Let's Play After the Storm

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Re: Let's Play After the Storm

Postby Inky » May 9th, 2017, 10:27 pm

E2 S2 – The Heart Forest
There were very few friendly faces amongst the villagers. From what I heard during my stay, they feel forsaken by the Grand Council, which has been kept too preoccupied by the war against the Chaos Empire to heed the demands of the civilians. The unforgiving weather and the growing scarcity of resources to sustain their settlement has made these men and women increasingly bitter about the state of affairs.

I can’t help but wonder how the Alliance has fared in battle ever since we left their lands.

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We’re joined by a new leader… aaand he’s a crappy poacher. :doh: Forget missing Mal Keshar, I’m even missing Kyara right now.

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I guess this solves the mystery of what trolls eat.

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Hooray, we can recruit poachers now!!
…said no Wesnoth player ever.

Turn 2, First Morning

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Since we’re fighting trolls, sprites and their advancements are the most useful units to get, along with footpads/outlaws since they can range the trolls. Poachers are even more useless than usual here because trolls resist pierce damage.
I recall the three level 2 fire faeries from last scenario, along with some footpad types (including our fodder footpad Toc from last scenario). In retrospect I underrecruited a bit; a couple more sprites would have been very useful.

Turn 3, First Midday

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Heading northwest we're greeted by a few troll whelps.

Turn 4, First Afternoon

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Elynia and the faeries start giving the troll whelps a warm welcome.

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Seems like the troll whelps have brought some friends, but this should be pretty easy to handle...

Turn 5, First Dusk

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Yikes!! It seems that with no natural predators around, the troll population in this area has gotten out of control!

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Durvan finishes off the dying troll whelp in the south and the faeries continue to exterminate whelps.

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I put a footpad in the corner of the formation, hoping that his 70% dodge will soak up most of the troll attacks.

Turn 6, The Short Dark

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Lunry does an excellent job of dodging the troll whelps. Meanwhile, we’re also getting attacked from the south by some hungry wolves.

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We continue feeding kills to Durvan in the vain hope that one day he won’t be so useless.

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Meanwhile in the north we continue to fry whelps from the forest hexes, and Lunry manages to finish off a whelp, putting him close to leveling.

Turn 7, Second Dawn

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Most of the whelps wasted their turn attempting to hit Elynia in the forest. The fire faerie in the south got chewed up by some wolves and isn’t doing so well though.

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We fry one of the wolves and another whelp, though due to some mismanagement the fire faerie is still in range of the other wolf.

Turn 8, Second Morning

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Fortunately she survives. Because the fire faeries’ HP is so pathetically low, all of them are half dead now, so it’s not a good idea to attack with them even though it’s day.

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Durvan finishes off the wolf in the south, and Elynia starts healing the fire faeries while the footpads in front act as meatshields (which is all they’re good for during the day).

Turn 9, Second Midday

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The troll whelp situation is finally starting to look manageable. We’ll start off by frying the two nearby whelps.

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We use the fire faeries from the back and stick the outlaws in front to defend them.

Turn 10, Second Afternoon

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Our faeries happily continue their fire setting spree. Most of the trolls seem to have gotten tired of fighting and decided to go for a swim in the lake instead.

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We get rid of a couple more trolls on the mountains, and finally get a glimpse of the culprit behind the troll infestation.

Turn 11, Second Dusk

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We continue advancing toward the troll leader, and one of the fire faeries levels into a forest spirit - I prefer the forest spirit over the more damaging dryad because it has 50% physical resistances while the dryad has none. But more importantly, the forest spirits look much cooler.

Turn 12, The Long Dark (1)

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We first have Elynia slow the troll leader.

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A couple other units whittle him down. He only has 40% defense in the castle, so he’s quite easy to take down.

Turn 13, The Long Dark (2)

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Durvan levels up by finishing off the troll leader, who doesn't know what hit him. I would be confused too, if I got killed by a measly poacher.

Turn 14, The Long Dark (3)

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We help ourselves to the nearby villages and the troll leader’s stash of 80 gold.

Turn 15, The Long Dark (4)

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We head on north through the forest…

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…where we interrupt some bandits in the middle of a moneymaking venture.

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Well, we kind of have our hands full babysitting YOU.

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Oh well, what's one more useless unit to babysit.

