2 Thieves, Haldiel (strong Paladin), and Elrian (Silver Mage) are used for this assassination. On turn 7 (Dawn), place a Thief on (12, 42) village to lure out the Lich to (12, 43) flat hex. This is the no-retaliation decoy as described in chapter 05b-4. If the Thief has 24 or fewer HP, then he/she has a 78.4% chance to die while 25 or more HP one has only 34.3%. On turn 8 (Morning), attack the Lich from (12, 44) hill with Haldiel’s sword, not lance. Haldiel’s sword has 5 strikes and a 33.7% chance to kill the Lich. If the Lich survives, teleport Elrian to (12, 42) village and attack the Lich. Because the expected value (EV) of Haldiel’s attack is 16×5×0.6=48 and the EV of Elrian’s attack is 11×4×0.7=30.8, the Lich (60 HP) is expected to take 48+30.8=78.8 damage per turn on average. If the Lich survives, repeat these attacks on turn 9. With Haldiel’s 2 attacks on turn 8~9 and Elrian’s 1 attack on turn 8, the total EV is 48×2+30.8=126.8, which is almost guaranteed to kill the 60 HP Lich in 2 turns. The second Thief is used to block blue enemy units if some decide to come back south to protect the Lich leader.<br> <br> Run 1: 1 Thief and Haldiel were assigned. Haldiel killed the Lich alone on turn 8.<br> Run 2: 2 Thieves and Haldiel were assigned. Haldiel and Elrian killed the Lich on turn 8.<br> Run 3: 1 Thief and Haldiel were assigned. Haldiel and Elrian killed the Lich on turn 8. Haldiel was used to kill a Chocobone in retaliation on turn 4, which had a small risk but was insured by having an extra Paladin in the south.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Green Lich in the east</span><br> 2 Thieves, Simyr (non-strong Paladin), and Elrian (Silver Mage) are used for this assassination. Take the Holy Water on (31, 43) with a Thief, preferably a strong one. On turn 7 (Dawn), place the other Thief as a no-retaliation decoy, as described in chapter 05b-4, on (36, 34) flat hex to lure out the Lich to (36, 33) flat hex. Also, take the village on (32, 35) with Simyr so that Elrian can teleport later. On turn 8 (Morning), attack the Lich with Simyr’s sword, not lance. Simyr’s sword has 5 strikes and a 7.8% chance to kill the Lich. The Thief with the Holy Water should attack from a backstabbing position. Elrian can teleport to (32, 35) village and join the attack if the blue Lich has been killed by Haldiel alone. On turn 9, repeat these attacks. Elrian can attack the blue Lich on turn 8 and then attack the green Lich on turn 9 by teleporting. Taking drains weapon specials into account, it may be slightly better to attack with the Thief first on turn 8 because the Lich can waste its healing through drains at full HP. The EV of Simyr’s attack is 14×5×0.6=42, the EV of Elrian’s attack is 11×4×0.7=30.8, the EV of non-strong Thief’s attack is 8×3×0.6=14.4, and the EV of strong Thief’s attack is 10×3×0.6=18. Therefore, with Simyr’s 2 attacks on turn 8~9, Elrian’s 1 attack on turn 9, and Thief’s 1 attack on turn 8, the total EV is 42×2+30.8+14.4 or 18=129.2 or 132.8, which is almost guaranteed to kill the 60 HP Lich in 2 turns.<br> <br> Run 1: 2 Thieves and Simyr were assigned. Simyr killed the Lich alone on turn 8.<br> Run 2: 2 Thieves and Simyr were assigned. Simyr and a Thief killed the Lich on turn 8.<br> Run 3: 1 Thief, 1 Rogue, Simyr, and another Paladin were assigned. Simyr and Rogue killed the Lich on turn 8. The extra Paladin was used to kill a Chocobone in retaliation on turn 3.</li> </ol></div></div></div> <div class="notice"> Last edited by <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> on September 14th, 2023, 4:58 am, edited 5 times in total. </div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p681222" class="post has-profile bg1"> <div class="inner"> <dl class="postprofile" id="profile681222"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=211828&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">56</a></dd> <dd class="profile-joined"><strong>Joined:</strong> June 24th, 2020, 1:02 am</dd> </dl> <div class="postbody"> <div id="post_content681222"> <h3 > <a href="./../viewtopic.php?p=681222&amp;sid=061124671710486283d4dd4775b4c699#p681222">Walkthrough part 2 of 3</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=681222&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=681222&amp;sid=061124671710486283d4dd4775b4c699#p681222" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2023-04-24T21:16:10+00:00">April 24th, 2023, 9:16 pm</time> </p> <div class="content"><div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>10 Gryphon Mountain</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=13159" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=11628" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=25411" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 21<br> Minimum starting gold: 200<br> Enemy starting gold (+extra income): 350, 0(-2)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Gryphons</span><br> There are 3 Gryphon unit types in this scenario. <ul> <li>Mother Gryphon<br> Mother Gryphon is a passive leader who never moves or attacks except in retaliation as described in chapter 07-5.</li> <li>Sleeping Gryphon<br> Contrary to their name, Sleeping Gryphons are actually awake; they just have 0 MP, which allows them to attack adjacent units only. Sleeping Gryphons turn into Gryphons after they are attacked on Konrad’s/loyalists’ turns or after they attack on Gryphons’ turns. When adjacent hostile units are too powerful, Sleeping Gryphons may not attack the units and stay as Sleeping Gryphons.</li> <li>Gryphon<br> When Sleeping Gryphons turn into Gryphons, they have 9 MP. They treat both hostile sides equally. Therefore, they may attack Konrad’s units or loyalist units depending on the situation. However, practically speaking, Konrad’s units are attacked most of the time unless loyalist Mages are in range of Gryphons.</li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Gryphons in future scenarios</span><br> Gryphons may or may not join Konrad in future scenarios depending on how this scenario ends: <ol style="list-style-type:lower-alpha"> <li><strong class="text-strong">Gryphon Riders become recruitable in scenario 15.</strong><br> Mother Gryphon is killed by Konrad’s unit.</li> <li><strong class="text-strong">Gryphons become recruitable on turn 4 in scenario 22 when 5 loyal Gryphons join Konrad.</strong><br> b1. Mother Gryphon is killed by a loyalist unit. At least 1 Gryphon unit is alive. Konrad’s units never attack any Gryphon units on Konrad’s turns. No Gryphon unit is killed by Konrad’s units.<br> OR<br> b2. Mother Gryphon is alive. Loyalist units attack any Gryphon units at least once on loyalists’ turns. Konrad’s units attack any Gryphon units only once or never on Konrad’s turns. No Gryphon unit is killed by Konrad’s units.</li> <li><strong class="text-strong">No Gryphon unit joins Konrad after this scenario.</strong><br> All the other situations lead to this result.</li> </ol> Note that retaliation attacks don’t count as “attacks” in the definitions above. Therefore, no matter how many times Konrad’s units are attacked on Gryphons’ turns and thus damage Gryphon units in retaliation, b1 or b2 is still achievable as long as no Gryphon unit is killed by retaliation damage.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Killing the Mother Gryphon</span><br> If unlucky, the Mother Gryphon may be killed on turn 5 by loyalist Ogres and other units. While non-quick Elvish Sylphs cannot attack the Mother Gryphon on turn 5 before the loyalists’ turn, quick Elvish Sylphs can. When 5 strikes out of 10 of 2 Elvish Sylphs’ faerie fire attacks hit, the Mother Gryphon dies in 1 turn, which statistically has a 95.3% chance. However, a 4.7% chance of failure is too high to be consistent. Therefore, Elvish Riders/Elvish Scouts need to be used to block loyalist units’ paths to the Mother Gryphon. Also, they can attack the Mother Gryphon for extra damage and/or lure other Gryphons away from the Mother Gryphon. It is important to lure the first Gryphon on (16, 16) that has been attacked by a loyalist unit into somewhere far from the Mother Gryphon so that Elvish Sylphs’ paths are not blocked.<br> <br> In Run 2, an Elvish Scout, the weakest unit in the area, was strategically placed on turn 5 to lure the Gryphon. In Run 3, an Elvish Rider was placed on turn 4 as an adjacent-to-village decoy as described in chapter 02-6 so that the Gryphon is lured out to (17, 20) village. Alternatively, the Mother Gryphon can be killed on turn 6 with the help of Delfador and Kalenz, but they are so slow on hills/mountains that protecting them against Ogres and Duelists is difficult after the Mother Gryphon is killed (Run 1, Run 2). Run 3 is the only example with 2 quick Elvish Sylphs.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">All villages</span><br> In most scenarios, once all villages are taken, and (upkeep cost) ≤ (# of controlled villages), then no carryover gold is lost for staying a turn longer. Therefore, finish scenarios on the very last turn to gain as much XP as possible without losing a gold. Enemy sides usually have at least 2 basic income per turn. Therefore, another unit may be recruited in a few turns if waited. This rule applies to all scenarios except for the ones with special carryover gold rules (scenario 5a, 5b, 14, 21).<br> <br> In Run 3, this scenario was finished on turn 13 instead of 21 due to the time pressure of speedrunning, but finishing on turn 21 would have provided extra 20 XP or so.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Status Table</span><br> Open “Status Table” to check the order of sides. Konrad is always side 1 and his turns always come first. In this scenario, side 2 is loyalists (team Asheviere), and side 3 is Gryphons. Therefore, loyalists’ turns come before Gryphons’. In scenario 1, enemy turns come before ally turns, but in scenario 2, ally turns come before enemy turns. Always open Status Table to check sides in a new scenario in order to play more optimally.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>11 The Ford of Abez</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=14370" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=12508" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=26445" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 21<br> Minimum starting gold: 200<br> Enemy starting gold (+extra income): 200(+50), 260</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Storm Trident</span><br> Give the Storm Trident to a quick Merman Fighter. When this quick Merman Fighter eventually advances to a Merman Hoplite, he has 6 MP instead of 5, which allows him to move 3 hexes instead of 2 on flat terrains in scenario 23. Alternatively, a non-quick Merman Fighter with the Storm Trident can stay at close-to-advancement Merman Worrier so that he retains 6 MP. There are 3 Storm Tridents in this campaign in scenario 4, 11, and 19c. <br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Off limits to monsters</span><br> Monsters (Cuttle Fish and Water Serpent) don’t enter (any x, 1~12) and (any x, 21~34). By taking advantage of this rule on turn 8 in Run 1, the injured Merman Fighter on (28, 11) shallow water was totally safe against monsters because all the adjacent hexes were off limits. Also, place 1~2 sacrificial Merman Fighters right in the middle of monsters to lure as many of them as possible in the west and nullify them (Run 1~3). Water battle from turn 8 on becomes easier with fewer monsters near Konrad.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Recommended career paths for merfolk units</span><br> Merman Fighter &lt; Merman Warrior &lt; Merman Hoplite<br> Merman Hunter &lt; Merman Netcaster &lt; Merman Entangler<br> Mermaid Initiate &lt; Mermaid Priestess &lt; Mermaid Diviner<br> <br> Steadfast ability of Merman Hoplite is useful for holding positions in scenario 19c, 20b, and 24. Also, it increases the chance to survive against charge attacks by Horseman line units in scenario 23.<br> Slows weapon special of Merman Netcaster and Merman Entangler can weaken powerful melee weapons in scenario 19c and 20b.<br> Healing provided by Mermaid Priestess and Mermaid Diviner is usually more useful than extra damage and HP from the other advancement line.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Objective</span><br> “Move Konrad to the north side of the river” in the objective actually means “Move Konrad to (any x, 1~8)” in the code. Therefore, contrary to the natural interpretation of the objective, most of the sand hexes and some grassland flat hexes such as (27, 9) and (35, 9) don’t meet the objective. For a quick finish, after recruiting/recalling for 2 turns, Konrad can reach (32, 8) dirt flat hex on turn 9. It is okay to stay longer and gain more XP for merfolk units, but approximately 6 carryover gold is lost every turn.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">General priority order of the auto-recalled advisor</span><br> Different unit types have different priority order set by the scenario as described in chapter 08-1, 12-1, and 13-1. On the contrary, among the same unit type, the priority order seems to be automatically decided by the general rule described in the following example: <br> <br> In Scenario 101, A, B, C, D, and E are recruited in this order.<br> In Scenario 102, F, D, B, C, and G are recruited/recalled in this order.<br> In Scenario 103, the priority order is B, C, D, F, G, A, and E. Therefore, B is auto-recalled as an advisor.<br> Simply put, the most senior unit recruited/recalled in the most recent scenario is auto-recalled as an advisor.<br> <br> By applying this rule, in the next scenario, non-loyal Thieves recruited in scenario 9 are prioritized over loyal ones from scenario 6. Therefore, unless the non-loyal Thieves have a lot of XP or useful traits, dismiss them from the recall list in this scenario to make sure that the loyal one becomes the auto-recalled advisor in the next scenario. Among the 3 loyal Thieves from scenario 6, the priority order is always Gelgar, Gamlel, and Darglen if none of them is recalled in the following scenarios. If Gamlel or Darglen has the best trait, it may be worth recalling her/him in scenario 9~11.<br> <br> The priority order can be checked in the following manner:<br> 1. Open the recall list.<br> 2. Click “Type” at least 3 times so that ascending/descending order from “Name,” “Lvl,” “XP,” and “Traits” don’t affect the order. (Without this resetting operation, the displayed order among the same unit type is affected by other attributes.)<br> 3. Click “Type” again, if necessary, to make it either ascending or descending order. (Either ascending or descending is fine because it is used only for comparison against other unit types, not among the same unit type.)<br> 4. Find the unit type of interest by manually scrolling or by searching with the textbox. <br> 5. Units are displayed according to the priority order from top to bottom. Therefore, the top unit is auto-recalled as an advisor. (For both ascending and descending settings, units of the same unit type are displayed in the same order. That is to say, the same unit is displayed at the top for both settings.)</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>12 Northern Winter</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=15476" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=13077" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=27161" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 40<br> Minimum starting gold: 200<br> Enemy starting gold (+extra income): 210(+8), 230(+8)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Unit priority order for the auto-recalled advisor</span><br> Thief, Poacher, Footpad, Thug, Mage, Horseman, Rogue, Trapper, Outlaw, Bandit, Red Mage, White Mage, Lancer, Knight, Assassin, Ranger, Huntsman, Fugitive, Highwayman, Silver Mage, Arch Mage, Mage of Light, Grand Knight, Paladin, Great Mage<br> <br> As described in chapter 11-5, non-loyal Thieves should be dismissed before coming to this scenario. A quick Thief is useful for taking more villages early. Note that in this scenario, low-level units are prioritized unlike scenario 6, 8, and 13 where high-level units are prioritized.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Preparation for scenario 13~16</span><br> Scenario 13: A few close-to-advancement Elvish Fighters or Elvish Heroes, a few close-to-advancement Elvish Scouts or Elvish Riders<br> Scenario 14: Konrad at close-to-AMLA, Kalenz at close-to-AMLA, Delfador with at least 1 AMLA for having 63 HP<br> Scenario 15: 1 close-to-advancement Elvish Rider or Elvish Outrider (preferably quick)<br> Scenario 16: 1~2 Highwaymen, 1~2 Assassins<br> <br> AMLA=After Maximum Level Advancement<br> These units may not be essential, but they make each scenario safer and easier.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Assassination of the blue leader</span><br> This scenario provides so many enemy units that killing the blue leader early and thus losing some potential XP may be fine. In fact, by having fewer enemy units fielded on the map, it is easier to give XP to the units that need it the most without having to use powerful units that don’t need XP any more. In Run 3, 2 Elvish Sylphs, 1 Elvish Outrider, and 1 Elvish Scout were immediately sent northwest. On turn 5 and 6, they stayed in locations where the blue leader couldn’t be attacked to avoid triggering the enemy leader protection as described in chapter 02-8. On turn 7 (Dawn), the assassination army closed the distance, and on turn 8, the blue leader and surrounding enemy units were killed with the help of a Silver Mage teleported to (4, 7) village.