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Parrhesia and Integrity's Guide to Surviving Wesnoth


Parrhesia
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Before this update, a joke.

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I will not be replaying it.

3 was Filler Bandit Cave, 11 was the inoffensive but bland Mal-as-Lich debut against the trolls.

LEGEND OF WESMERE 3B: It's a shame this isn't the second chapter or I could make the Hamlet soliloquay joke

Spoiler

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This map... is fucking big. We're gonna get nowhere training six daves a turn in the far corner. Kalenz and Landar spit out some recalls and then gun it west immediately.

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Three orcish archers down here are swept away, and our scout homie promotes.

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Wonder what this NE base is for? A hard-mode thing, maybe?

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The northern logjam does us no good; I have a few guys press west. Honestly, at this stage, Galtrid alone's got more guys (27) than the combined orcs (26). Pistachio promotes killing the slayer. I reckon I can beat this with just one more wave of Kalenzmen to seal the deal... I hope we get to recall Galtrid's survivors after this.

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This fucksquad coming in from the west worries me somewhat. But only somewhat.

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We brute-force through the north, and get a presence out west.

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Enough of one? Well... promoted wolves are a tough proposition. The reprisal promises to be swift, and brutal.

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We lose two archers in the west, but somehow not this guy in the north.

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Anduilas belatedly arrives!

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So does Kalenz.

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48 of us, 28 of them. Yeah, it's overkill, but this'll feel good. Also, Urudin's entire brigade is dead. And we're still making a profit even after this spending spree, with barely a quarter of the map ours!

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Levor Funeral Dirge winds up with two choices: kill this guy with two 50%s, or get murdered next turn. He goes for the former, becomes a hero.

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We clean house in the north, clearing the way for a day push to...

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Here, the state of play with the three leaders. Urudin, the guy who sassed us in the beginning, is alone with little to recommend him. Murudin in brown is out of cash. Mutaf-uru in orange... has plenty left in the tank.

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As the green hero lord (redundant, you'd think) gets shredded in the north, Miserly Nelal, who has spent the past 400 years poisoned and on one health, finally bites it. Vari... Variaer... the joke was Varia Suit, that guy, to his west, dies too, and Torpid Nanas, the third screener, barely survives. No other casualties, though. We weathered that storm.

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Anduilas flushes out and then executes the slayer. Marksman is fucking brilliant, even if magic is almost always better. Green rushes to cover him, bringing down another knight in the process.

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Lavor deletes this guy, but we can't follow-up. One archer even eats two nets and dies trying to kill the outrider. Some more green is absolutely dead meat in the west.

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Also these three guys were sitting on these three villages forever, so I decide, fuck it, and sandwich this guy to kill him. Even on a village, it shouldn't take long.

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These two fighters are duly murdered.

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Arkildur makes it! His first blow in anger of the map is a kill. It's sorely tempting for Landar to range further upfield and pick off a knight, but he'd be surrounded and destroyed.

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We mop up here. This goblin actually picked up a kill somewhere along the way.

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This archer is almost eaten to death. Glad I didn't attack at night now!

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Green and red are kind of getting in each others' way now, since red must always move first. I move most of red towards the hills.

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In the west, they chose to run instead of fight. So, we chase. Now instead of at least biting first, they ... get shot, mostly.

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They crunch into me.

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Erurk here actually kills the archer. I say fuck it and nab the brown village I wanted this whole time.

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Basically accidentally, this group winds up shaping up into the kill-team for brown.

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MARKSMEN

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e4614467e730049a03d044f1619ee361.jpgBrown takes the bait, and then a shitton of people die in the north.

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Leaving me... here. My decision-making is easy if I don't keep team green. It's hard if I don't. I have a lot of red grist I don't care about, and I wish I could just move everyone at once. I underestimated the damage they could do to green on EP, I think - they shredded a few keystone guys.

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Easy enough here, though. Brown is out of the game. At this stage, I quit the game and think, before deciding, fuck it, yolo.