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This… is a new low. Who’s going to join next, an Elvish Lady?
Although she can level, her level 1 form is just as useless as her level 0 form and any experience given to her is wasted, so at least we don’t have to try to feed her kills.

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Elynia recruits a couple thugs since I don’t have any yet, and a couple units get in front of Allyna to shield her.

Turn 16, First Dawn

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These weak bandits are no threat at all (well, no threat to units other than Allyna), so we have an easy time clearing them out.

Turn 17, First Morning

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We clear out the last of the useless bandits, and have a chat with Allyna.

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THAT'S RIGHT

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Please say no please say no...

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Great. I'm sure her amazing 3-2 damage is going to turn the tide of battle.

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Babysitting services and now cleaning services, we just get all the fun jobs.

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Turn 18, First Midday

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Scouting ahead in the north reveals a giant mob of poachers.

Turn 19, First Afternoon

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We start by picking off a couple overeager bandits.

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A few more poachers decide to come try their luck (though no amount of luck is going to help them).

Turn 20, First Dusk

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This is waaay more poachers than I ever wanted to see at one time.

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We start killing off some poachers, leveling another forest spirit in the process.

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As useless as poachers are, with so many around they might actually do a lot of damage, so we have our hero footpad Toc try to distract them.

Turn 21, The Short Dark

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Poor Toc finally bites the dust, though he managed to distract all four poachers, and another large mob of bandits arrives from the north.
Retreating now would be an option, but footpads are not very damaging at all and thieves are useless if you don't let them backstab you, so I decide to stick around and try to kill off the four poachers and footpad in the south.

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Durvan stabs a poacher to death, while Elynia and a faerie fry the footpad.

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Our other units almost manage to finish off the rest of the poachers. Forest spirits are actually great tanks because they have 50% resistance to the outlaws’ physical attacks, so I put them in front.
We also make sure to form the line so that no unit can be backstabbed.

Turn 22, Second Dawn

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A pretty pathetic showing for the outlaws- all they managed to do was almost kill a thug.
We'll first focus on killing the 3 thieves, since they can potentially do a lot of damage with backstab.

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Elynia and the forest spirits make very quick work of the thieves.

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The dying thug even manages to kill a poacher. We use the other units to protect him with their ZOC.

Turn 23, Second Morning

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Now that it’s day, our faeries effortlessly plow through the remaining outlaws.

Turn 24, Second Midday

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We continue north without meeting much resistance along the way.

Turn 25, Second Afternoon

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Our third fire faerie levels into a dryad, since the high damage per hex can sometimes come in handy.

Turn 26, Second Dusk

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We get a glimpse of the fugitive leader. There are a couple of dangerous level 2 enemies hanging around his keep.

Turn 27, The Long Dark (1)

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Fortunately their leader is not too bright and will run out to attack.
Yry the thug deserves a medal, he survived the rogue and fugitive attacks while swimming in the river!

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We kill off the rogue and place a forest spirit next to the fugitive leader to block him from escaping back across the bridge. Bet he wishes now that he had learned how to swim!

Turn 28, The Long Dark (2)

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There are two options here: retreat and wait for the day (much safer), or try to kill the leader now (risky but much faster, so more gold carryover).
I’m not very patient so I go for the leaderkill – I have 5 hexes on the leader since the 3 faeries can use the deep water hexes, and Elynia can also do some good damage with her magical attack.

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We start off by frying him with the dryad to see how much damage we can get in.

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The dryad's really earning her pay, getting 5 out of 6 hits in. Because the dryad managed to hit a lot, I’m pretty sure I can kill the leader this turn, so it should be safe to attack with Elynia even though she’s wounded (she can’t be killed this turn).

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Our own useless fugitive didn’t manage to hit so that was a waste of a hex, but our forest spirits are doing better since they have magical damage. Almost there!

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He finally goes down after being roasted alive by our faerie gang – that’s got to be a painful way to die.