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Extra income</span><br> As described in chapter 08-4, both blue and green sides have 8 extra income per turn. Therefore, even if all villages are taken by Konrad’s army and the leaders are alone, they have 2 (base income) + 8 = 10 income per turn to recruit a unit every 2~3 turns. For milking more XP, it may be better to intentionally let the enemies keep a few villages so that they can recruit a unit every turn instead of 2~3 turns.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Snowfall</span><br> The map gets gradually covered by snow every turn in this scenario, but new snow never falls on hills and mountains. Also, finishing this scenario later = more snow hexes in the next scenario. Therefore, there is a trade-off between XP and the difficulty of the next scenario. Because Konrad and Delfador are very slow on snow (3 MP per hex), the benefit of having fewer snow hexes in the next scenario shouldn’t be underestimated.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>13 The Dwarven Doors</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=19283" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=16881" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=31180" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 15<br> Minimum starting gold: 200<br> Enemy starting gold (+extra income): 140(+22), 115(+18), 70(+18)<br> Note: This scenario starts at dusk. (Most scenarios start at dawn.)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Auto-recalled units</span><br> There are 2 types of auto-recalled units in this scenario. The priority orders are as follows: <ul> <li>Auto-recalled horse unit<br> Haldiel (regardless of unit type), Elvish Outrider, Paladin, Grand Knight, Elvish Rider, Knight, Lancer, Elvish Scout, Horseman.</li> <li>Auto-recalled outlaw advisor<br> Delurin (regardless of unit type), Highwayman, Fugitive, Huntsman, Ranger, Bandit, Outlaw, Trapper, Thug, Footpad, Poacher, but only if at least one of them is in the recall list.</li> </ul> Therefore, keeping Haldiel and Delurin alive up to this scenario is important.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Uncle Somf</span><br> When Konrad’s unit enters (18, 24) village while the outlaw advisor is still alive on the map, then Uncle Somf, a loyal Bandit, joins Konrad. Note that the unit that has triggered this event stays on the village and cannot use the remaining MP. In the conversation, Uncle Somf speaks about the true entrance location;<br> Western entrance on (14, 3):<br> “The mine entrances were all collapsed intentionally during the fighting. The doors, while heavily defended, remain accessible. The orcish hordes that assault them are repulsed, but you may be able to sneak in unnoticed.”<br> Eastern entrance (25, 2):<br> “The best way is through the mine tunnels. The orcs have never found all the mine entrances, and many still lead deep underground.”<br> The other way to find out the true entrance location is from the conversation when Konrad’s unit, usually a fast horse unit, arrives at either entrance.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Running</span><br> There is nothing wrong with fighting enemy units, but it is possible to just run to the entrance if some casualties are accepted. Recruit/recall Elvish Fighter line units on turn 1 and then Elvish Scout line units on turn 2 (Run 1, Run2). Alternatively, just recruit/recall Elvish Scout line units on turn 1 (Run 3). Then, just run to the entrance while sacrificing all the recruited/recalled units on the way. It is even okay to sacrifice Haldiel, Delurin, and Uncle Somf if necessary. Konrad can recruit/recall extra 2 units per turn on (16, 20) keep for some reinforcements. When the true entrance happens to be on the eastern side on (25, 2), this scenario is easier, but running to the western entrance on (14, 3) is possible as well. As described in chapter 12-5, the later the previous scenario is finished, the more snow is present in this scenario. However, the number of snow hexes doesn’t increase over time during this scenario.<br> <br> Run 1: recruiting/recalling for 2 turns, western entrance<br> Run 2: recruiting/recalling for 2 turns, western entrance<br> Run 3: recruiting/recalling for 1 turn, eastern entrance<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Cuttle Fish ambush</span><br> When Konrad’s unit enters (10~15, 10~15), a Cuttle Fish appears on (13, 13). This Cuttle Fish is hostile to all units. Therefore, it can be used to block purple enemy units. The unit that has triggered this event can use the remaining MP to escape from the Cuttle Fish unless it is triggered by taking (15, 10) village. It is better to trigger this event when the Cuttle Fish has a purple enemy unit to attack in range because, otherwise, it may block the path to the western entrance.</li> <li><span style="text-decoration:underline">Aggressive enemy units</span><br> As described in chapter 09-1, enemy units in this scenario are very aggressive and even suicidal. For example, in most other scenarios, Delfador is almost never attacked by a ranged weapon because his retaliation damage is very powerful. However, in this scenario, enemy units don’t hesitate to use a ranged weapon against Delfador even if it is extremely likely to lead to their own death.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>14 Plunging into the Darkness</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=19807" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=17457" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=31749" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: unlimited<br> Starting gold (+extra income): 0(-2)<br> Ally starting gold: 0<br> Note: 100% of the remaining gold is carried over to the next scenario.</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Blood Bats</span><br> There are 4 Blood Bats, but 1 of them always goes north and attacks a Dwarvish Thunderer. Therefore, Konrad’s army needs to engage 1~3 Blood Bats depending on their traits (quick or non-quick), how well dwarvish units handle the first Blood Bat, and Konrad’s army movement. In order to increase the chance of more Blood Bats going north, it is recommended to wait and do nothing until around turn 6. This is because a dwarvish unit may get in range of the Blood Bat on (21, 31) on turn 3~5 and rarely on turn 6 or later.<br> <br> Placing a unit on (27, 41) or (26, 40) causes the Blood Bat on (17, 36) to attack the unit. Despite the fact that (27, 41) has 10% less defense than (26, 40) hill, (27, 41) is recommended because it allows 2 units to attack the lured Blood Bat on the next turn without getting in range of another Blood Bat on (21, 31).<br> Placing a unit on (26, 38) causes the Blood Bat on (21, 31) to attack the unit if this Blood Bat hasn’t attacked a dwarvish unit in the north.<br> Placing a unit on (24, 37) causes the Blood Bat on (15, 32) to attack the unit although this Blood Bat is almost always fighting dwarvish units in the north.<br> <br> Blood Bats are very aggressive and even suicidal as described in chapter 09-1. Kill the Blood Bats one by one and heal between battles. A unit that doesn’t move, attack, or isn’t attacked heals 2 HP per turn. This scenario has no turn limit, and 100% gold is carried over instead of normal 40%. If Konrad and Kalenz are at close-to-advancement in preparation for the engagements against the Giant Spider, Delfador should be the one to kill the Blood Bats.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Chest of treasure (200 gold) behind a secret passage</span><br> When Konrad’s unit enters (17, 36), a secret passage is found. This passage leads to a small room that holds the chest of treasure (200 gold) on (9, 39). However, once the passage is found, a Giant Spider comes out of it. This Giant Spider is a very formidable enemy, and engaging it can be quite risky. Therefore, it may be a good idea to skip finding the passage although taking the chest of treasure makes protecting Li’sar in scenario 16 slightly easier as described in chapter 16-5.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Giant Spider’s relevant stats</span><br> Basic stats: 54 HP, 6 MP, chaotic<br> Defense and Movement Cost: Hill (60%, 1), Cave (50%, 1), Flat (30%, 1)<br> Melee weapon attack damage: 18×2=36 on lit hexes, 22×2=44 on non-lit hexes; poison weapon special<br> Ranged weapon attack damage: 8×3=24 on lit hexes, 10×3=30 on non-lit hexes; slows weapon special<br> Maximum damage it can inflict in 1 turn on a lit hex when it is attacked by a ranged weapon = 24(retaliation) + 36 = 60 damage<br> Just like Blood Bats, the Giant Spider is very aggressive and even suicidal as described in chapter 09-1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">HP and XP of Konrad, Kalenz and Delfador</span> <ul> <li>HP<br> Konrad with 0 AMLA: 68 HP &gt; 60 damage<br> Kalenz with 0 AMLA: 63 HP &gt; 60 damage<br> Delfador with 1 AMLA: 63 HP &gt; 60 damage<br> Therefore, it is necessary for Delfador to gain 200 XP in scenario 1~13 for 1 AMLA, which gives him extra 3 HP. 63 HP Delfador with 1 AMLA has a 0 % chance to die in 1 turn when he attacks the Giant Spider with his ranged weapon, while 60 HP Delfador with 0 AMLA has a 7.8% chance to die if all 5 strikes of the Giant Spider hit.</li> <li>XP<br> The Giant Spider is a level 3 unit. Therefore, as described in chapter 04-2, it prioritizes attacking close-to-advancement units within 3 XP away from advancement including AMLA. By keeping Konrad and Kalenz at 147~149/150 XP, the Giant Spider is guaranteed to attack one of them. However, even better, by keeping them 1 more engagement worth of XP away, which is 144~146/150 XP, it is possible to attack the Giant Spider on Konrad’s turn and to be attacked on the enemy turn so that the attacked unit starts the next turn with full HP due to AMLA. It is recommended to keep one of Konrad and Kalenz at 144~146/150 XP and the other at 147~149/150 XP so that the Giant Spider can never kill a unit for 2 turns if played wisely. Considering the fact that it is sometimes unavoidable to engage Blood Bats and gain 1~2 XP, 144/150 XP for one and 147/150 XP for the other seem to be the best combination.</li> </ul> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">How to safely kill the Giant Spider</span><br> DO NOT trigger the secret passage event without HP and XP preparation described above in chapter 14-4. In Run 1 and Run 3, the Giant Spider was killed without XP preparation, but it was a huge mistake and by far the riskiest moment in the entire campaign, especially for Run 1. Because this scenario in Run 1 ended up with very unlucky “-29% Inflicted and +14% Taken” stats, Kalenz had a whopping 22.5% chance to die in the last engagement. Nothing can be done to overcome this much bad RNG in this scenario where no unit can be recruited/recalled. Therefore, stay away from the Giant Spider without proper preparation.<br> <br> When HP and XP are well prepared, kill all Blood Bats and heal all 3 units. Kalenz and Delfador should stay on (30, 41) and (30, 40), respectively. Send Konrad to either (18, 35) or (18, 36), and end the turn. On the next turn, move Konrad to (17, 35), which triggers the secret passage event, and then run back to (29, 41) as fast as possible. By this movement, the Giant Spider should be lured to (27, 41) lit cave without catching up with Konrad. In all of Run 1~3, the Giant Spider was attacked in this location, but Run 2 was the only run with proper XP preparation.<br> <br> From the scenario save of Run 2, Run 2 Demo was played to demonstrate a safe way to kill the Giant Spider despite very bad RNG (-59% Inflicted and +1% Taken) artificially created by save-loading. It shows that, with proper preparation as in Run 2, the following 8 attacks never result in the death of Konrad/Kalenz/Delfador regardless of luck. The number shows the potential lowest HP of the unit after the attack.<br> Turn 27: Delfador (ranged, 39), Kalenz (ranged, retaliation, 66)<br> Turn 28: Konrad (ranged, 44), Kalenz (ranged, 42), Delfador (ranged, 15), Konrad (ranged, retaliation, 71)<br> Turn 29: Konrad (melee, 35), Kalenz (melee, 6)<br> Although Delfador’s extra 3 HP doesn’t come into play in this particular method, it is necessary to safely survive 3 enemy turns instead of 2. Even when the Giant Spider’s slows weapon special is taken into account, these risk-free 8 attacks have the total expected value (EV) of 170 damage against the Giant Spider (54HP) if played correctly as in Run 2 Demo. Therefore, there is a very small risk of failure.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>15 The Lost General</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=19911" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=17522" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=31880" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 54<br> Minimum starting gold: 100<br> Ally/enemy starting gold: 150, 410, 360</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Dwarvish Guardsman</span><br> If the ally leader is alive at the end of this scenario, Dwarvish Guardsmen become recruitable from the next scenario. However, saving him can be difficult when the ally’s dwarvish army is overwhelmed early by the troll/orc army. In order to save the ally leader consistently, it is necessary to have a sacrificial unit fast enough to block the path to him. An Elvish Rider/Outrider and/or Dwarvish Fighters are the best for this role because these units can arrive at the blocking position around (15, 11) on turn 6 before the enemy units. Just in case all the initially recruited Dwarvish Fighters are non-quick (Run 3), bring up an Elvish Rider/Outrider for this scenario. Elvish Rider/Outrider is fast enough regardless of quick trait, while non-quick Dwarvish Fighters can be too slow. With Dwarvish Guardsmen in the arsenal, some future scenarios are easier, especially scenario 23.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Battle against the troll/orc army</span><br> Recruit/recall for 3~4 turns. This scenario is long but only has 18 villages. Therefore, having too many units hurts the carryover gold. In preparation for the next scenario, focus XP on 2~3 Dwarvish Fighters so that they can become Dwarvish Lords by the end of this scenario. Other Dwarvish Fighters can be sacrificed to pay less upkeep. An extra ally Dwarvish Fighter can be found in the south on (17, 24) village. Once the battle near the chasm is over, divide the army and send some units to kill the Troll Warrior leader and other units to the water in the south to engage the undead army.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Dwarvish Ulfserker</span><br> When a merfolk unit enters (13, 22) whirlpool, a loyal Dwarvish Ulfserker is found in a secret room. Then, when the merfolk unit enters (7, 23) whirlpool to get back to the other side, the Dwarvish Ulfserker joins Konrad. Therefore, recruit/recall a merfolk unit on the initial keep, ally’s keep, or Troll Warrior’s keep to acquire this unique unit.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">3 undead related events</span> <ol style="list-style-type:lower-alpha"> <li><strong class="text-strong">On turn 20,</strong><br> cave walls on (15, 26) and (16, 26) collapse to open the passage for the undead army. 1 loyal Skeleton spawns on (23, 28).</li> <li><strong class="text-strong">When Lionel (Death Knight leader) is sighted,</strong><br> 3 Revenants spawn on (23, 28).</li> <li><strong class="text-strong">When a unit enters (26~30, 24~25),</strong><br> cave walls on (26, 25) and (28, 26) collapse to open the passage for the undead army. 2 Revenants spawn on (23, 28).</li> </ol> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Battle against the undead army</span><br> Once “event a” is triggered on turn 20, hold (15, 26) and (16, 25) with a Dwarvish Fighter/Steelclad and an Elvish Sylph backed up by a Mage of Light on (15, 25) for healing them. Keep holding these positions by cycling units. This is the best way to focus XP on 2~3 Dwarvish Fighters/Steelclads because enemy units come out one by one. Kill all units except for Lionel. Before killing Lionel, place units in all of the following 10 hexes: (22, 27~29), (23, 27~28), (24, 27~29), and (25, 28~29). Then, trigger “event c” so that 2 Revenants spawn on (23, 30) and (24, 26) inside the impassable cave wall where they have 0% defense due to the lack of spawnable hexes (Run 2, Run 3). Enemy units at 0% defense are extremely rare. Therefore, they are very good targets for the Dwarvish Ulfserker, who has a 0% chance to die if HP is well calculated.