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I don't expect this. Timal hits three out of four 30%s to kill the slayer, and the other two guys are needed to help, too.

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For green, I opt for cowardice.

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The consequences are brutal. Our forces are shredded, bluntly. Ranger Rad Hamilton bites the dust, failing to dodge a hilarious amount of 60%s, but I can hardly complain given Urudir's misfortune.

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A very risky player phase, in which we take the shots we can and leave multiple reds for the taking (and, worse, promoted greens)...

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Goes relatively not awry.

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What I'm not expecting is the warlord to come out to the shallows to die, just to get the chance to decapitate some green archer.

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We sweep clear some more experience in the north. Then it's go-time.

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Boom.

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Two homie scouts ride up from the east corner.

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This better not be the end, Galtrid's men! This better not be the end!

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Alright, n-

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Okay, then.

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So, yeah, that map went... long. But. Wildly successful!

 

Edited by Parrhesia
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I took a little peek into DiD11. Seems like Malin is even more whiny now.

"Yes... yes. The book. That half-rotten, tattered tome which I gave my blood and soul for. I forsook my people, my family, my home... to follow that damned necromancer! And in the end, he betrayed me too, just like Drogan, just like Dela..."

"Everyone has betrayed me. I am alone. All that is left..."

 

Edit: Okay yeah. Chapter 11 really is completely different now. It's quite a marathon though, since it's essentially a whole bunch of different maps in a row. It's not like "A Small Favor" which were three different maps. It's played as one map that just keeps getting rebuild. Honestly, I think it may actually be worth checking it out.

Edited by BrightBow
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9 hours ago, Parrhesia said:

Before this update, a joke.

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I will not be replaying it.

There were other updates for campaigns that have been done.

None were really worth noting.

9 hours ago, Parrhesia said:

As the green hero lord (redundant, you'd think) gets shredded in the north, Miserly Nelal, who has spent the past 400 years poisoned and on one health, finally bites it

Well, when he was poisoned beyond a mortal's lifespan of course that's be the case.

9 hours ago, Parrhesia said:

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Okay, then.

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So, yeah, that map went... long. But. Wildly successful!

That's a lot of money for definite, a lot of dead grist as well but they at least didn't die in vain.

4 hours ago, BrightBow said:

I took a little peek into DiD11. Seems like Malin is even more whiny now.

"Yes... yes. The book. That half-rotten, tattered tome which I gave my blood and soul for. I forsook my people, my family, my home... to follow that damned necromancer! And in the end, he betrayed me too, just like Drogan, just like Dela..."

"Everyone has betrayed me. I am alone. All that is left..."

I mean, it's not like How could this happen to me wasn't playing in the background before.

Also, not enough "YOU ARE TEARING ME APART DELA"

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No "tearing me part" but he's trying his best.

"The soul. Dela always said I was a creature without a soul. I suppose she was jesting at the time, but perhaps not after I killed Drogan."

"Bah! Two can play that game. I have only ever fought to protect my people and my family, but the only thing I received in return was scorn and exile. My own sister would not listen to me. My people would rather feed themselves to orcs than follow my ‘sorcerous ways’. Drogan, Dela... all of them! They are the ones without souls, not me!"

 

Edit: "None can stand against me any longer! To those who cursed me prior: I spit at thee! For I am Mal Keshar the Damned, spurned by all men, forsaken by all who live and draw breath! I laugh, for now, you are all naught but remains and dust, and I live on, alone..."

Edited by BrightBow
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13 hours ago, Parrhesia said:

Before this update, a joke.

8ab82bbd01247de8623a035eac624da6.png

I will not be replaying it.

3 was Filler Bandit Cave, 11 was the inoffensive but bland Mal-as-Lich debut against the trolls.

LEGEND OF WESMERE 3B: It's a shame this isn't the second chapter or I could make the Hamlet soliloquay joke

  Hide contents

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I know that Orcs supposed to be kind of dense, but they could've gave them an wider variety of insults.