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Advancements: dryad, 2 forest spirits, fugitive, outlaw, trapper
Losses: Toc the footpad - R.I.P.
Restarts: none

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Attachments
AtS-2-The_Heart_Forest_replay.gz
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Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby ForestDragon » May 10th, 2017, 4:02 am

Inky wrote:Losses: Toc the footpad - R.I.P.
Well, you could name another footpad Toc, since the person who suggested the name said something about quasi-dying, if i am not mistaken.
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Re: Let's Play After the Storm

Postby Inky » May 25th, 2017, 6:26 am

I hope everyone voted in shadowm's polls about porting IftU and AtS to Wesnoth 1.14! (Why are there only 17 votes?!!! Where is everybody???)

Cutscene – E2 S3 – Unrest in Raelthyn
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Are the woodsman and peasant part of the city guard? They must be getting desperate.

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Elynia goes to introduce herself…
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…and gets the usual response.

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Wow, apparently we’ve been busy!

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More like, there's no way we could have been that productive...

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Finally, some reasonable people show up.

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***

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Like all our allies, these guys have been pretty useless so far, but at least they're sorry about it.

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Well, I guess it's the thought that counts.

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I feel like about 99% of our problems were caused by that teleport spell not working right :doh:

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Not them again...we have enough people to babysit as it is.

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A very plausible conclusion.

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Great, the elves are slaughtering each other again. I think they just have too much free time on their hands.

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Soooo... does anybody have any good news?

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The Grand Council is too busy sitting around in meetings all day to do anything, so it's all up to us as usual.

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Yeah, an undead horde! Now we're talking!! 8)

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Elynia wants them to help her snoop in Argan's diary.

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I've got some bad news....

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Wow, for once someone else is helping us instead of the other way around!

E2 S4 – Shifting Allegiances
And so we left for the eastern marches, with a renewed and clear purpose.

Surprisingly enough, Durvan and some of the other hunters from the Heart Forest agreed to participate in our expedition. Allyna offered her help as well, providing us with a safe route to follow, incidentally crossing through her village.

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“Are we there yet?” What is he, 5 years old?

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Allyna joins in on the whining.

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I knew it, she couldn’t possibly have been so useless! Would it be too much to hope for, that one day Durvan is also going to sprout wings and become less useless?

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An overpowered demon shows up to chat.

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Since when was just showing up and demanding things called “diplomacy”?

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Durvan provides an insightful contribution to the discussion.

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350 vs. 110 gold, this is going to be the easiest Wesnoth scenario ever!

Overall map layout:
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There’s a small empty keep in the center where we can recruit reinforcements, and there are two more empty keeps in the southeast.

Recruits:
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Now that Zynara’s here, we can recruit awesome ghosts!! (And skeletons/skeleton archers/corpses/bats but these aren’t very awesome.) Now we don't even have to look at those useless outlaws anymore!
Ghosts are by far the most useful units on this list, so I always prioritize giving experience to ghosts in this scenario.

Turn 1, Second Dawn

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Arcane and fire are the best damage types to get in this scenario, so I recruit a mix of ghosts and sprites, and also a bat to go grab the far off northern villages. I don’t bother with any recalls this scenario because outlaws suck and my faerie veterans are already max level.

We use Durvan as bait to lure out the two rock golems.

Turn 2, Second Morning

You know, there’s been something really strange about the scenarios so far…

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They didn’t have drones in them!

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The two rock golems couldn’t resist coming out to punch Durvan in the face. It turns out that rocks are highly flammable, so Elynia and the sprite fry them for the ghosts to finish.

Turn 3, Second Midday

Two drone leaders arrive in the two southeastern keeps.
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Things aren’t looking so good for Elorran, who has basically been over here building a rock collection the whole time.

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We head for the central keep, where we’ll be able to recruit reinforcements.

Turn 4, Second Afternoon

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The two drone leaders in the southeast begin mass producing drones.

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Elynia starts mass producing sprites, whose magical fire attack is the most effective way to damage the drones.

Turn 5, Second Dusk

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Elorran comes to the realization that his little rock collection isn’t going to do so well against the drone horde, and now he suddenly wants to be friends.

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I’m not sure someone who uses dark magic to makes corpses should be lecturing on trust…

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Hey, what about Mal Keshar? He would have blasted his way through this entire map already!

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Elynia continues recruiting a mix of ghosts and sprites.

Turn 6, The Long Dark (1)

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Some drones come out to attack. Do you ever get the vague feeling, that something has happened to you before?

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Elynia recruits a final batch of ghosts/sprites and we begin the drone extermination process.