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>16 Hasty Alliance</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=21344" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=18468" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=33943" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 27<br> Minimum starting gold: 200<br> Ally/enemy starting gold (+extra income): 400, 220(+12)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Goblin Knight in the south</span><br> Although it may appear something natural, DO NOT attack the Goblin Knight on (8, 20) from (8, 19) on turn 1. If this Goblin Knight in the south survives, and another enemy unit can reach (7, 19~20), then the unit on (8, 19) can die on the enemy turn. While this case is rare, it can happen and therefore should be avoided in order not to rely on RNG. The only time attacking from (8, 19) is justified is when all 3 of Troll on (5, 15), Troll on (6, 15), and Goblin Knight on (5, 16) are non-quick because then they cannot reach (7, 19~20) to attack the unit on (8, 19) on turn 1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Recalling strategy on turn 1~2</span><br> It is crucial to kill the initial enemy units in the west as fast as possible so that more units can be assigned to the east early to protect Li’sar from enemy attacks. Therefore, on turn 1, recall 4 units with high HP and powerful melee weapons such as 2 Highwaymen + 2 Dwarvish Lords (Run 1, Run 2) or 1 Highwayman + 3 Dwarvish Lords (Run 3). All of these units are sacrificial. Their job is damaging/killing enemy units as fast as possible and protecting units recruited/recalled on turn 2. On turn 2, primarily recruit/recall units with powerful ranged weapons such as Elvish Sylphs to kill enemy units without taking damage in retaliation. Note that this scenario’s time of day is “Deep Underground” where chaotic units have +30% damage and lawful units have -30%.<br> <br> Recruiting Dwarvish Guardsmen on turn 1~2 is not recommended because their attacks are weak, and therefore initial enemy units in the west live too long to protect Li’sar. In practice runs, recruiting Dwarvish Guardsmen actually worked about 90% of the time, but a 10% chance of failure is just too high to call it a good strategy.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Invincible Li’sar</span><br> Li’sar evades all strikes and takes no damage until the end of turn 4. Therefore, she needs to be protected from turn 5 on. When there is an enemy unit in her range, and a hex is available for her to attack the unit from, she may move out from the keep and attack the unit, which may lead to her death in the following enemy turn. When she is out of the keep, as a leader, her priority is getting back to the keep as described in chapter 03-4 for enemy leaders. Therefore, it is usually best if she moves out to attack a unit on turn 4 because then she comes back to the keep on turn 5 when she becomes vulnerable. All measures have to be taken to prevent her death. Once she is in a safe situation on turn 7 or so, the rest of the scenario is relatively easy.<br> <br> DO NOT play this scenario casually. Protecting Li’sar consistently without relying on RNG seems to be the 2nd most difficult part of this entire campaign only after acquiring Simyr in scenario 2.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Assassins and Gryphon Riders</span><br> Trolls are often on adjacent hexes to Li’sar’s castle, which prevents Konrad’s units to move to the eastern side to protect Li’sar. However, skirmisher ability of Assassins ignores enemy ZoC and allows them to go to hexes that other units cannot. Therefore, recalling 1~2 sacrificial Assassins on turn 3 increases the chance of successful protection of Li’sar.<br> <br> Floating a Gryphon Rider on a chasm hex around (11, 15) gives vision in the north. Also, it can go to hexes that even Assassins cannot. Therefore, a sacrificial Gryphon Rider recruited on turn 3 is a helpful asset to protect Li’sar.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Ally leader’s keep</span><br> Ally leaders seem to be coded to move out of the keep they occupy to let the player’s leader recruit/recall if the following 7 conditions are all met. <ol style="list-style-type:lower-alpha"> <li>The ally leader cannot attack any enemy units.</li> <li>The ally leader cannot take any enemy/unoccupied villages.</li> <li>The ally leader doesn’t have enough money to recruit a unit any more after recruiting units on the current turn.</li> <li>The player’s leader can reach the keep that the ally leader currently occupies on the next turn.</li> <li>The player’s leader is expected to have enough money to recruit a unit at the beginning of the next turn.</li> <li>There is at least 1 empty castle hex for the ally’s keep so that the player’s leader can recruit a unit there on the next turn.</li> <li>There is at least 1 empty nearby hex for the ally’s leader to move out to. These hexes cannot be any nearby hexes that the ally leader can reach; depending on the nearby terrains on the map, there are only a few eligible hexes generally in the western direction from the keep. Eligible hexes for ally leaders to move out to are, from the highest priority to the lowest, as follows in each scenario.<br> Scenario 1 [Galdrad, Elvish Champion, (24, 16) keep]: (22, 14), (23, 15), (22, 15), (23, 16), (24, 15)<br> Scenario 1 [Chantal, Elvish Shyde, (3, 23) keep]: (1, 21), (2, 21), (1, 22), (3, 22), (2, 22)<br> Scenario 2 [Sir Kaylan, Grand Knight, (27, 7) keep]: (24, 8), (25, 8), (26, 7)<br> Scenario 15 [Geldar, Dwarvish lord, (15, 2) keep]: (14, 2)<br> Scenario 16 [Li’sar, Princess, (12, 18) keep]: (9, 17), (10, 17), (11, 18)<br> Scenario 16 [Li’sar, Princess, (8, 17) keep, where Konrad is originally on]: (7, 17)<br> Scenario 20b [Haralamdum, Ancient Wose, (2, 3) and (3, 3) keep]: (1, 1), (1, 2), (1, 4), (2, 2), priority is not necessarily in this order because 2 adjacent keep hexes seem to produce complex priority.<br> Scenario 20b [Bona-Melodia, Elvish Sylph, (48, 2) keep]: (45, 1), (46, 1), (47, 1)</li> </ol> In this scenario, Li’sar gives up her keep to Konrad when these conditions are met. Let Li’sar move out if possible so that she is in a safer location in the west. Taking the chest of treasure (200 gold) as described in chapter 14-2 may be necessary to meet the condition “e.”<br> <br> Run 1: Li’sar didn’t move out because multiple conditions weren’t met.<br> Run 2: On turn 4, Li’sar moved out to (10, 17) because all the conditions were met and (9, 17) was occupied.<br> Run 3: On turn 4, Li’sar stayed on her keep because all eligible hexes were occupied although all the other conditions were met.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>17 The Sceptre of Fire</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=22042" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=18895" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=34842" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 35<br> Minimum starting gold: 500<br> Enemy starting gold (+extra income): 70, 70, 50(+6), 50(+6), 30(+6), 40(+6)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Randomly generated map</span><br> Every time this scenario is played, the map is different. However, there are some general rules. The purple enemy (side 4) is in the southwest, the black enemy (side 5) is in the northwest, the brown enemy (side 6) is in the northeast, and the orange enemy (side 7) is in the southeast. The blue enemy (side 2) or green enemy (side 3) is usually the closest to Konrad’s castle, and one of them is randomly removed at the beginning of the scenario. The blue enemy’s castle is relatively in the west and the green enemy’s castle is relatively in the east. Therefore, check the status table at the beginning of the scenario to have an idea of where the closest enemy castle might be. Note that side 2 and side 3 enemy units are very aggressive and even suicidal as described in chapter 09-1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Lava</span><br> All units die on lava hexes (unwalkable chasm) except for Gryphon Riders and Gryphon Masters. Lava expands every turn in the following manner:<br> <br> Step 1: There is 1 lava hex on the map at the beginning.<br> Step 2: Lava expands to adjacent hexes for 3 turns.<br> Step 3: At the same time as the 3rd expansion, one of the impassable cave wall hexes somewhere on the map turns into a lava hex. (New eruption happens.)<br> Step 4: Back to step 1.<br> <br> Rule A: Lava never completely blocks a path.<br> Rule B: When no hex is available for lava to expand due to rule A, a new eruption happens somewhere on the map. (Example: turn 8 in Run 3)<br> <br> Because a new eruption always happens on an impassable hex, no unit suddenly dies without warning. In Run 1, a Dwarvish Guardsman and an Elvish Shaman were carelessly lost to expanded lava on turn 8 and turn 10, respectively.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Elvish units in cave</span><br> In most scenarios up to this point, slows weapon special of Elvish Shaman line units has been the key to playing this campaign safely. However, elvish units are slow in cave, especially on this big cave map. Elvish Sylphs and Elvish Shydes are faster than other elvish units, but gold is better spent for sacrificial Dwarvish Fighters/Guardsmen. Both Konrad and Li’sar have leadership ability that helps level 1 dwarvish units fight better. In Run 2 and Run 3, no elvish unit was recruited/recalled, but no major problem happened.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Sceptre of Fire</span><br> It is recommended to capture the Sceptre of Fire with Li’sar. She doesn’t have a ranged weapon without it. Also, because Konrad has to recruit/recall on the initial turns, Li’sar often reaches the battlefields earlier than Konrad in future scenarios.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Resting Delfador</span><br> When Delfador rests, he can tell the direction of the Sceptre of Fire. The message is quite vague, but he often says one of northwest, north, or northeast. Send an army led by Li’sar to the direction he says, while other units can go elsewhere. As long as Delfador doesn’t move, he can tell the direction regardless of enemy attacks on him on the enemy turn.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>18 A Choice Must Be Made</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=23371" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=19949" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=36443" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 27<br> Minimum starting gold: 200<br> Enemy starting gold: 300, 310</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">3 diverging campaign paths</span><br> There are 3 ways to finish this scenario, and each leads to a different scenario. Different bonus unit/item is available for each path. Because 19c to 20b path was taken in all of Run 1~3, the other 2 paths are described only briefly here.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">19a to 20a path</span><br> Killing the Orcish Warlord leader in scenario 18 leads to scenario 19a Snow Plains, which is followed by scenario 20a Home of the North Elves.<br> <br> In scenario 19a, a bonus item, the Flaming Sword, can be found on (29, 9). It gives 3 bonuses to the melee sword attack of the unit who picks it up:<br> Bonus 1: 25% increased damage,<br> Bonus 2: magical weapon special<br> Bonus 3: fire damage type replacing default blade/arcane<br> The only units that can pick it up are Konrad, Li’sar, Kalenz, Elvish Marshal, Elvish Captain, Elvish Champion, Elvish Hero, and Paladin.<br> <br> In scenario 20a, a bonus unit, Telerandor, joins Konrad. He is a loyal Elvish Rider with dextrous trait.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">19b to 20a path</span><br> Killing the Death Knight leader in scenario 18 leads to scenario 19b Swamp Of Dread, which is followed by scenario 20a Home of the North Elves.<br> <br> In scenario 19b, a bonus item, the Void Armor, is dropped by one of the 4 Death Knights when it is killed. Which Death Knight has the Void Armor is randomly decided at the beginning of the scenario. The Void Armor gives 4 bonuses to the resistances of the unit who picks it up:<br> Bonus 1: 50% blade<br> Bonus 2: 40% pierce<br> Bonus 3: 40% impact <br> Bonus 4: +10% fire<br> Fire resistance is additive, but the other 3 are replacing the existing resistances. The only units that can pick it up are Konrad, Li’sar, Kalenz, Elvish Marshal, Elvish Captain, Elvish Champion, Elvish Hero, Elvish Fighter, Elvish Avenger, Elvish Ranger, Dwarvish Lord, Dwarvish Steelclad, Dwarvish Fighter, Dwarvish Sentinel, Dwarvish Stalwart, Dwarvish Guardsman, Grand Knight, Paladin, Knight, Lancer, and Horseman.<br> <br> In scenario 20a, a bonus unit, Telerandor, joins Konrad. He is a loyal Elvish Rider with dextrous trait.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">19c to 20b path</span><br> Sending a merfolk unit to either (38, 28) or (38, 29) leads to scenario 19c The Cliffs of Thoria, which is followed by scenario 20b Underground Channels. The merfolk unit that reached the location to end this scenario gets auto-recalled in the next scenario 19c.<br> <br> In scenario 19c, a bonus unit, Warven, may join Konrad. He is a loyal Sergeant with fearless trait. Also, the 3rd Storm Trident can be obtained in addition to the ones in scenario 4 and 11.<br> <br> In scenario 20b, a bonus item, the Wose Lore book, can be found on (1, 1) by killing the Ancient Lich leader after meeting a wose unit. It gives 3 bonuses to the unit who picks it up:<br> Bonus 1: 70% defense in forest,<br> Bonus 2: ambush ability in forest<br> Bonus 3: movement cost reduced to 1 for forest<br> The only units that cannot pick it up are Elvish Avenger and Elvish Ranger because they already have all of these bonuses without the Wose Lore.<br> <br> This path is described more in detail in 19c and 20b chapters. When taking this path, this scenario 18 can be finished on turn 5 by recalling a merfolk unit with 7 MP on (14, 27). A merfolk unit with only 6 MP is not recommended because he/she may be caught up by a Chocobone and die on the way.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Intentionally wasting gold now to save more later</span><br> Some units cost more than 20 gold to recruit but only 20 gold to recall. For these units, instead of recruiting them when they are needed, it is sometimes cheaper to recruit them in a prior scenario and recall them later. For example, due to the carryover gold mechanism, 24 gold spent to recruit a Gryphon Rider in this scenario 18 is equivalent to 24×0.4×0.4×0.4= 1.5 gold in scenario 22, which means that a Gryphon Rider can be virtually recruited with 21.5 gold instead of 24 gold in scenario 22. Note that this strategy works well in this scenario because it is unlikely to run out of gold until scenario 22, and temporarily wasted gold isn’t going to be the limiting factor. In Run 2, some Gryphon Riders (24 gold) and Horsemen (23 gold) were recruited and used to help Li’sar gain some XP.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>19c The Cliffs of Thoria</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=23398" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=20055" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=36485" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 45<br> Minimum starting gold: 250<br> Enemy starting gold: 100<br> Note: This scenario starts in the afternoon. (Most scenarios start at dawn.)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Objective</span><br> The objective changes mid-scenario. The initial objective (victory condition) is “Make it to the end of the river.” The end of the river is not just (55, 3) as indicated on the map, but it is (53~55, 1~5). Once Konrad’s unit enters one of these hexes, the objective changes to “Move Konrad to the cave,” which is (37, 1).<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Drake units</span><br> There are 9 drake nests on the map. If a nest is empty with no drake unit on the hex, a drake unit may spawn from the empty nest until it gets captured by Konrad’s unit. Level 1~3 drake units seem to spawn with the following rules: <ul> <li>Level 1 drake<br> may spawn any time the nest is empty. Therefore, it takes 1 or more turns for a level 1 drake to spawn.</li> <li>Level 2 drake<br> may spawn only when the nest remained empty on the previous turn. Therefore, it takes 2 or more turns for a level 2 drake to spawn.</li> <li>Level 3 drake<br> may spawn from the nest that was occupied by a level 1 drake on the previous turn. Therefore, it always takes 1 turn for a level 3 drake to spawn but only where the previous occupier is a level 1 drake.</li> </ul> Although the way level 3 drake units spawn doesn’t make a lot of sense, this is the way it is in version 1.14.17. Note that a nest may remain empty for several turns because level 1~2 units don’t always spawn in 1~2 turns.<br> With these rules, the ratio becomes approximately level 1: level 2: level 3 = 30%: 60%: 10%.<br> When a nest is captured, 10~50 gold is gained.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Sergeant and Water Serpents</span><br> When Konrad’s unit enters a hex within 7 hexes away from (45, 16), Warven, a loyal Injured Sergeant with fearless trait is found on (45, 16) mountain. At the same time, 5 Water Serpents spawn around the mountain. These Water Serpents in this scenario are modified from the default unit stats, and they cannot enter mountain hexes so that Warven is safe as long as he is surrounded by mountain hexes.<br> <br> When Konrad’s unit enters an adjacent hex to Warven on (45, 16), he joins Konrad as a loyal Sergeant with fearless trait. He is poisoned and at 1 HP. Therefore, make sure to protect him from nearby enemy units. Although there are only 4 more playable scenarios, once this level 1 Sergeant advances to level 4 General, his leadership ability can give bonus damages to even level 3 adjacent units.