
Later (much later) you will need a few good archers, and now is the time to train them.
Poachers are virtually useless against skeletons, but the best ranged attackers against trolls. but you don't need them to finish this level and probably won't ever recall them later. Having a thug in the right place at the right time can make quite a difference. Pulling them back for healing takes a lot of time. However, being melee-only means they get beat up in the process, not to mention shot to pieces by the Skeleton Archers. Thugs, with their powerful impact attack, will do more damage than anyone else. Footpads run faster and take less damage than your other units. Still, footpads should make up the bulk of your army: As you lack healers, your troops need to run back back to a village when they get beat up. However, their damage output is (barely) sufficient against skeletons and totally inadequate against trolls-they won't get pushed back, but won't push forward either. Footpads' don't have many HP, but also tend to take little damage due to their dodge rating. Now, let's have a look at the troops at your disposal: Depending on much randomness and the difficulty level, the dwarves may kill their adjacent undead leader and show up in the main hall as early as turn 15, or they may be stalemated by the skeletons until the end of time. Trolls, skeletons, and dwarves will all fight the others, given the chance. Once you make it past the brown trolls, you'll come across another castle of skeletons, then finally, the home of the dwarves. All of these have a cache of villages behind some sort of choke-point, which means that they won't run out of money and fresh recruits. If you play just a few turns into this scenario, you will readily notice the green and blue Troll Whelps, the orange and white Skeletons, and you'll probably soon see the brown level 2 trolls coming from the far side of the large chamber. This will be a long write-up, because this is a difficult scenario that stumps many players.įirst, here is the big picture. Other: Find Camerin the Arch Mage in the northernmost village. Starting units: Tallin and a supporter (typically Zlex, unless you lose him). Turns: 55/50/45 (Challenging / Difficult / Nightmare). Lose if: Tallin or Hamel dies or turns run out. Clear the caves by defeating all enemy leaders. Find the dwarves and move Tallin to their castle or. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen. Sometimes they attack the orcs (good for you) but other times they attack you. When you move there you will unleash a squad of trolls. When you do level units, keep in mind that you'll mostly be fighting skeletons for the next four scenarios Bowmen will be okay late-game but not so good in the near future.Īlso, beware of the tunnel entrance to the north-east.
Don't worry too much about levelling troops (except for Tallin and Zlex), because you'll get better troops next scenario anyway. The next scenario can be expensive, so try to finish as early as you can. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.
The southern edge especially is a good place to grab villages. Keep your head down, and let the orcs weaken each other while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units.
Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Initially you can't overpower the orcs by brute force.
Starting units: Tallin and Zlex, a loyal peasant.Īll you can recruit in this scenario are level 0 Peasants and Woodsmen, so it calls for unusual tactics. Turns: 41/31/26 (Challenging / Difficult / Nightmare). Although it seems it does differ in terms of features, it has a rather familiar style to it. Going by the information we have and the video, it actually looks a little similar to the open source turn-based strategy game The Battle for Wesnoth. Choose the optimal level of difficulty: from easy for beginners, to nightmarish for sophisticated tacticians. Use the environment for tactical purposes: freeze rivers, chop and burn trees, dig trenches, build bridges and barricades, and so on. Immerse yourself in a multi-faceted battle system that takes into account a variety of factors, including landscape and lighting, the direction of the unit's gaze, morale, and fatigue. Hire assistants: although they do not participate in battles, assistants give different bonuses, including a formidable catapult, poisoning enemies, increasing morale, and much more. Create a unique army: hire and equip soldiers, develop their fighting qualities, and learn new skills. YouTube videos require cookies, you must accept their cookies to view.