Turn 7, The Long Dark (2)

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Another group of pests arrives.

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Even during the night, sprites are pretty good at frying drones.

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We try to have Elynia heal some of the sprites, and use some ghosts to shield her since it would be very inconvenient if she were to get poisoned.

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Let’s see how our ally is doing in the east. Surprisingly the rocks are doing a pretty good job keeping the drones occupied.

Turn 8, The Long Dark (3)

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A couple drones ganged up on the experienced sprite, but she manages to survive.

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The sprites help clear away the two nearby drones, and we managed to give one of the kills to the half leveled ghost.

Turn 9, The Long Dark (4)

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Sadly, we lost a ghost on the southern village last turn, and the sprite in the north was viciously pecked to death by some birds.

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The leveling ghost finishes one of the razorbirds and turns into an awesome wraith, and the rest of the units head east and whittle down the rayblade.

Turn 10, First Dawn

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Thankfully, we’re mostly done exterminating the green drones.

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On the left, we level a second wraith while the wraith on the right takes care of the drone in the water.

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Everyone else quickly heads east to help out Elorran, who is looking pretty lonely. We use the ghosts in front to shield the fragile sprites, who are still healing up.

Turn 11, First Morning

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The drones mostly just decide to wander around, so we’ll have to go attack them.

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A ghost finishes the rayblade on the village for a juicy 16 XP.

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The vampire bat, who has been working hard grabbing villages in the north this entire time, has now outlived its usefulness, so it just gets used as drone bait.

Turn 12, First Midday

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The bat dies heroically, but in the south the sprite managed to dodge extremely well and survive.

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We manage to clear out the three wounded drones in the south, and also get rid of one of the northern drones.

Turn 13, First Afternoon

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First we level up our experienced sprite.

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Everyone else advances south towards the war drone.

Turn 14, First Dusk

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The leader recruits a couple more drones but they're just free XP. Elynia softens a drone so an experienced ghost can finish it.

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And we give the other kill to the other ghost.

Turn 15, The Short Dark

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Time to get rid of the war drone leader. We use Elynia first (even though she has a tiny chance of dying) since she’s our most damaging unit against the drone.

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Durvan levels by attacking the leader, finally becoming almost useful. Ranger is clearly the better advancement choice, for the extra HP and movement point, and makes better use of the strong trait.

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A couple of other units whittle down the leader, including the 29/30 XP ghost who leveled into a third wraith.
The half leveled ghost finishes the leader and levels into a shadow.

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We’re well on our way to making our massive spectre/nightgaunt army! :twisted:

Turn 16, Second Morning

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Everyone starts converging on the final leader, including the wraith and ghost who were hanging out in the west picking off drones the entire time.

Turn 17, Second Midday

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The wraith got severely wounded by the razorbird so he runs and hides behind other units in the south.
We also fill up the keep to prevent further nuisances from spawning.

Turn 18, Second Afternoon

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We level a second fire faerie by frying the razorblade in the north, and start frying the leader using an expendable sprite.

Turn 19, First Afternoon

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First we have a fire faerie and then a wraith soften up the leader.

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The shadow then backstabs it to death.

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YOU DIDN’T DO ANYTHING!!

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(tl;dr Uria wants to use the Ruby of Fire to invade another world called Ethea, probably to get some powerful artifact there.)

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Isn’t it nice to know that the whole purpose of your world is to be a breeding ground for those drones?

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Uria with the Union, just what we need…

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Elynia does some smooth talking to convince Elorran to let her keep the Ruby.

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Yeah! We actually get a useful ally, for once!

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I guess pattern recognition isn’t one of Elynia’s talents.

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Advancements: ranger, 2 fire faeries, 1 shadow, 3 wraiths
Losses: a sprite, 2 ghosts, vampire bat
Restarts: none

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I had to cut out more dialogue than usual because there was just so much of it; if you want to read the full dialogue you can view the cutscene save / replay.
Attachments
AtS-2-Unrest_in_Raelthyn.gz
cutscene only
(12.64 KiB) Downloaded 21 times
AtS-2-Shifting_Allegiances_replay.gz
(59.33 KiB) Downloaded 19 times
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby daud2001 » May 27th, 2017, 2:30 pm

"YOU DIDN'T DO ANYTHING!!"
I love this one, maybe the funniest in a while.