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">General strategy</span><br> Recall many loyal merfolk units and a few Elvish Sylphs. Recruit some cannon fodder merfolk units and a few Gryphon Riders. Elvish Sylphs and Gryphon Riders are used for providing vision because, without these flying units, some drake nests surrounded by mountains are difficult to see with merfolk units. Give the Storm Trident on (17, 11) to a quick Merman Fighter/Warrior for scenario 23 as described in chapter 11-1. Keep moving east and save Warven if possible. Send a merfolk unit to the end of the river to change the objective as described above in chapter 19c-1.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">XP from level 4 Armageddon Drake</span><br> Before finishing this scenario, it is a good idea to milk some XP by attacking Keh Ohn (drake leader) on (28, 9). Keh Ohn is a very powerful level 4 Armageddon Drake, but this passive leader never moves or attacks except in retaliation as described in chapter 07-5. Keep a Mermaid Priestess/Diviner for healing, and engage Keh Ohn to gain 4 XP per engagement. In Run 2 and Run 3, Li’sar and Warven were advanced in this manner.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>20b Underground Channels</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=24512" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=20979" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=37661" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 60<br> Minimum starting gold: 200<br> Enemy/ally starting gold (+extra income): 225(+15), 400(+20), 70(+2), 50<br> Note: Carryover gold in this scenario is added to the minimum starting gold in scenario 22 as if scenario 21 doesn’t exist (40% as usual, not 40%×40%=16%).</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Wose Lore book</span><br> As described in chapter 18-4, the Wose Lore book is a bonus item that gives 3 bonuses to the unit who picks it up: 70% defense in forest, ambush ability in forest, and movement cost reduced to 1 for forest. The only units that cannot pick it up are Elvish Avenger and Elvish Ranger because they already have all of these bonuses without the Wose Lore.<br> <br> In order to get the Wose Lore, meet a wose unit while Muff Argulak, the Ancient Lich leader on (25, 15), is still alive. Then, kill the Ancient Lich while Haralamdum, the Ancient Wose leader, is still alive. Once the Ancient Lich is dead, all the wose units disappear and the Wose Lore appears on (1, 1). If the Ancient Lich is killed by a unit from other sides (saurians, ally woses, or ally elves), the Wose Lore doesn’t appear. Because the Ancient Lich is a passive leader as described in chapter 07-5, it is safe to approach it despite its very powerful ranged weapon. In all of Run 1~3, the Wose Lore was ignored because killing the Ancient Lich would have taken too much time for these speedruns.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Running path</span><br> The easiest and safest way to finish this scenario is just running away with minimum engagements. Recalled merfolks, dwarves, and a few Elvish Scout line units can safely escort Konrad, Li’sar, Kalenz, and Delfador to the ally elves. Head straight north first and take the northernmost cave path to the east. Then, it is safer to take the backdoor waterway around (34, 6) than the frontdoor cave path around (37, 8). This scenario ends when Konrad reaches one of the following hexes: (41, 3), (42, 2), (43~44, 1~3), (45~46, 1~4), (47~48, 1~5), and (49~50, 1~6).<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Saurians in the south</span><br> 1 Mage of Light and 2~3 units can successfully block saurians on (14, 33) ruined castle (Run 2, Run 3). Merman Hoplite is the best unit for this role. Without this blockage, saurians can become threats to the running army led by Konrad in the north. At least 2 units are needed to completely block the path because Saurian Skirmisher line units have skirmisher ability. Because saurians and undead are hostile to each other, this (14, 33) is about the only place where engaging saurians is unavoidable. Although it is not necessary to actively engage saurians in the south, note that the Saurian Oracle leader is a passive leader as described in chapter 07-5. Also, it is a good idea to have a scouting merfolk unit around (17, 27) just in case saurian or undead units sneak in from this waterway.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Shadow and Nightgaunt</span><br> Their nightstalk ability makes them invisible during the night except if one of Konrad’s or ally’s units is adjacent to them. Because it is always considered night in cave, they are difficult to anticipate and prepare for. What is worse, they also have skirmisher ability and backstab weapon special. Therefore, always try to completely block the path around the cave entrance to prevent sudden deaths of important units. For example, Nightgaunt from a backstabbing position in cave has a whopping 25×3=75 maximum damage, which means that even level 3 Konrad (65HP) may suddenly die without warning.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">XP focused play</span><br> As described in chapter 08-4, saurian and undead sides in this scenario have 15 and 20 extra income per turn, respectively. Therefore, with their extra income, leaders being passive, and a very long turn limit of 60, this scenario can be a good place to gain a lot of XP for non-speedrunning gameplays.</li> </ol></div></div> <div style="padding-left:1em;margin:1.3em"><strong class="text-strong">21 The Elven Council</strong> (Dialog only)</div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>22 Return to Wesnoth</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=25558" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=21767" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=38770" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 25<br> Minimum starting gold: 400<br> Enemy starting gold: 180, 190, 200</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Recruiting/recalling strategy</span><br> Recruit/recall for 4 turns. Coming from scenario 20b, the initial gold should be higher than 1000. Although many units can be recruited/recalled, only 24 or so units should be enough in this scenario. It is better to save some gold for the next scenario where more units are needed for safety. In Run 3, units were recruited/recalled only for 2 turns on the initial keep, and the rest were recruited/recalled on the (38, 14) castle keep after the blue General leader was killed.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">No level 1 enemy units</span><br> This is the only scenario where all enemy units are level 2 or 3. Expect heavy damage from all enemy units. Recruit sacrificial Elvish Shamans to slow enemy units with powerful melee weapons. Recall Dwarvish Lords or other units with powerful melee weapons to deal with Master Bowman and Orcish Crossbowman.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Lawful and chaotic enemy units</span><br> This is the first scenario where both lawful and chaotic units are in the same enemy team. Therefore, unlike other scenarios, the tactical retreat at an unfavorable time of day doesn’t work well. Engage the enemy army head on. The other such scenario is scenario 24.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Enemy reinforcements</span><br> When one of the General leaders is killed, 3 enemy loyal Halberdiers appear in the south around (33, 37). Usually, the blue General leader is killed first, but killing the purple General leader first triggers the same reinforcements.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Gryphons</span><br> As described in chapter 10-2, Gryphons may join Konrad on turn 4 in this scenario. If the conditions have been met in scenario 10, 5 loyal Gryphons appear around (5, 5) on turn 4. At the same time, Gryphons become recruitable with 40 gold. Although having Gryphons in the arsenal is nice, another option of having Gryphon Riders from scenario 15 is usually better.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>23 Test of the Clan</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=26791" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=22708" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=39622" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 47<br> Minimum starting gold: 400<br> Enemy starting gold (+extra income): 180(+8), 180(+8), 180(+8), 200(+12)</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">General strategy</span><br> Recruit/recall 3~4 turns, and head south to kill the green Grand Knight leader on (76, 42) castle. Recruit/recall more units on this castle, and head northwest to engage enemy units head on. It takes approximately 20 turns to finish this scenario by killing 50 enemy units in this manner. An alternative way to finish this scenario is assassinating all 4 Grand Knight leaders before killing 50 enemy units, but it is quite difficult on challenging difficulty.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Merfolk units</span><br> Recall 3~4 merfolk units on turn 1. Their role is blocking blue and purple enemy units at the river from turn 8 on (Run 2, Run 3). Close-to-advancement Merman Warriors are the best, but quick Merman Hoplites are fine as well because at least 6 MP is needed to reach the river on turn 8. Their pierce melee weapons are very effective against Horseman line units. In order to use ranged weapons, recalling merfolk units with the Storm Trident is ideal. With these sacrificial merfolk units killing blue and purple units, the main army led by Konrad is much safer.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Dwarvish Guardsman</span><br> Make a defensive line with Dwarvish Guardsmen. Their steadfast ability and pierce melee weapon make them the best unit against Horseman line units. With leadership ability by Konrad, Li’sar, or Warven as a level 3 General, a non-strong Dwarvish Guardsman can deal 5×1.2×1.5×2=18 damage per strike and 18×3=54 damage per attack as retaliation damage against charging Horseman line units. Never place important units in vulnerable locations outside the defensive line. Konrad, Li’sar, Kalenz, and Delfador should be protected very well because Horseman line units’ charge attacks are very deadly. For example, even at Dawn/Dusk, a non-strong Lancer can deal 12×2×3=72 damage per attack.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Northern villages</span><br> Grab villages in the north and kill village grabbing enemy units. As described in chapter 02-7, some enemy units are assigned for village grabbing while most units that have no hostile unit to attack in range move toward Konrad. Therefore, try to kill village grabbing enemy units so that new units are assigned to replace the dead ones. The more enemy units are assigned for village grabbing, the safer the main army led by Konrad becomes. In Run 3, 3 Horseman line units were killed in the north that would have otherwise become threats to Konrad’s main army.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Grand Knight</span><br> Every killed Grand Knight joins Konrad in the next scenario. Therefore, 0~4 Grand Knights are auto-recalled in the next scenario. However, unless an assassination strategy is used, only green Grand Knight is killable in most cases. Extra Grand Knights are nice to have, but it is not something crucial.</li> </ol></div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>24 The Battle for Wesnoth</b></div><div style="margin:2em;margin-top:5px;display:none"><ul> <li>YouTube Link: <a href="https://youtu.be/q75jn5CLceA?t=28669" class="postlink">Run 1</a> <a href="https://youtu.be/kfICS4aF-Vc?t=24312" class="postlink">Run 2</a> <a href="https://youtu.be/G8dCra5z5iE?t=41814" class="postlink">Run 3</a></li></ul> <ul> <li>Turn limit: 60<br> Minimum starting gold: 400<br> Enemy starting gold: 300, 400, 400, 500</li> </ul> <ol style="list-style-type:decimal"> <li><span style="text-decoration:underline">Knight</span><br> Knights become recruitable with 40 gold in this scenario. However, for holding a defensive line, recalling 2 units with 40 gold or recruiting 2 Dwarvish Guardsmen with 38 gold are usually better.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Assassination of Asheviere</span><br> Recall/recruit flying units on turn 1 to assassinate Asheviere, the Dark Queen. The safest and easiest way to finish this scenario is the assassination of Asheviere on turn 8. At least 1 Gryphon unit and 2 ~3 Elvish Sylphs need to be recruited/recalled on turn 1. They should cross the river in the south and skirt around the enemy units to move west in the southern grassland.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Up to turn 6</span><br> In order to prevent the enemy leader protection as described in chapter 02-8, on turn 6 (Second Watch) or earlier, Asheviere should not be attackable by any units. Count hexes and make sure that Asheviere is outside the range of all units so that enemy units don’t pull back to protect her. Also, stay away from the green General leader for the same reason. In Run 2, a Gryphon Master carelessly went too close to Asheviere on turn 6 to cause the enemy leader protection, which could have been a catastrophic mistake.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Turn 7 and 8</span><br> On turn 7 (Dawn), lure out Asheviere with Gryphon units. As described in chapter 05b-4, because Gryphon units don’t have a ranged weapon in retaliation, they are suited to be no-retaliation decoys. Make sure that at least 1 Gryphon unit is in her range, (16, 20) for example, and Elvish Sylphs are positioned so that they can attack Asheviere on the next turn. This scenario shows that the no-retaliation decoy tactic is not guaranteed to work; on turn 7 in Run 2 and Run 3, the purple Cavalier leader was not lured out by a Gryphon Rider/Master. Also, Asheviere is occasionally not lured out perhaps due to something similar to the afraid grouping mechanism as described in chapter 02-4. Therefore, Elvish Sylphs should be close enough to attack Asheviere on the keep just in case.<br> <br> On turn 8 (Morning), kill Asheviere to finish this campaign. In all of Run 1~3, Asheviere was killed in this manner on turn 8, but it was actually possible to kill her on turn 7 by luring her out on turn 6 instead of turn 7.<br> <br> <strong class="text-strong"></strong></li> <li><span style="text-decoration:underline">Defensive line around the keep</span><br> Keep recruiting/recalling Dwarvish Guardsmen, Dwarvish Lords, and any high HP units to form a defensive line around the keep to survive for 7 turns until the assassination army finishes its job. Keep Li’sar, Kalenz, and Delfador in the back so that they don’t accidentally die. Because enemy Duelists have skirmisher ability, make sure that the defensive line is as tight as possible.</li> </ol></div></div></div> <div class="notice"> Last edited by <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> on June 3rd, 2023, 4:36 pm, edited 1 time in total. </div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p681223" class="post has-profile bg2"> <div class="inner"> <dl class="postprofile" id="profile681223"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=211828&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">56</a></dd> <dd class="profile-joined"><strong>Joined:</strong> June 24th, 2020, 1:02 am</dd> </dl> <div class="postbody"> <div id="post_content681223"> <h3 > <a href="./../viewtopic.php?p=681223&amp;sid=061124671710486283d4dd4775b4c699#p681223">Walkthrough part 3 of 3</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=681223&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=681223&amp;sid=061124671710486283d4dd4775b4c699#p681223" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2023-04-24T21:17:05+00:00">April 24th, 2023, 9:17 pm</time> </p> <div class="content"><div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Statistics</b></div><div style="margin:2em;margin-top:5px;display:none"> <img src="https://i.imgur.com/qxMiCUW.png" class="postimage" alt="Image"><img src="https://i.imgur.com/fIjntPn.png" class="postimage" alt="Image"> </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Scenario Difficulty Order</b></div><div style="margin:2em;margin-top:5px;display:none"> Scenario difficulty order is subjectively judged and the reasons for each scenario are described briefly. It is based not only on how difficult it is to finish the scenario once but also on how consistently the scenario can be finished with a satisfactory result in multiple permadeath runs.<br> <br> [Difficult] 02, 16, 14, 04, 09, 06, 05b, 10, 13, 12, 23, 08, 07, 03, 15, 17, 19c, 22, 01, 20b, 11, 24, 18 [Easy]<br> <br> <strong class="text-strong">02 Blackwater Port</strong><br> There is only 1 prior scenario to prepare for this scenario. Killing the enemy leader in time and thus acquiring Simyr consistently requires multiple tactics to exploit AI behaviors.<br> <br> <strong class="text-strong">16 Hasty Alliance</strong><br> Protecting Li’sar consistently requires a well-prepared army. Also, a small mistake in unit placements can lead to her death.<br> <br> <strong class="text-strong">14 Plunging into the Darkness</strong><br> No unit can be recruited/recalled. Specific XP and HP preparation is necessary to safely kill the Giant Spider.