It also changed my perception of Elorran.
Elorran: "I'll throw a rock at Uria. ... It'll be a big rock."

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Re: Let's Play After the Storm

Postby shadowm » May 27th, 2017, 5:30 pm

inky wrote:YOU DIDN’T DO ANYTHING!!

And thus, after 5 years, the prophecy has finally been fulfilled.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: Let's Play After the Storm

Postby Inky » June 7th, 2017, 3:07 am

Everyone voted in the polls linked two posts above about porting AtS/IftU to Wesnoth 1.14... right? :D

Thanks for the comments, the fodder name will be added next scenario!
E2 S5 – The Eastern Front
After a couple of days, we finally arrived at the frontier. Unfortunately, we’d soon learn that the Council’s fears had become more than mere speculations.

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We’ve got an awesome new member of the group! Anya has great movement, the ability to regenerate, and does some nice magical damage… that is, when she’s not too busy picking flowers. :doh:

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Don’t encourage her…

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Durvan is the voice of reason now - we’re doomed.

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Map layout:
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Our strategy will be to just stay put near our keep and let the 3 armies come to us; this way we can reinforce as needed and most importantly, we’ll be able to catch the elves on the surrounding flat terrain.

Turn 1, First Dawn

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Everyone starts grabbing villages and we recruit only up to our villages’ support to maximize income, since we won't be fighting for the first few turns. A couple bats will go to the empty southwest corner of the map to grab the villages there.

The main elvish units (fighters and archers) do blade / pierce damage, and skeletons and skeleton archers have 40% blade and 60% pierce resistance so they'll be our main recruits. It’s pretty unfair for the poor elves.

Turn 2, First Morning

Let's see what the elves are up to:
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In the northwest we’ve got our old pal Unidë from the previous elvish civil war (back in E1 S3), who has clearly not learned a lesson from last time.

Elvish acolytes (the unit in the southern hex) are the biggest threat to undead with their 5-3 arcane magical attack - too bad the enemies weren’t smart enough to recruit more of them.

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The southeast leader has decided to branch out and use rayblades too.

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Clearly innovation is not one of the northeastern leader’s talents. We’ve just got your regular boring old elves here.

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In fact, we’re going to murder as many elves as possible for the XP.

Turn 3, First Midday

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We continue grabbing villages and recall a few more units, still keeping income at maximum (I love how in Wesnoth you can make money just by sitting around).

Turn 4, First Afternoon

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Now that the elves are about to arrive, it's time to start the undead party! Elynia starts mass producing skeletons and skeleton archers.

Turn 5, First Dusk

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Some overeager elves arrive from both sides.

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Instead of trying to fight a two front battle, we’re just going to retreat into the keep on the right, and send everyone else west. Elynia recruits some more spam and also recalls the other two wraiths so they can hopefully pick up some XP.

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In the west we killed off the nearby archer and fighter but due to bad RNG the fighter and mystic manage to survive.
I try to occupy the forest hexes with my own units so the elves can’t use them. :twisted:

Turn 6, The Short Dark

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A couple skeletons got surrounded and killed last turn, but all these tasty elves are on 40% defense and it's night - it doesn't get much better than this!
Since we only have one turn of night we need to make the most of it and kill as many elves as possible this turn.

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The magical units zap the scout in the forest, and the experienced ghost murders a shaman.

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We poke on the elvish fighters with the skeleton archers, and a ghost finishes the dying fighter.

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The elvish acolyte is a high priority target, so we have the shadow skirmish around to backstab her.

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The other undead manage to clear out a couple more fighters, and the purple army is almost gone now - a pretty successful turn!

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Meanwhile the units in the keep pick off some of the eastern elves.

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The experienced ghost finished off the archer and we get another shadow for more backstabbing fun.

Turn 7, Second Dawn

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First things first, we’ll clean out the few remaining northwestern elves.

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The shadow backstabs the shaman, Anya zaps the dying fighter, and the skeleton/wraith gang on the left clear out the three fighters. I just love fighting elves outside of the forest!

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Next we turn our attention east. An experienced ghost finishes the scout on the keep, leveling into a third shadow.

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The other shadow went north and tried (keyword: tried) to backstab the shaman on the village, and Zynara zaps a scout.

Turn 8, Second Morning

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It’s a sad day for the undead: it’s morning, a dying skeleton got finished off by a rayblade, and in the northeast the experienced ghost died and the poor skeleton archer is doomed.

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Elynia recruits another ghost to try to replace the one who died and the experienced shadow moves onto the village to heal, which was a really big mistake.
Here’s a tip about using ctrl+v: you can’t trust it if you have useless units on the front lines.

Turn 9, Second Midday

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It’s looking pretty lonely over here. Most of the skeletal undead in the east got demolished and the rayblade killed the shadow on the village.

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Revenge! Anya gets some nice XP from zapping the rayblade and the shadows team up to backstab the acolyte.

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We then try to clear out the remaining elves, and Elynia recruits another ghost.

Turn 10, Second Afternoon

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The newly recruited ghost had a tragically short lifespan but it did distract both rayblades.

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The shadows backstab the shamans and we continue feeding Anya kills, as she needs a ton of XP to level up.

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Zynara finishes one of the rayblades for some nice XP, and a skeleton finishes the other.

The battle is basically over now, and we just need to go hunt down the leaders.

Turn 11, Second Dusk

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A few units go northwest to say hello to Unidë.

Turn 12, The Long Dark (1)

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In case anybody needed further proof that Unidë isn’t the brightest elf in the forest: she foolishly got on 40% defense to shoot at the skeleton, who then attacks her back.

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And we have the ghost finish off Unidë. It levels into a shadow, so we now have 3 wraiths and 3 shadows.

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That’s the spirit!

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It’s so heartwarming to see everybody getting along so well.

Turn 13, The Long Dark (2)

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The other units split into two groups and head for the two eastern leaders.

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Well who cares, all unit types are welcome in our army - orcs, corpses... even poachers.

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Skipping ahead several turns...
Turn 20, First Dusk

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We start converging on the outrider leader, and Anya (finally!) levels up by zapping a scout.

Turn 21, The Short Dark

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The southern leader is trickier, since she can instantly fry any undead unit.
Durvan is useful against her since he resists arcane and has a good melee attack… oh wait, “Durvan” and “useful” do not belong in the same sentence. He gets 0 out of 4 hits in.

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In the north we start working on the outrider.

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He quickly goes down with the help of some backstabs, and Anya gets the kill.

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Where do all the enemy leaders learn to do this?!

Turn 22, Second Dawn

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We aren’t making any progress here though, as Durvan helpfully misses the leader four times again.

I decide to just ZOC the leader with Durvan and Elynia and wait for the northern units to come help, because clearly the units here aren't going to cut it.

Turn 24, Second Midday

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I have no comment, words fail me right now…

Turn 25, Second Afternoon

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Luckily Anya arrives to help. Anya and Elynia just start whacking Telan in melee with their staffs. It's actually pretty effective!

Turn 26, Second Dusk

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Now that we’ve got a lot of units around we should be able to finish Telan this turn, so it’s safe to attack with the undead.

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It was a magic shadow! The shadow hits 3 for 3 and finishes Telan.

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Well, talk about being a sore loser.

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We’re so glad to see you too, I just don’t know what we would have done without you!! :annoyed:

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Advancements: bone shooter, necromancer (Zynara), night nymph (Anya), 3 shadows
Losses: shadow, 2 ghosts, 2 vampire bats, 5 skeletons, 5 skeleton archers… hey, don’t look at me like that, they were dead already! :whistle:
Restarts: none

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***
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Durvan is bored again, someone get him some crayons…

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And we get to do all the real work. What else is new?

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And when Galas and Mal Keshar infiltrated the Chaos Empire, how did that go?!

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So we're going to bring the Ruby of Fire deep into enemy territory, what could possibly go wrong?

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Attachments
AtS-2-The_Eastern_Front_replay.gz
(67.19 KiB) Downloaded 14 times
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby daud2001 » June 12th, 2017, 10:55 am

Inky wrote:Thanks for the comments, the fodder name will be added next scenario!

Mitforelf -> Meat for elf
It won't work in the next scenario, maybe the next one.
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Re: Let's Play After the Storm

Postby Inky » June 14th, 2017, 3:54 am

daud2001: Ohh I didn't get that, thought it was some obscure reference. I already put the name in this scenario, I guess it will just be ironic that Mitforelf is (spoiler alert) killed by orcs :P

E2 S6 – The Voyage Home
I continued to feel uneasy about the decision for some time. Leaving both the Grand Council and Elorran awaiting our return for so long...