<br> <br> <strong class="text-strong">04 The Bay of Pearls</strong><br> Water battle is extremely difficult when 6 Naga Fighters are recruited in turn 1~2. On the contrary, when the number is less than 4, it is relatively easy. Also, intentional “bad” gameplays are needed on land to prevent the afraid grouping.<br> <br> <strong class="text-strong">09 The Valley of Death — The Princess’s Revenge</strong><br> Killing all 3 Liches for safety requires specific movements. Dealing with purple enemy units at an unfavorable time of day requires a lot of preparation and tactical decision-making.<br> <br> <strong class="text-strong">06 The Siege of Elensefar</strong><br> This scenario is impossible without preparation in prior scenarios. Even with a well-prepared army, some specific tactical maneuvers are needed to finish this scenario in time.<br> <br> <strong class="text-strong">05b Isle of the Damned</strong><br> Only Konrad and merfolk units can be prepared for this scenario. Killing both Liches and thus keeping Moremirmu is possible only with a clear plan.<br> <br> <strong class="text-strong">10 Gryphon Mountain</strong><br> Killing the Mother Gryphon requires preparation in prior scenarios. Only a handful of units can be recruited/recalled due to the lack of carryover gold.<br> <br> <strong class="text-strong">13 The Dwarven Doors</strong><br> Unlucky snow patterns may slow Konrad’s movements. Also, having to go to the western true entrance is relatively risky.<br> <br> <strong class="text-strong">12 Northern Winter</strong><br> Konrad’s army can be overwhelmed by a massive number of enemy units. Retreating at an unfavorable time of day is difficult due to the gradual snowfall.<br> <br> <strong class="text-strong">23 Test of the Clan</strong><br> Enemy Horseman line units’ charge attacks are threats to important units.<br> <br> <strong class="text-strong">08 The Princess of Wesnoth</strong><br> Level 2 non-leader enemy units are quite deadly at this point of the campaign.<br> <br> <strong class="text-strong">07 Crossroads</strong><br> Finding too many ambush enemy units at a time can cause problems. Some “bad” gameplays may be necessary to prevent the afraid grouping.<br> <br> <strong class="text-strong">03 The Isle of Alduin</strong><br> Balancing the western and eastern armies can be sometimes difficult.<br> <br> <strong class="text-strong">15 The Lost General</strong><br> Once the ally leader is protected, the rest of the campaign is relatively easy with a long turn limit.<br> <br> <strong class="text-strong">17 The Sceptre of Fire</strong><br> Dwarvish units can protect other units very well in this scenario. Also, the turn limit is long enough.<br> <br> <strong class="text-strong">19c The Cliffs of Thoria</strong><br> Merfolk units are very good in the water. Being familiar with unit stats of drakes is necessary.<br> <br> <strong class="text-strong">22 Return to Wesnoth</strong><br> While enemy units are very powerful in this scenario, units in the recall list must be much better at this point of the campaign.<br> <br> <strong class="text-strong">01 The Elves Besieged</strong><br> Preparation for the next scenario may not be easy at first, but practice makes perfect.<br> <br> <strong class="text-strong">20b Underground Channels</strong><br> Although some enemy units are deadly, running away from them is not so difficult.<br> <br> <strong class="text-strong">11 The Ford of Abez</strong><br> Because enemy orc units have low defense in the water, merfolk units can easily protect Konrad, Kalenz, and Delfador.<br> <br> <strong class="text-strong">24 The Battle for Wesnoth</strong><br> The assassination of Asheviere is very easy.<br> <br> <strong class="text-strong">18 A Choice Must Be Made</strong><br> Running takes no skill. </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Changes from 1.14.17 to 1.16.9</b></div><div style="margin:2em;margin-top:5px;display:none"> Major differences between 1.14.17 (played version) and 1.16.9 (latest version as of writing) on challenging difficulty <ul> <li>AI<br> Some changes are made to the AI, but nothing is different in approximately 95%+ of the situations. Generally speaking, healing is valued higher than before. Therefore, injured enemy units are more eager to retreat, and some injured ally units may try to heal by hugging Konrad’s healing unit (e.g., Li’sar in scenario 16). Check <a href="https://wiki.wesnoth.org/RCA_AI" class="postlink">RCA AI</a> for more details.</li> <li>Unit stats<br> Many changes are made to unit stats. However, most changes are relatively minor compared to the scenario changes listed above. The most impactful change is probably Chocobone’s cost reduction from 38 to 28, but because enemy sides have less gold in scenarios where Chocobones are recruited (5b, 9, 18), it seems that these scenarios are still balanced enough without becoming impossible with mass Chocobones.</li> </ul> Scenario 1 The Elves Besieged <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 6] 1.14.17 {12} [100] [400, 500, 500, 170, 170] 1.16. 9 {12} [100] [325, 300, 300, 175, 225] </code></pre></div> Scenario 2 Blackwater Port <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {9} [100] [40, 220(+20)] 1.16. 9 {9} [100] [80, 200(+12)] </code></pre></div> Scenario 3 The Isle of Alduin <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2] 1.14.17 {21} [140] [100] 1.16. 9 {22} [110] [ 50] </code></pre></div> Scenario 4 The Bay of Pearls <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {21} [140] [110, 210] 1.16. 9 {21} [140] [90, 210] </code></pre></div> Scenario 5a Muff Malal’s Peninsula <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2] 1.14.17 {21} [140] [100(+40)] 1.16. 9 {21} [130] [ 80(+28)] </code></pre></div> Scenario 5b Isle of the Damned <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {24} [100] [110, 110] 1.16. 9 {24} [100] [ 60, 60] </code></pre></div> Scenario 6 The Siege of Elensefar <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] [Enemy reinforcements at the cave] [Map inside the cave] 1.14.17 {29} [120] [240, 220] [60 gold, 1 Revenant, 1 Deathblade] [ no flat hex (harder entry to the cave)] 1.16. 9 {32} [120] [200, 160] [40 gold, 2 Revenants] [some flat hexes (easier entry to the cave)] </code></pre></div> Scenario 7 Crossroads <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {31} [200] [190, 150] 1.16. 9 {28} [200(+2)] [180, 150] </code></pre></div> Scenario 8 The Princess of Wesnoth <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2] 1.14.17 {25} [200] [280(+16)] 1.16. 9 {25} [180] [300(+16)] </code></pre></div> Scenario 9 The Valley of Death — The Princess’s Revenge <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 4] 1.14.17 {12} [200] [440, 600, 400] 1.16. 9 {12} [220] [300, 340, 280] </code></pre></div> Scenario 10 Gryphon Mountain <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {21} [200] [350, 0(-2)] 1.16. 9 {21} [180] [320, 0(-2)] </code></pre></div> Scenario 11 The Ford of Abez <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {21} [200] [200(+50), 260] 1.16. 9 {21} [200] [250(+50), 260] </code></pre></div> Scenario 12 Northern Winter <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {40} [200] [210(+8), 230(+8)] 1.16. 9 {28} [160] [180(+6), 180(+6)] </code></pre></div> Scenario 13 The Dwarven Doors <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 4] 1.14.17 {15} [200] [140(+22), 115(+18), 70(+18)] 1.16. 9 {20} [200] [140(+16), 100(+13), 70(+14)] </code></pre></div> Scenario 14 Plunging into the Darkness (no difference) <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 3] 1.14.17 {-} [0(-2)] [0] 1.16. 9 {-} [0(-2)] [0] </code></pre></div> Scenario 15 The Lost General <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 4] 1.14.17 {54} [100] [150, 410, 360] 1.16. 9 {42} [125] [150, 320, 240] </code></pre></div> Scenario 16 Hasty Alliance<br> Special note: Less gold for Li’sar ironically makes protecting her much easier due to the condition “c” in chapter 16-5 = She runs out of her gold earlier to meet the condition to give up her keep. <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {27} [200] [400, 220(+12)] 1.16. 9 {22} [150(+3)] [300, 200(+ 9)] </code></pre></div> Scenario 17 The Sceptre of Fire <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 7] 1.14.17 {35} [500] [70, 70, 50(+6), 50(+6), 30(+6), 40(+6)] 1.16. 9 {37} [475] [70, 70, 50(+6), 50(+6), 30(+6), 40(+6)] </code></pre></div> Scenario 18 A Choice Must Be Made <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2, 3] 1.14.17 {27} [200] [300, 310] 1.16. 9 {24} [170] [250, 260] </code></pre></div> Scenario 19a Snow Plains <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2] 1.14.17 {37} [200] [220(+32)] 1.16. 9 {37} [175] [300(+20)] </code></pre></div> Scenario 19b Swamp Of Dread <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 6] 1.14.17 {27} [200] [260 , 260 , 260 , 210 , 210 ] 1.16. 9 {27} [170] [100(+10), 120(+10), 180(+12), 100(+10), 120(+10)] </code></pre></div> Scenario 19c The Cliffs of Thoria <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2] 1.14.17 {45} [250] [100] 1.16. 9 {45} [220(+3)] [100] </code></pre></div> Scenario 20a Home of the North Elves <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 4] 1.14.17 {15} [200] [460(+16), 460(+20), 350(+20)] 1.16. 9 {19} [175(+3)] [400(+20), 400(+20), 400(+20)] </code></pre></div> Scenario 20b Underground Channels <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 5] [Side 5 leader] 1.14.17 {60} [200] [225(+15), 400(+20), 70(+2), 50] [Elvish Sylph] 1.16. 9 {45} [175] [200(+12), 250(+16), 70(+2), 50] [Elvish Enchantress] </code></pre></div> Scenario 21 The Elven Council (Dialog only)<br> <br> Scenario 22 Return to Wesnoth <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 4] [Side 2 recruits] [Side 4 recruits] 1.14.17 {25} [400] [180, 190, 200] [Royal Guard] [Royal Guard +4] 1.16. 9 {25} [300] [160, 190, 200] [Swordsman] [Swordsman +4] </code></pre></div> Scenario 23 Test of the Clan <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 5] [Units to kill] [Lancer is recruited by] 1.14.17 {47} [400] [180(+8), 180(+8), 180(+8), 200(+12)] [50] [Side 2, 3, 4] 1.16. 9 {36} [200] [120(+8), 120(+8), 120(+8), 150(+12)] [40] [Side 5] </code></pre></div> Scenario 24 The Battle for Wesnoth <div class="codebox"><p>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></p><pre><code>{Turn limit} [Konrad] [Side 2 ~ 5] [Side 3 recruits] [Side 4 recruits] [Side 5 recruits] 1.14.17 {60} [400] [300 , 400 , 400 , 500 ] [Royal Guard +4] [Cavalier +3] [Royal Guard, Halberdier +4] 1.16. 9 {60} [300(+3)] [175(+10), 175(+10), 250(+12), 350(+13)] [Swordsman +4] [(None) +3] [Swordsman , Pikeman +4] </code></pre></div> As these changes suggest, HttT on challenging difficulty in 1.16 seems to be significantly easier than in 1.14. After coming up with extremely specific strategies/tactics to solve very difficult situations and finishing 3 permadeath runs, it is a little bit sad to see some challenges disappear. However, it may be a good thing that fewer players get stuck in this novice level campaign and come to the forum to complain about RNG/difficulty although these players often underestimate the word “challenging” in Wesnoth. </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Special Thanks</b></div><div style="margin:2em;margin-top:5px;display:none"> <ul> <li>oaq<br> Great strategies/tactics written by oaq, <a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=39170" class="postlink">Elves Besieged (hard/challenging): the Full-Map Strategy</a> in 2013 and <a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=40733" class="postlink">Simyr</a> in 2014, are the foundations for contents in scenario 1 and 2.<br> Also, oaq is probably the first player to finish a permadeath HttT on challenging difficulty in <a href="https://forums.wesnoth.org/viewtopic.php?f=3&amp;t=47709" class="postlink">Heir to the Throne hard permadeath victory</a> in version 1.12.6 in 2018.<br> Without oaq’s dedication to permadeath HttT for 4 years and paving the way for the future, this walkthrough would have never been written.<br> <br> <strong class="text-strong"></strong></li> <li>wesnothpoet<br> Permadeath replays by wesnothpoet in <a href="https://forums.wesnoth.org/viewtopic.php?t=52259" class="postlink">Novice+intermediate campaigns on permadeath</a> have shown that it is possible to finish other novice/intermediate level campaigns on the hardest difficulty on permadeath. Replays in 1.12.6 played in 2019~2020 can be downloaded from <a href="https://forums.wesnoth.org/viewtopic.php?p=667792#p667792" class="postlink">here</a>.<br> Watching wesnothpoet’s gameplays, some of the general campaign guides in this walkthrough must be applicable in other campaigns.<br> <br> <strong class="text-strong"></strong></li> <li>Zrevnur<br> Zrevnur’s HttT gameplays on challenging difficulty in ironman mode in 1.14.9 in 2020 are the only permadeath 1.14 replays outside this walkthrough:<br> <a href="https://forums.wesnoth.org/viewtopic.php?p=650670#p650670" class="postlink">1</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650671#p650671" class="postlink">2</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650673#p650673" class="postlink">3</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650674#p650674" class="postlink">4</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650675#p650675" class="postlink">5b</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650677#p650677" class="postlink">6</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650679#p650679" class="postlink">7</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650680#p650680" class="postlink">8</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650681#p650681" class="postlink">9</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650698#p650698" class="postlink">10</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650704#p650704" class="postlink">11</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650706#p650706" class="postlink">12</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650707#p650707" class="postlink">13</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650712#p650712" class="postlink">15</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650716#p650716" class="postlink">16</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650742#p650742" class="postlink">17</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650747#p650747" class="postlink">18</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650756#p650756" class="postlink">19a</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650760#p650760" class="postlink">20a</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650761#p650761" class="postlink">22</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650763#p650763" class="postlink">23</a> <a href="https://forums.wesnoth.org/viewtopic.php?p=650669#p650669" class="postlink">24</a><br> Also, Zrevnur’s “I have not been able to find a 99% strategy.” feedback comment in scenario 2 has been the motivation to play scenario 1 and 2 at least 500 times each to prove that acquiring Simyr is nearly 100% possible with the strategies/tactics in this walkthrough.</li> </ul> </div></div> Thank you for reading this walkthrough. Feedback is always welcome.<br> <br> EDIT on May 21, 2023: Videos and replay files in version 1.16.9 are added.<br> EDIT on Sept. 14, 2023: Videos and replay files in version 1.16.10 are added.<br> EDIT on July 26, 2024: Replay files for alternative paths (05a, 19a path, 19b path) in version 1.14.17 and 1.16.10 are added.<br> EDIT on Aug. 11, 2024: Replay files in version 1.18.0 are linked.<br> <br> <a href="https://youtu.be/BhqNGrhcFoY" class="postlink"><img src="https://i.imgur.com/ZXQx8Ow.png" class="postimage" alt="Image"> 1.16.9 Replay</a> <a href="https://youtu.be/A3HyTW_nVN" class="postlink"><img src="https://i.imgur.com/Gy1Pjxx.png" class="postimage" alt="Image"> 1.16.10 Replay</a><br> <br> <a href="https://forums.wesnoth.org/viewtopic.php?p=692120#p692120" class="postlink"><strong class="text-strong">Version 1.18.0 replay files can be downloaded from the feedback post for scenario 1 linked here.