According to Valen, the Council understood the urgency of the situation and the importance of our mission for the elves. Unfortunately, the same couldn’t be said for the demon lord; it took Anya her best effort to persuade him to let us take the Ruby of Fire to enemy territory.

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Anya's actually great in the desert since she can fly. On the other hand...

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Foot units like Durvan here are even more useless than usual.

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(“Secure their settlement” meaning: slaughter them all!)

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The desert is also haunted by a few groups of really (really) weak level 0 ghosts, which are mostly just a minor annoyance.

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Map layout:
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We’re in for a long hike in the sand. There’s an empty 2-hex keep in the center which is perfect for reinforcing, since we’ll reach the keep at approximately the same time as the orcs.

Turn 1, First Dawn

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I just recruit one keep of mostly level 1s to keep income positive; the plan is to head to the small central keep and do most of the recruiting there. I only get flying units because (as Durvan and Zynara will demonstrate) foot units are horribly slow on sand terrain.

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He seems really excited to see us, it must be pretty boring over there.

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The southern leader is the aptly named Pigork. His parents must have had an interesting sense of humor.

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I think he is sensitive about the word “pig”

Turn 3, First Midday

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We continue east without much resistance, just a small group of the really weak ghosts.

Turn 4, First Afternoon

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Even without the sandstorm she wasn’t going anywhere…

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The sandstorm just covers the map in fog for a few turns, so it’s really nothing to get so worked up about.

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The sprites and wraiths clear out some of the errant souls.

We spend the next few turns heading east toward the central keep.

Turn 7, Second Dawn

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Our units (besides Durvan and Zynara, that is…) reach the central keep just as the orcs begin to arrive.

Turn 8, Second Morning

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There are a couple out of the way villages in the northeast (along with a couple errant souls) so one of the sprites went off on her own to grab them.

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Meanwhile at the keep we’re under attack from a pack of pigs, I mean, wolves.

Our main priority is to kill that orcish archer on the right, since his fire damage is dangerous to the ghosts. Since it’s day our undead aren’t going to do much, so we’ll use Elynia to fry him.

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The experienced wraith finishes the archer, and we also get rid of a wounded wolf. I used the sprite from the 40% sand hex instead of the village in order to hopefully distract the wolves from Anya, who is somewhat low on health.

Turn 9, Second Midday

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The distraction was a success - the poor sprite gets used as a chew toy for the two wolves, but she manages to barely survive.

We are way outnumbered here so we’ll be using the 2-hex keep to recruit for the next few turns.

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Elynia first moves to the keep to recall a shadow for backstabbing those archers and a footpad for – shhh don’t tell him!

She then goes to fry the archer so Anya can finish. Elynia’s one of the most damaging members of our group (though, that’s not saying much…) so we try to have her attack something every turn.

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Finally the wraiths finish off an errant soul and a sprite softens up one of the wolves.

Turn 10, Second Afternoon

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Several orcs wasted their turn attacking the sprite, but all they accomplished was helping her level. She killed the dying wolf in retaliation and is just 1 XP from leveling now.

We’ll level her by frying the grunt on the left, which we need to get rid of immediately in order to retreat Durvan.

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The experienced wraith finishes it, so now Durvan can run off to heal (some help he's been...).

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Elynia again moves to the keep and recruits some fodder (skeletons are good for fodder because they resist the grunts’ and goblins’ attacks and can distract the archers), then goes to fry a wolf.

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It’s not safe to use the ghostly undead right now because there are so many orcish archers around, so we just make a line and hide them in the back.
Mitforelf the fodder footpad gets on the 60% defense flat terrain to distract some orcs.

Turn 11, Second Dusk

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A round of applause for Mitforelf! He distracted 3 orcs, while the skeleton in the keep distracted the two archers.

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Elynia recruits some more fodder skeletons and then softens up an archer for the experienced ghost to finish.

It is essential to clear out those four orcish archers on the right so they don’t roast our undead.

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The shadow backstabs one archer to death, and the experienced wraith finishes another and levels.

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The skeletons finish the remaining archer on the right, and next we start clearing out the archers on the left.