</strong></a></div> <dl class="attachbox"> <dt> Attachments </dt> <dd> <dl class="file"> <dt><img src="./images/upload_icons/zip.gif" alt="" /> <a class="postlink" href="./../download/file.php?id=97806&amp;sid=061124671710486283d4dd4775b4c699">HttT-hardest-v1_16_10-Orek-AlternativePaths(05a-19a-19b).zip</a></dt> <dd>(510.38 KiB) Downloaded 86 times</dd> </dl> </dd> <dd> <dl class="file"> <dt><img src="./images/upload_icons/zip.gif" alt="" /> <a class="postlink" href="./../download/file.php?id=97805&amp;sid=061124671710486283d4dd4775b4c699">HttT-hardest-v1_14_17-Orek-Run3-AlternativePaths(05a-19a-19b).zip</a></dt> <dd>(458.42 KiB) Downloaded 79 times</dd> </dl> </dd> <dd> <dl class="file"> <dt><img src="./images/upload_icons/zip.gif" alt="" /> <a class="postlink" href="./../download/file.php?id=95729&amp;sid=061124671710486283d4dd4775b4c699">HttT-hardest-v1_16_10-Orek.zip</a></dt> <dd>(1.3 MiB) Downloaded 159 times</dd> </dl> </dd> <dd> <dl class="file"> <dt><img src="./images/upload_icons/zip.gif" alt="" /> <a class="postlink" href="./../download/file.php?id=95172&amp;sid=061124671710486283d4dd4775b4c699">HttT-hardest-v1_16_9-Orek.zip</a></dt> <dd>(1.23 MiB) Downloaded 191 times</dd> </dl> </dd> <dd> <dl class="file"> <dt><img src="./images/upload_icons/zip.gif" alt="" /> <a class="postlink" href="./../download/file.php?id=95104&amp;sid=061124671710486283d4dd4775b4c699">HttT-hardest-v1_14_17-Orek-Run1~3.zip</a></dt> <dd>(3.75 MiB) Downloaded 186 times</dd> </dl> </dd> </dl> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696224" class="post has-profile bg1"> <div class="inner"> <dl class="postprofile" id="profile696224"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=123942&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">53</a></dd> <dd class="profile-joined"><strong>Joined:</strong> October 23rd, 2010, 1:57 am</dd> </dl> <div class="postbody"> <div id="post_content696224"> <h3 > <a href="./../viewtopic.php?p=696224&amp;sid=061124671710486283d4dd4775b4c699#p696224">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696224&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696224&amp;sid=061124671710486283d4dd4775b4c699#p696224" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a></strong> &raquo; </span><time datetime="2025-01-29T20:55:13+00:00">January 29th, 2025, 8:55 pm</time> </p> <div class="content">Hi, I noticed that nobody's responded to this, so just wanted to express how helpful this guide has been, even for playing at a lower difficulty. From the times the replays have been downloaded I can conclude many others have probably also found it to be so. <br> <br> Small remark: I know it's not the primary intent of this guide, which is to prove the possibility of consistent success, but it could use some modest improvements in formatting. For example new concepts are introduced at various stages, but sometimes relating to previous stages and so not as helpful as they could have been. For a relatively weak player, more basic advice even on the easier scenarios, such as unit preparation, recruiting, or gold reserves could also have been very useful, but I recognize there are many other guides covering the same content. <br> <br> Also, I was randomly browsing these forums and came across a thread from 2019 about how save-loading is required in Wesnoth, with a specific challenge to consistently obtain Simyr. It seems you, at least, have actually beaten this challenge, proving that HttT's past difficulty was actually reasonable, and perhaps even more so now with 1.16.<br> <br> Finally, since you HAVE played this campaign alot... What are your thoughts about the balance of various units in this campaign specifically? For instance, in the past I typically used alot more horsemen, mages, thunderers and archers, but following this guide have explored the use of scouts, gryphons and shamans more. I ended up with alot more sorceresses that never got recalled, whereas normally I might have heroes or knights that I would recall to hold the line.</div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696254" class="post has-profile bg2"> <div class="inner"> <dl class="postprofile" id="profile696254"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=211828&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">56</a></dd> <dd class="profile-joined"><strong>Joined:</strong> June 24th, 2020, 1:02 am</dd> </dl> <div class="postbody"> <div id="post_content696254"> <h3 > <a href="./../viewtopic.php?p=696254&amp;sid=061124671710486283d4dd4775b4c699#p696254">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696254&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696254&amp;sid=061124671710486283d4dd4775b4c699#p696254" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2025-02-01T07:57:01+00:00">February 1st, 2025, 7:57 am</time> </p> <div class="content">Hi. Thank you for your comment. I’m glad to hear that this walkthrough was helpful for you and possibly for other players.<br> <br> As for the writing format, I agree that it leaves much to be desired. In hindsight, the 5 chapters per scenario format rule was not necessary. It was probably better to introduce many basic concepts early, and make descriptions in later scenarios shorter. Also, using images would have made it easier to understand some concepts.<br> <br> When it comes to save-loading and Simyr, this walkthrough was partially an answer to <a href="https://forums.wesnoth.org/viewtopic.php?t=33511" class="postlink"> Cheating, difficulty, and a challenge to expert players.</a> in 2011 where the OP claimed that “HttT is too hard to beat without cheating. Fix it, or prove me wrong.” The OP challenged expert players back then to get Simyr 3 times out of 5 trials there. As written in this walkthrough, I managed to get Simyr at least 100 times in a row in practice to prove that the OP was wrong and explained how to do it here. Of course, 2011 was in the days of version 1.8 to 1.9, but the difference up to 1.14 is small, so my point still stands. As you pointed out, at least 1.14 was reasonable enough.<br> <br> For the unit balance, I have made a recruitable unit line tier list for HttT campaign. This tier list is for unit lines, not just for level 1 units themselves. For example, the tier for Mage also includes those of level 2~4 mage unit types, and therefore, the preferred advancement paths may be vague. Another example is that, even if I don't think Horseman itself is good, it is ranked high because Knight and Paladin are superb.<br> <img src="https://i.imgur.com/bL9w4v6.png" class="postimage" alt="Image"><br> In short, I highly value <strong class="text-strong">slows</strong>, <strong class="text-strong">arcane</strong>, <strong class="text-strong">resistances</strong>, and <strong class="text-strong">gold</strong>. <ul> <li><strong class="text-strong">Slows</strong> by Elvish Shaman line units is by far the best weapon special. Without it, this campaign wouldn't be Novice level.</li> <li><strong class="text-strong">Arcane</strong> attacks are crucial because scenario 6 and 9 are difficult bottleneck scenarios with undead enemies. The biggest mistake new players almost always make is advancing Elvish Fighter and Elvish Archer line units in early scenarios only to find out that these 2 scenarios are impossible due to skeletons’ high resistances against their blade and pierce attacks.</li> <li>High <strong class="text-strong">resistances</strong> often guarantee that the unit survives even with bad RNG. For example, Dwarvish Lord and units with steadfast ability rarely die due to their high resistances. In permadeath, these guaranteed results are very important.</li> <li><strong class="text-strong">Gold</strong> is often earned by fast units grabbing villages early. Therefore, Elvish Scout line units can make the “next” difficult scenario easier by having more carryover gold, which is sometimes more important than trying to devise a good strategy within the difficult scenario.</li> </ul> On the contrary, I somewhat disregard <strong class="text-strong">healers</strong>, <strong class="text-strong">defense</strong>, and <strong class="text-strong">non-magical ranged attacks</strong>. <ul> <li><strong class="text-strong">Healers</strong> are overrated. Because Moremirmu exists in HttT as a loyal healer, 1 more White Mage would suffice, and all Elvish Shaman can advance to Elvish Sorceress. Also, enough villages are around the battlefield in most HttT scenarios.</li> <li>High <strong class="text-strong">defense</strong> value is useless when low resistances come along with it for Footpad and Thief line units. The survival of these nimble yet fragile units relies too much on RNG. In permadeath, it is too risky to use these types of units.</li> <li><strong class="text-strong">Non-magical ranged attacks</strong> don’t have many places to shine in HttT because Delfador, Elrian, Moremirmu, Kalenz, Elvish Sorceress/Enchantress/Sylph, and the Sceptre of Fire already have enough ranged firepower. Also, if I have to name the most useless unit line in HttT, it would be Dwarvish Thunderer line because there is no scenario where they play a crucial role. Although they can be used somewhat effectively in scenario 16, 17, and 23, other units can easily fill their role.</li> </ul> These are my opinions based on my 1.14 permadeath runs. For non-permadeath runs where some failures are tolerated, or for 1.16 and later, the tier list would look slightly different.</div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696269" class="post has-profile bg1"> <div class="inner"> <dl class="postprofile" id="profile696269"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=123942&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">53</a></dd> <dd class="profile-joined"><strong>Joined:</strong> October 23rd, 2010, 1:57 am</dd> </dl> <div class="postbody"> <div id="post_content696269"> <h3 > <a href="./../viewtopic.php?p=696269&amp;sid=061124671710486283d4dd4775b4c699#p696269">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696269&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696269&amp;sid=061124671710486283d4dd4775b4c699#p696269" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a></strong> &raquo; </span><time datetime="2025-02-03T02:12:38+00:00">February 3rd, 2025, 2:12 am</time> </p> <div class="content">Thank you for the reply. Some quick follow-up questions, if that's alright: <br> <br> I've been trying a run with a greater emphasis on scouts, and although I can see that they're useful for collecting villages, are they really worth using for that considering their cost? For instance, their combat usefulness has always seemed very limited, and while they're good at collecting villages, could another unit better at fighting, such as the Elvish Archer, be a better substitute? At the least I wonder if they qualify as S tier.<br> <br> I'm also somewhat surprised how you highly you rate the Horseman. Although I do think it's very good, the randomness of results with it are why I often favor mages for an attacking unit.<br> <br> Finally, aside from Moremirmu, what do you think the benefits are going to Isle of the Damned instead of Muff Malal's Peninsula? I've typically use it as a level to pick up some Thugs and Footpads, only to find that I never end up recalling them. Even in the best-use scenario, Highwaymen can always be replaced by Dwarf Lords, and like you said, I never find a reliable use for Footpads or Poachers. <br> <br> What would your tier list for 1.16 (or 1.18 if that's any different) be?</div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696434" class="post has-profile bg2"> <div class="inner"> <dl class="postprofile" id="profile696434"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=211828&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">56</a></dd> <dd class="profile-joined"><strong>Joined:</strong> June 24th, 2020, 1:02 am</dd> </dl> <div class="postbody"> <div id="post_content696434"> <h3 > <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696434&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2025-02-13T09:06:53+00:00">February 13th, 2025, 9:06 am</time> </p> <div class="content">Sorry for the late reply. I decided to make a more comprehensive tier list for 1.18, but it took me much longer than I originally thought.<br> <br> Scout, Archer, and cost:<br> You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers.<br> <br> Horseman:<br> My rating for Horseman itself is low (see the complete tier list below), but because Knight and Paladin are rated very high, Horseman "line" is rated high in the earlier post. Charge attacks are too risky, but Knight and Paladin have another non-charge attack.<br> <br> Scenario 5a vs 5b:<br> - Thug<br> In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.<br> - Poacher<br> Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time.<br> - Footpad<br> As you pointed out, Footpad is pretty much useless after S5b. However, loyal Delurin can help from time to time.<br> <br> That being said, if S6 feels too difficult without enough gold or advanced units, taking 5a path is not bad as an option.<br> <br> Complete Tier List for 1.18:<br> This tier list includes all 75 recallable units. Each level and merfolk are rated separately. Within the same level and tier, the most left one is rated the highest. A short reason/description is added below.<br> Not only actual unit stats but also opportunity cost is taken into account for this tier list. Therefore, even if a unit is excellent in theory, it may be rated very low when XP should be given to other more useful units or an alternative advancement path is better. <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Tier List</b></div><div style="margin:2em;margin-top:5px;display:none"> <img src="https://i.imgur.com/hbZPAH0.png" class="postimage" alt="Image"> </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Reason/Description</b></div><div style="margin:2em;margin-top:5px;display:none"> Level 1<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Shaman</strong></span> is by far the best unit in this campaign because of its slows weapon special. Slowed enemy units are much weaker.<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Scout</strong></span> is the best scouting unit to take villages and earn gold. Sometimes, +5~10 gold in the next scenario makes it much easier.<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Fighter</strong></span> is the best cannon fodder. It is cheap, has high HP, and has both melee and ranged attacks.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Fighter</strong></span> serves as the main force as well as cannon fodder in caves in S15 and 17. Making 2~3 Dwarvish Lords in S15 is a must.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Guardsman</strong></span> is very good at holding the line with its steadfast ability.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Archer</strong></span> is the primary ranged damage source but only in the first 4 scenarios.<br> B <span style="text-decoration:underline"><strong class="text-strong">Gryphon Rider</strong></span> is a good flying unit to capture villages. Also, it can provide vision by clearing the fog/shroud.<br> B <span style="text-decoration:underline"><strong class="text-strong">Mage</strong></span> has a good magical ranged attack, but only 1~2 recruits are needed due to loyal Elrian and Moremirmu (White Mage).<br> B <span style="text-decoration:underline"><strong class="text-strong">Horseman</strong></span> is good vs Orcish Archer in S2~4, but its charge attack is risky. Only 1 recruit is needed due to loyal Haldiel and Simyr (Knight).<br> C <span style="text-decoration:underline"><strong class="text-strong">Thief</strong></span> is used only in 3 scenarios: S6 for capturing villages, S9 to lure out the Liches, and S12 due to auto-recall.<br> C <span style="text-decoration:underline"><strong class="text-strong">Thug</strong></span> is a good melee unit at night, especially with Konrad's leadership, but it is recalled only because 1~2 Highwayman is needed in S16.<br> C <span style="text-decoration:underline"><strong class="text-strong">Footpad</strong></span> is overall the best land unit in S5b. However, it is too fragile and expensive to use after S5b.<br> D <span style="text-decoration:underline"><strong class="text-strong">Poacher</strong></span> is the worst land unit in S5b. It is okay to use it after S5b if a quick Ranger is needed to kill the Mother Gryphon in S10.<br> D <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Thunderer</strong></span> is not bad as a unit. However, XP needs to be given to Dwarvish Fighter, especially in S15, to make Dwarvish Lord.<br> D <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Ulfserker</strong></span> can be good against Bowman in S23, but there aren't many other places to use it.<br> <br> Level 2<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Sorceress</strong></span> has a higher chance to slow enemy units than Elvish Shaman. Also, its arcane magical attack is effective vs undead.<br> S <span style="text-decoration:underline"><strong class="text-strong">Knight</strong></span> has a non-charge attack for consistency. Also, its high HP and resistance vs blade/impact are good for holding the line.<br> S <span style="text-decoration:underline"><strong class="text-strong">White Mage</strong></span> is the primary healer. Moremirmu + another recall usually provides enough healing.<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Rider</strong></span> is faster than Elvish Scout. It is the only unit, if quick, that can reach the Mother Gryphon on turn 4 in S10.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Stalwart</strong></span> can hold the line even better than Dwarvish Guardsman.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Steelclad</strong></span> is the decent transitional unit from Dwarvish Fighter to Dwarvish Lord.<br> A <span style="text-decoration:underline"><strong class="text-strong">Gryphon Master</strong></span> is the fastest flying unit. It is extremely good at clearing the fog/shroud to find enemy units in S19c, 20a, and 20b.<br> A <span style="text-decoration:underline"><strong class="text-strong">Red Mage</strong></span> serves as a consistent damage dealer in S4 and S6 before advancing to Silver Mage.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Hero</strong></span> is a better cannon fodder than Elvish Fighter when high HP is needed to withstand more attack strikes.<br> B <span style="text-decoration:underline"><strong class="text-strong">Outlaw</strong></span> is not necessary aside from Delurin. Because he is a fast loyal unit, he can play a role in some scenarios.<br> B <span style="text-decoration:underline"><strong class="text-strong">Bandit</strong></span> is a good melee unit, but it is recalled only because 1~2 Highwayman is needed in S16.<br> B <span style="text-decoration:underline"><strong class="text-strong">Rogue</strong></span> has skirmisher ability that is sometimes the only way to protect Li'sar in S16 by ignoring enemy Zone of Control. <br> B <span style="text-decoration:underline"><strong class="text-strong">Elvish Marksman</strong></span> can be crucial in killing the enemy leader in S2, but Elvish Sorceress is almost as good.<br> C <span style="text-decoration:underline"><strong class="text-strong">Trapper</strong></span> is recalled only if a quick Ranger is needed to kill the Mother Gryphon in S10.<br> C <span style="text-decoration:underline"><strong class="text-strong">Elvish Druid</strong></span> is a useful healer to have if enough Elvish Sorceress is already in the recall list, but White Mage is almost always better.<br> C <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Berserker</strong></span> has higher HP and damage than Dwarvish Ulfserker. Therefore, it is less likely to die in combat.<br> C <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Thunderguard</strong></span> is not necessary in many cases. Instead, give XP to melee dwarves that are more useful in later scenarios.<br> C <span style="text-decoration:underline"><strong class="text-strong">Lieutenant</strong></span> itself is not so useful until it advances to level 4 Grand Marshal.<br> D <span style="text-decoration:underline"><strong class="text-strong">Lancer</strong></span> is fragile and too hit-or-miss. Knight is better for surviving and dealing damage more consistently.<br> D <span style="text-decoration:underline"><strong class="text-strong">Elvish Ranger</strong></span> doesn't have a special role. The only essential level 2 elvish archer unit is Elvish Marksman in S2 to acquire Simyr.<br> D <span style="text-decoration:underline"><strong class="text-strong">Elvish Captain</strong></span> is worse than Elvish Hero as cannon fodder. Konrad and Li'sar provide enough leadership.<br> D <span style="text-decoration:underline"><strong class="text-strong">Gryphon</strong></span> is a good unit. However, the opportunity cost is too high because having Gryphon Rider/Master is much better.<br> <br> Level 3<br> S <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Lord</strong></span> is a must-have in S16 to protect Li'sar. It is great at holding the line and damaging enemy units in many scenarios.<br> S <span style="text-decoration:underline"><strong class="text-strong">Silver Mage</strong></span> can hop around through villages and earn gold. Also, it can help the enemy leader assassinations in S9 and 12.<br> S <span style="text-decoration:underline"><strong class="text-strong">Mage of Light</strong></span> is an even better healer than White Mage due to its illuminates ability because most enemy units are chaotic in HttT.<br> S <span style="text-decoration:underline"><strong class="text-strong">Paladin</strong></span> is the only unit that can assassinate the Liches in S9 consistently. Also, recalling loyal Paladin can save gold in S7 and 8.<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Enchantress</strong></span> is much better than Elvish Sorceress, although it is recalled only in S7~9 before advancing to Elvish Sylph.<br> A <span style="text-decoration:underline"><strong class="text-strong">Highwayman</strong></span> is recalled on turn 1 in S16 along with Dwarvish Lord to hold the castle and kill enemy units fast enough to protect Li'sar.<br> A <span style="text-decoration:underline"><strong class="text-strong">Assassin</strong></span> has 1 crucial job: protect Li'sar in S16 by filling a hex that Li'sar may jump on to suicide. Skirmisher ability makes it possible.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Shyde</strong></span> is the only flying healer. Although making Elvish Sylph needs to be prioritized, extra Elvish Shaman can take this path.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Outrider</strong></span> is better cannon fodder than Elvish Rider in S13. Also, it is fast and tough enough to protect the ally leader in S15.<br> B <span style="text-decoration:underline"><strong class="text-strong">Fugitive</strong></span> Delurin can hide in villages with concealment ability, although its use is limited.<br> B <span style="text-decoration:underline"><strong class="text-strong">Ranger</strong></span> can increase the chance of killing the Mother Gryphon on turn 5 in S10. Only a quick one can reach there in time.<br> B <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Sentinel</strong></span> is the best unit for holding the line. However, it is too good, and Dwarvish Stalwart is often good enough.<br> B <span style="text-decoration:underline"><strong class="text-strong">Elvish Champion</strong></span> is very good cannon fodder in S13. Other than that, Dwarvish Lord does a better job for a similar role.<br> C <span style="text-decoration:underline"><strong class="text-strong">Elvish Avenger</strong></span> doesn't have a special role. Level 3 elvish archer units aren’t crucial in any scenario.<br> C <span style="text-decoration:underline"><strong class="text-strong">Elvish Sharpshooter</strong></span> has a very good ranged attack, but in general, XP for elvish archer units is wasteful in HttT.<br> C <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Dragonguard</strong></span> is overall so much worse than Dwarvish Lord that XP should be given to melee dwarvish units.<br> C <span style="text-decoration:underline"><strong class="text-strong">General</strong></span> has leadership, but Konrad and Li'sar provide enough leadership already.<br> D <span style="text-decoration:underline"><strong class="text-strong">Arch Mage</strong></span> is just another Delfador. Silver Mage's speed is preferred for Elrian.<br> D <span style="text-decoration:underline"><strong class="text-strong">Grand Knight</strong></span> can only make relatively easy scenarios easier. Therefore, Paladin, which makes difficult S9 easier, is more valuable.<br> D <span style="text-decoration:underline"><strong class="text-strong">Elvish Marshal</strong></span> has leadership, but Konrad and Li'sar provide enough leadership already. Also, Elvish Champion is better cannon fodder. <br> D <span style="text-decoration:underline"><strong class="text-strong">Huntsman</strong></span> may be potentially great in S23. However, the only essential Poacher line unit is Ranger in S10.<br> <br> Level 4<br> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Sylph</strong></span> is so excellent that HttT campaign is all about making enough Elvish Sylph in time.<br> B <span style="text-decoration:underline"><strong class="text-strong">Grand Marshal</strong></span> is the only level 4 unit with leadership ability. Even level 3 Konrad/Li'sar with Sceptre of Fire receives +25% damage boost.<br> D <span style="text-decoration:underline"><strong class="text-strong">Great Mage</strong></span> is a great unit in theory. However, giving up early Silver Mage and requiring a lot of XP cause very high opportunity loss.<br> <br> Merfolk<br> Level 1<br> S <span style="text-decoration:underline"><strong class="text-strong">Merman Fighter</strong></span> is the primary force in water because 12 loyal ones are available on challenging difficulty through 5b path.<br> B <span style="text-decoration:underline"><strong class="text-strong">Mermaid Initiate</strong></span> is needed to safely kill the Liches in S5b. Also, XP is given to it to make the header in water, Mermaid Priestess.<br> D <span style="text-decoration:underline"><strong class="text-strong">Merman Hunter</strong></span> itself is not very useful. However, it is recalled to make Merman Netcaster that can slow enemy units.<br> <br> Level 2<br> S <span style="text-decoration:underline"><strong class="text-strong">Merman Warrior</strong></span> can hold the line well. The ones with Storm Trident are versatile with both melee and ranged weapons.<br> A <span style="text-decoration:underline"><strong class="text-strong">Mermaid Priestess</strong></span> can heal/cure units. By having 2 of them in S11, they can cure each other against poison from Cuttle Fish.<br> B <span style="text-decoration:underline"><strong class="text-strong">Merman Netcaster</strong></span> mitigates damage by slowing enemy units. While being very useful, only 1~3 can be made realistically.<br> C <span style="text-decoration:underline"><strong class="text-strong">Merman Spearman</strong></span> is overall worse than Merman Netcaster because it cannot slow enemy units. Having higher damage/HP is irrelevant.<br> D <span style="text-decoration:underline"><strong class="text-strong">Mermaid Enchantress</strong></span> is overall worse than Mermaid Priestess because it cannot heal/cure units. Having higher damage/HP is irrelevant.<br> <br> Level 3<br> S <span style="text-decoration:underline"><strong class="text-strong">Merman Hoplite</strong></span> has steadfast ability but loses 1 MP. By keeping a unit as Merman Warrior, it retains 6 MP to move 3 flat hexes in S23.<br> A <span style="text-decoration:underline"><strong class="text-strong">Mermaid Diviner</strong></span> is even better than Mermaid Priestess because it has illuminates ability.<br> B <span style="text-decoration:underline"><strong class="text-strong">Merman Entangler</strong></span> has a higher chance to slow enemy units than Merman Netcaster because it has 3 strikes instead of 2.<br> B <span style="text-decoration:underline"><strong class="text-strong">Merman Triton</strong></span> has higher HP than Merman Hoplite, but without steadfast ability, it is more vulnerable against enemy attacks.<br> C <span style="text-decoration:underline"><strong class="text-strong">Merman Javelineer</strong></span> is overall worse than Merman Entangler because it cannot slow enemy units. Having higher damage/HP is irrelevant.<br> D <span style="text-decoration:underline"><strong class="text-strong">Mermaid Siren</strong></span> is overall worse than Mermaid Diviner because it cannot heal/cure units. Having higher damage/HP/MP is irrelevant. </div></div> When it comes to tier list, the difference between versions is small. For example, in a different version, a mid-B tier unit here may be rated slightly higher/lower within B, or lowest A/highest C, but never S/D. Therefore, this tier list pretty much applies to 1.14, 1.16, 1.18, and probably 1.20~, at least for my playstyle of safety and consistency first.</div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696451" class="post has-profile bg1"> <div class="inner"> <dl class="postprofile" id="profile696451"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=123942&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">53</a></dd> <dd class="profile-joined"><strong>Joined:</strong> October 23rd, 2010, 1:57 am</dd> </dl> <div class="postbody"> <div id="post_content696451"> <h3 > <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696451&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699" class="username">fredbobsmith2</a></strong> &raquo; </span><time datetime="2025-02-14T09:31:56+00:00">February 14th, 2025, 9:31 am</time> </p> <div class="content">Thank you for the extremely thorough reply! Your analysis continues to be outstanding, and I've become a little spoiled in that the other campaigns have comparatively so little study. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> Scout, Archer, and cost:<br> You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers. </div></blockquote> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Scout</strong></span> is the best scouting unit to take villages and earn gold. Sometimes, +5~10 gold in the next scenario makes it much easier. </div></blockquote> Oh I've no doubt that the Archer line isn't S tier. Like you said, I've also seen how Marksmen get severely eclipsed by the many magical ranged attackers that are available, and I also agree that the only time the Archer is useful as a L1 meat shield is in the very early scenarios.<br> <br> But regarding your comment on the Scout's cost efficiency, I'd never thought about it that way, though of course it makes perfect sense. On S1 then the Scout that goes south actually barely makes its own cost back, considering how few turns there are. I also tend to have issues getting experience for Scouts when they're usually busy just running around, what scenarios do you usually find room for them to level?<br> <br> Also, I guess this is shown by your experience, but is the "future investment" of the Scout always worth the opportunity cost in the immediate scenario? For example you get a net gain of a few gold from S1's Scout, but potentially lose out on experience that you might have gained from another Fighter or Archer. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> Scenario 5a vs 5b:<br> - Thug<br> In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.<br> - Poacher<br> Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time. </div></blockquote> So again it boils down to being extremely meticulous about planning for future scenarios, just like how you prioritize getting an Outrider purely to save the ally in S15, or training a Silver Mage primarily just for S9. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Fighter</strong></span> is the best cannon fodder. It is cheap, has high HP, and has both melee and ranged attacks.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Fighter</strong></span> serves as the main force as well as cannon fodder in caves in S15 and 17. Making 2~3 Dwarvish Lords in S15 is a must.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Guardsman</strong></span> is very good at holding the line with its steadfast ability.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Archer</strong></span> is the primary ranged damage source but only in the first 4 scenarios. </div></blockquote> I'm surprised the Elvish Fighter got S while the Dwarvish one got A, along with the Elvish Archer. But I suppose there are many more scenarios where the Elvish one is the fodder of choice? <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Mage</strong></span> has a good magical ranged attack, but only 1~2 recruits are needed due to loyal Elrian and Moremirmu (White Mage). </div></blockquote> Is it that useful to build up an army of Sylphs rather than a few Great Mages? They do comparable damage and although I see the power of Sylphs and Shamans, I've still found them more challenging to level up than Mages due to their weak attack. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Horseman</strong></span> is good vs Orcish Archer in S2~4, but its charge attack is risky. Only 1 recruit is needed due to loyal Haldiel and Simyr (Knight). </div></blockquote> I'm guessing this is because there are relatively few scenarios where cavalry are useful? I often also use them in later scenarios such as S23. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Rider</strong></span> is faster than Elvish Scout. It is the only unit, if quick, that can reach the Mother Gryphon on turn 4 in S10.<br> A <span style="text-decoration:underline"><strong class="text-strong">Gryphon Master</strong></span> is the fastest flying unit. It is extremely good at clearing the fog/shroud to find enemy units in S19c, 20a, and 20b. </div></blockquote> Is this the only time the Rider is necessary? I employ Scouts but it's very rare they manage to advance because they rarely fight. Similar issue for Gryphon Master. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Silver Mage</strong></span> can hop around through villages and earn gold. Also, it can help the enemy leader assassinations in S9 and 12.<br> D <span style="text-decoration:underline"><strong class="text-strong">Arch Mage</strong></span> is just another Delfador. Silver Mage's speed is preferred for Elrian. </div></blockquote> I do wonder, specifically for Elrian, do you make him a Silver Mage for scouting/village flagging reasons? I end up rarely using Silver Mages for actual fighting so I'd think he'd be more valuable as a Mage of Light (or even a Great Mage) and simply recruiting a different Mage to become Silver. <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Grand Marshal</strong></span> is the only level 4 unit with leadership ability. Even level 3 Konrad/Li'sar with Sceptre of Fire receives +25% damage boost. </div></blockquote> So is the reason for taking 19c and 20b more gold-based than for the sake of the bonus? I typically choose the Swamp instead because of the Void Armor which I put on Li'sar.<br> <br> Again, thanks for taking an incredible amount of time on this series, and if you're still playing this game I'd be interested in any other guides you produce in the future.