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The fire faerie fries another archer and Mitforelf generously offers himself up as bait again. (I made a mistake and should have used the fire faerie and footpad one hex to the left, so that less orcs would be able to reach.)

Turn 12, The Long Dark (1)

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Hey, where did everybody go?!
Thanks to several orcs getting full hits last turn, we’ve lost the fire faerie and footpad on the left and the sprite and skeleton archer on the right. Insultingly, the fire faerie was poked to death by a goblin, which we’ll want to kill before it levels.

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Zynara uses her plague staff to turn a dying archer into a corpse, and the spectre fortunately gets rid of the goblin before it can level.

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Elynia stops by the keep one final time to recall a couple veterans (in retrospect it would have been better to recall these last turn instead of getting more fodder) and then goes to fry a grunt. She has been really busy this scenario!

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We also manage to finish off the last of those archers!

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Unfortunately we get a bit of bad RNG here, as the shadow and ghost didn’t manage to kill the grunt so the skeleton has to finish it instead of being able shield the other units (by moving to the highlighted hex). I should have first moved the ghost so I could backstab with the shadow one hex to the north, which is much less exposed.
Now both the grunt and goblin can reach the 16 HP shadow; the grunt does 6-2 and the goblin does 4-3 damage to the shadow so it would need a bit of luck to survive, but it doesn't seem to be his lucky day...

Turn 13, The Long Dark (2)

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Argh, these stupid goblins!! :evil: That shadow and his 70 XP will sure be missed.

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On the left the ghost finishes a grunt and levels into a wraith, since shadows die too fast…

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The other units clear out the few remaining orcs, and now we just have to march south to finish the leaders.

(Skipping the next few turns)
Turn 17, First Morning

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We begin our attack on the orcish camp.

Not pictured: Durvan and Zynara who are still up north playing in the sand.

Turn 18, First Midday

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Bratar recklessly charges into the middle of our units, which wasn’t the best decision of his life. Then again he is recruiting assassins against undead so he is clearly not too bright to begin with.

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We easily zap him to death with our magical units.

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Well that doesn’t sound good. We head south towards the remaining leader.

(Skipping the next couple turns)
Turn 21, The Short Dark

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Anya levels up and now she is really awesome! She can now teleport, which is the coolest ability in Wesnoth.

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The other units advance south and another wraith levels up by killing the grunt. I stick the sprite in front because I don’t want the archer and leader to gang up on a spectre and potentially kill it.

Turn 22, Second Dawn

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The leader wisely decides to just stay in the keep though. The spectres use their ranged attack since attacking in melee is risky, and the expendable skeletons and sprite soften him up further.

Turn 23, Second Morning

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The sprite got killed, which we aren’t too sad about. Elynia starts cooking Pigork.

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All that XP that the newly recruited archer has is from all our surrounding units attacking and missing...

The dying skeleton offers itself up to distract the orc leader (I mean, it is about to level, but that would just mean that instead of a useless unit costing 1 gold per turn you’d have a useless unit costing 2 gold per turn.)

Turn 24, Second Midday

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I used some low damage attacks such as the skeletons and Anya’s melee attack to soften up the leader so a wraith could get the experience.

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What, bringing you along?

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Elynia once again demonstrates her severe lack of pattern recognition skills...

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Advancements: fire faerie, nightshade fire (Anya), 2 spectres, 1 wraith
Losses: shadow, fire faerie, 2 sprites, footpad, skeleton, skeleton archer, corpse
Restarts: none

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Attachments
AtS-2-The_Voyage_Home_replay.gz
(66.05 KiB) Downloaded 10 times
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby daud2001 » June 17th, 2017, 9:21 am

Inky wrote:daud2001: Ohh I didn't get that, thought it was some obscure reference. I already put the name in this scenario, I guess it will just be ironic that Mitforelf is (spoiler alert) killed by orcs :P


It's okay, maybe I should have explained it. How about something more obvious. Like Greedo.
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Re: Let's Play After the Storm

Postby ForestDragon » June 17th, 2017, 9:48 am

daud2001 wrote:It's okay, maybe I should have explained it. How about something more obvious. Like Greedo.
Looks like we might be seeing a 'Han shot first' joke in this LP quite soon :whistle:
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