</div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div id="p696488" class="post has-profile bg2"> <div class="inner"> <dl class="postprofile" id="profile696488"> <dt class="no-profile-rank no-avatar"> <div class="avatar-container"> </div> <a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a> </dt> <dd class="profile-posts"><strong>Posts:</strong> <a href="./../search.php?author_id=211828&amp;sr=posts&amp;sid=061124671710486283d4dd4775b4c699">56</a></dd> <dd class="profile-joined"><strong>Joined:</strong> June 24th, 2020, 1:02 am</dd> </dl> <div class="postbody"> <div id="post_content696488"> <h3 > <a href="./../viewtopic.php?p=696488&amp;sid=061124671710486283d4dd4775b4c699#p696488">Re: HttT walkthrough (hardest, permadeath, v1.14 &amp; 1.16) + General campaign guides</a> </h3> <ul class="post-buttons"> <li> <a href="./../posting.php?mode=quote&amp;p=696488&amp;sid=061124671710486283d4dd4775b4c699" title="Reply with quote" class="button button-icon-only"> <i class="icon fa-quote-left fa-fw" aria-hidden="true"></i><span class="sr-only">Quote</span> </a> </li> </ul> <p class="author"> <a class="unread" href="./../viewtopic.php?p=696488&amp;sid=061124671710486283d4dd4775b4c699#p696488" title="Post"> <i class="icon fa-file fa-fw icon-lightgray icon-md" aria-hidden="true"></i><span class="sr-only">Post</span> </a> <span class="responsive-hide">by <strong><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699" class="username">Orek</a></strong> &raquo; </span><time datetime="2025-02-17T08:33:32+00:00">February 17th, 2025, 8:33 am</time> </p> <div class="content">You continue to ask good questions. I divided my answers into sections for visibility.<br> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Elvish Scout</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> Scout, Archer, and cost:<br> You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers. </div></blockquote> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Scout</strong></span> is the best scouting unit to take villages and earn gold. Sometimes, +5~10 gold in the next scenario makes it much easier. </div></blockquote> Oh I've no doubt that the Archer line isn't S tier. Like you said, I've also seen how Marksmen get severely eclipsed by the many magical ranged attackers that are available, and I also agree that the only time the Archer is useful as a L1 meat shield is in the very early scenarios.<br> <br> But regarding your comment on the Scout's cost efficiency, I'd never thought about it that way, though of course it makes perfect sense. On S1 then the Scout that goes south actually barely makes its own cost back, considering how few turns there are. I also tend to have issues getting experience for Scouts when they're usually busy just running around, what scenarios do you usually find room for them to level?<br> <br> Also, I guess this is shown by your experience, but is the "future investment" of the Scout always worth the opportunity cost in the immediate scenario? For example you get a net gain of a few gold from S1's Scout, but potentially lose out on experience that you might have gained from another Fighter or Archer. </div></blockquote> As you pointed out, the Elvish Scout to the southwest in S1 barely makes its own cost back. As illustrated in the tables below, even in the ideal situation, a non-quick Elvish Scout actually loses some gold when the scenario is finished on turn 9. Nevertheless, finishing the scenario on turn 9 itself often guarantees enough carryover gold, so the Elvish Scout works as insurance for the possible turn 10 finish. Also, by recruiting more than 1 Elvish Scout, it is more likely to have the one with ideal traits. Because the difference between recall cost and recruit cost is only 2 for Elvish Scout, praying to roll the one with ideal traits in an early scenario and recalling it later is a valid strategy for Elvish Scout, unlike Elvish Fighter whose cost difference is as high as 6. <div style="margin:20px;margin-top:5px"><div class="quotetitle" style="vertical-align:middle;display:inline-block"><strong>Tables:</strong> <input class="button1" style="font-size:0.8em" type="button" value="Show" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.value = 'Hide'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.value = 'Show'; this.innerText = ''; }"></div><div class="quotecontent" style="display:none"> <img src="https://i.imgur.com/iCyI1q8.png" class="postimage" alt="Image"> </div></div> As for replacing it with another fighting unit, it is viable if you accept -6 or more carryover gold loss because even the cheapest Elvish Fighter costs (-14-1)*0.4=-6, assuming the unit doesn't capture any extra villages. In 1.14, -6 carryover gold often prevents 63 carryover gold for 10 recruited/recalled units in S2 as explained in the walkthrough above, so I wouldn't recommend it. However, in 1.16~, it is a solid option for 2 reasons; 1. it is easier to earn more gold in S1 due to fewer enemy units (on average, 3 more carryover gold in my experience). 2. S2 is easier and playing with only 9 recruited/recalled units may be fine. As this example shows, you have a good point that replacing Elvish Scout with another fighting unit can be better in some cases.<br> <br> XP for Elvish Scout is gained mostly in S3 with the help of S1~2 if the opportunity presents itself. As explained in the walkthrough of S3~4 above, 2 close-to-advancement Elvish Scouts are needed in S4 to make the water battle easier. S10 and 12 are also good places to gain XP because enough time is left after the village-grabbing job. </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Preparation</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> Scenario 5a vs 5b:<br> - Thug<br> In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.<br> - Poacher<br> Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time. </div></blockquote> So again it boils down to being extremely meticulous about planning for future scenarios, just like how you prioritize getting an Outrider purely to save the ally in S15, or training a Silver Mage primarily just for S9. </div></blockquote> Yeah. Meticulous or sometimes nitpicky preparation was needed to overcome RNG. Gotta be ready for Delfador missing all 4 strikes (0.8%). <img class="smilies" src="./../images/smilies/icon_biggrin.gif" width="15" height="15" alt=":D" title="Very Happy"> </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Cannon fodder</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Fighter</strong></span> is the best cannon fodder. It is cheap, has high HP, and has both melee and ranged attacks.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Fighter</strong></span> serves as the main force as well as cannon fodder in caves in S15 and 17. Making 2~3 Dwarvish Lords in S15 is a must.<br> A <span style="text-decoration:underline"><strong class="text-strong">Dwarvish Guardsman</strong></span> is very good at holding the line with its steadfast ability.<br> A <span style="text-decoration:underline"><strong class="text-strong">Elvish Archer</strong></span> is the primary ranged damage source but only in the first 4 scenarios. </div></blockquote> I'm surprised the Elvish Fighter got S while the Dwarvish one got A, along with the Elvish Archer. But I suppose there are many more scenarios where the Elvish one is the fodder of choice? </div></blockquote> That's right. In my 6 permadeath runs (total), 131 out of 140 Dwarvish Fighters are recruited/recalled only in 2 scenarios (S15 and 17). On the contrary, 117 out of 130 Elvish Fighters are recruited/recalled in 8 scenarios (S2~3, 6~9, 12~13). </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Mage and Shaman lines</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Mage</strong></span> has a good magical ranged attack, but only 1~2 recruits are needed due to loyal Elrian and Moremirmu (White Mage). </div></blockquote> Is it that useful to build up an army of Sylphs rather than a few Great Mages? They do comparable damage and although I see the power of Sylphs and Shamans, I've still found them more challenging to level up than Mages due to their weak attack. </div></blockquote> I highly value Elvish Sylph partially because I was speedrunning my 1.14 runs. Elvish Sylph enabled the assassination of the blue leader in S12, which saved as much as 1 hour in Run 3. Also, the assassination of Asheviere in S24 made it possible to finish the scenario in 10 minutes. That being said, even in non-speedrunning context, Elvish Sylph &gt; Great Mage in my eyes. I can't emphasize enough the importance of slows weapon special. Also, without Elvish Sylph in S10, killing the Mother Gryphon becomes more RNG-dependent because Delfador and Kalenz can't necessarily reach there in time. Of course, nothing is wrong with playing with Great Mages, though.<br> <br> As for XP, it's true that Elvish Shaman requires much more careful management than Mage. It's often frustrating to calculate enemy HP just to give the last hit to Elvish Shaman. However, I see it as an investment with the mindset of "Mage is easier to use for now, but Elvish Shaman can flourish in the future." </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Horseman and Elvish Rider</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Horseman</strong></span> is good vs Orcish Archer in S2~4, but its charge attack is risky. Only 1 recruit is needed due to loyal Haldiel and Simyr (Knight). </div></blockquote> I'm guessing this is because there are relatively few scenarios where cavalry are useful? I often also use them in later scenarios such as S23. </div></blockquote> Yes. I didn't really use Horseman after S6, but S23 sounds like a good place because 33~50% of enemy units are Bowman with relatively weak melee retaliation.<br> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Elvish Rider</strong></span> is faster than Elvish Scout. It is the only unit, if quick, that can reach the Mother Gryphon on turn 4 in S10.<br> A <span style="text-decoration:underline"><strong class="text-strong">Gryphon Master</strong></span> is the fastest flying unit. It is extremely good at clearing the fog/shroud to find enemy units in S19c, 20a, and 20b. </div></blockquote> Is this the only time the Rider is necessary? I employ Scouts but it's very rare they manage to advance because they rarely fight. Similar issue for Gryphon Master. </div></blockquote> I would say there are 4 places where recruited Elvish Scout can't substitute Elvish Rider;<br> S4: Recalled 2 close-to-advancement Elvish Scouts advance to Elvish Riders, and they join the water battle to help Merman Fighters.<br> S8: Some distances between 2 villages are 11. Only quick Elvish Rider (11 MP) is fast enough to move from one to another in 1 turn. <div style="margin:20px;margin-top:5px"><div class="quotetitle" style="vertical-align:middle;display:inline-block"><strong>S8 distance:</strong> <input class="button1" style="font-size:0.8em" type="button" value="Show" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.value = 'Hide'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.value = 'Show'; this.innerText = ''; }"></div><div class="quotecontent" style="display:none"> <img src="https://i.imgur.com/bZhjBHI.png" class="postimage" alt="Image"> </div></div> S10: Only quick Elvish Rider (11 MP) can reach the Mother Gryphon on turn 4 and then move to the eastern side to block enemy units on turn 5~.<br> S15: Just in case all Dwarvish Fighters are non-quick, recall an Elvish Rider/Outrider to save the ally leader.<br> <br> I agree that it's always a challenge to provide enough XP to relatively weak units such as Elvish Shaman, Elvish Scout, Gryphon Rider, Thief, etc. I try to have a clear strategic goal in mind when I use these units. It's a pain to use weak units without a future plan. </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>Elrian as Silver Mage</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> S <span style="text-decoration:underline"><strong class="text-strong">Silver Mage</strong></span> can hop around through villages and earn gold. Also, it can help the enemy leader assassinations in S9 and 12.<br> D <span style="text-decoration:underline"><strong class="text-strong">Arch Mage</strong></span> is just another Delfador. Silver Mage's speed is preferred for Elrian. </div></blockquote> I do wonder, specifically for Elrian, do you make him a Silver Mage for scouting/village flagging reasons? I end up rarely using Silver Mages for actual fighting so I'd think he'd be more valuable as a Mage of Light (or even a Great Mage) and simply recruiting a different Mage to become Silver. </div></blockquote> After capturing far villages, Silver Mage can come back to join the battle through the villages near the main army. Silver Mage's magical 9 × 4 attack is good at damaging enemy units without killing them to give XP to other units.<br> <br> "Elrian (Silver Mage) + A recruited one (White Mage/Mage of Light)" seems better than "Elrian (White Mage/Mage of Light) + A recruited one (Silver Mage).<br> Reason 1: Loyal units are often recalled on turn 1 to save gold, but healers can wait until turn 2~3 because healers are needed only after taking damage.<br> Reason 2: It's not necessary to have 2 healers in some scenarios. 2nd loyal healer can become redundant.<br> Reason 3: A quick healer (6 MP) can move 3 cave hexes in S15~17 while a non-quick one (5 MP) can only move 2 hexes, and Elrian is never quick. Therefore, when a Mage is recruited in S3, it makes sense to pray that it is a quick one, which has a 50% chance. <br> These are my reasons, but I'm not denying other playstyles. </div></div> <div style="margin:1.3em 0"><div><input type="button" value="▸" title="Expand section" style="font-weight:bold;font-size:1em;width:2em;margin:0;padding:0" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = ''; this.title = 'Collapse section'; this.value = '▾'; this.innerText = ''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.title = 'Expand section'; this.value = '▸'; this.innerText = ''; }"> <b>19abc 20ab paths</b></div><div style="margin:2em;margin-top:5px;display:none"> <blockquote cite="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=123942&amp;sid=061124671710486283d4dd4775b4c699">fredbobsmith2</a> wrote: <a href="./../viewtopic.php?p=696451&amp;sid=061124671710486283d4dd4775b4c699#p696451" data-post-id="696451" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 14th, 2025, 9:31 am</span></cite> <blockquote cite="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434"><div><cite><a href="./../memberlist.php?mode=viewprofile&amp;u=211828&amp;sid=061124671710486283d4dd4775b4c699">Orek</a> wrote: <a href="./../viewtopic.php?p=696434&amp;sid=061124671710486283d4dd4775b4c699#p696434" data-post-id="696434" onclick="if(document.getElementById(hash.substr(1)))href=hash">↑</a><span class="responsive-hide">February 13th, 2025, 9:06 am</span></cite> B <span style="text-decoration:underline"><strong class="text-strong">Grand Marshal</strong></span> is the only level 4 unit with leadership ability. Even level 3 Konrad/Li'sar with Sceptre of Fire receives +25% damage boost. </div></blockquote> So is the reason for taking 19c and 20b more gold-based than for the sake of the bonus? I typically choose the Swamp instead because of the Void Armor which I put on Li'sar. </div></blockquote> To be honest, I couldn't care less about any bonuses in 19abc &amp; 20ab. They are all cool and fun, but are they crucial in beating the campaign? Absolutely not. So, it's okay to take any path. I originally chose 19c to 20b path because it seemed the fastest in speedrunning due to just escaping in S18. Later, I found out that it was the easiest and the most gold-friendly path anyway. The difficulty is probably 19b20a &gt; 19a20a &gt; 19c20b. In general, fighting weak but many units (19b) seems more difficult than fighting strong but few units (19a, 19c) because keeping the defensive line against many is challenging. </div></div></div> </div> </div> <div class="back2top"> <a href="#top" class="top" title="Top"> <i class="icon fa-chevron-circle-up fa-fw icon-gray" aria-hidden="true"></i> <span class="sr-only">Top</span> </a> </div> </div> </div> <div class="action-bar bar-bottom"> <a href="./../posting.php?mode=reply&amp;t=56881&amp;sid=061124671710486283d4dd4775b4c699" class="button" title="Post a reply"> <span>Post Reply</span> <i class="icon fa-reply fa-fw" aria-hidden="true"></i> </a> <form method="post" action="./../viewtopic.php?t=56881&amp;sid=061124671710486283d4dd4775b4c699"> <div class="dropdown-container dropdown-container-left dropdown-button-control sort-tools"> <span title="Display and sorting options" class="button button-secondary dropdown-trigger dropdown-select"> <i class="icon fa-sort-amount-asc fa-fw" aria-hidden="true"></i> <span class="caret"><i class="icon fa-sort-down fa-fw" aria-hidden="true"></i></span> </span> <div class="dropdown hidden"> <div class="pointer"><div class="pointer-inner"></div></div> <div class="dropdown-contents"> <fieldset class="display-options"> <label>Display: <select name="st" id="st"><option value="0" selected="selected">All posts</option><option value="1">1 day</option><option value="7">7 days</option><option value="14">2 weeks</option><option value="30">1 month</option><option value="90">3 months</option><option value="180">6 months</option><option value="365">1 year</option></select></label> <label>Sort by: <select name="sk" id="sk"><option value="a">Author</option><option value="t" selected="selected">Post time</option><option value="s">Subject</option></select></label> <label>Direction: <select name="sd" id="sd"><option value="a" selected="selected">Ascending</option><option value="d">Descending</option></select></label> <hr class="dashed" /> <input type="submit" class="button2" name="sort" value="Go" /> </fieldset> </div> </div> </div> </form> <div class="pagination"> 9 posts &bull; 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