Edited by Armchair General
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LEGEND OF WESMERE 4: VENTURE CAPITALISM CLAIMS MORE VICTIMS

Spoiler

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All? Surely you jest. We have nine fucking hundred gold in the coffers!

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Alright, easy.

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More fun with colours; today we fight purple and black. Note also the captured elf, and, uh, the mausoleum?

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The bosses we have to kill. Saurians are new! Believe it or not, these are the first representatives we're seeing of the game's sixth faction, one almost invisible in the campaigns themselves. They're, well, chaotic light skirmishers, slightly resistant to pierce and arcane, slightly squishy against everything else. Strangely, the tier 1s are almost strictly better than fencers. They aren't much use in a fight, but they'll be exactly where you need them to be. They excel in swamps, too.

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Combat starts before I can even finish recruiting! The treasury gets halved, but they shit out 30 arrow-resistant guys; I need to shit out 30 fighters to kill them, quickly and efficiently. I could win with less, but it's better to win quicker with more, and get that early finish bonus.

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This guy pays the price.

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So, yeah, this is a shitshow in progress. But I am gonna fall on them like coldest winter and evaluate if I need four more goons next turn, since Kalenz sorta accidentally wound up back on the fort this turn. That said...

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This is probably gonna be enough guys to deal with it. I'm going heavy on fighters, since they're pierce resistant. We can train scouts now, but we have the two schmu- I mean, valued homies from last map, and do you ever really need more than two scouts? They're both quick and resilient. Quick's great, wish they were intelligent or at least strong.

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We sweep through them.

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We lose this fighter, but the wounded ambusher tries to cut off Foran in those woods and gets murdered for his trouble.

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Things, though, are going pretty well.

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A random intelligent fighter winds up capping Shurm. Of the generic elf art, the lowly fighter probably has the best.

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You can see the two circles of guys where we killed off their ambushers! Anyway, having crushed purple, time to focus our efforts on black. Time is of the essence; we're haemorrhaging 26 gold a turn.

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The augur, representing 50% of remaining purple, murders this random loitering fighter. wevenge.mp4

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In the east, we're building up a battle line they don't want to approach. Partially by design. Saurians are good at dodging in forests (60%) but don't move through them fast.

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There are only two kinds of saurian; skirmishers and augurs. The latter can branch-promote, like elven shamans, into either stronger healers or stronger fighters. At least one of those paths ends at T2, though. They're really a supplementary race, not one that stands alone too well. Also, their spear-thrusts are some of the slowest animations in the game.

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We block up in the west and some fighter kicks it.

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In the south, three different skirmishers pick up worms to eat at the same time. Sparks Fly, the westernmost fighter, mostly kills an ambusher on the counter.

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Huraldur promotes!

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We pick up new homies! Cleodil's death is unceremoniously added to the fail conditions. There's nothing in the mausoleum, by the by.

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She's a this. Elfwank: high. Like the other elven dedicated healers, she has no magic damage types. Her melee is magical, weirdly, but fuck if I'll ever make her use it by choice. Cleo is quick and resilient, which is pretty much perfect. Given she's capped out, she won't be taking many skulls. We also get a homie druid (Laril: strong/intelligent) and sorceress (Tameril-Isimeril: dextrous/resilient). Promoting shamans is, uh, torture, so I'll be leaning on these three heavily.

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A fighter will die on every page. In this instance, it's the guy in the northwest.

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We're cleaning fucking house. Sidenote: a weird little ranger benefit is they have 40% evade in swamps, not the customary 30% that archers/marksmen have.

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Dying of the light status: raged against.

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Arkildur doesn't want to get promoted? That's okay. Another kill for Tira the rider.

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The captain sword-swipe is such an insolent little backhand. Anyway, it decapitates the saurian leader, leaving exactly one skirmisher to take the news home.

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848ee71ab72bb4336b1f258d87203b69.pngAnd so we did it, losing half our gold - but that was inevitable, on a map with so few villages. We were losing 10 gold a turn right to the very end, so getting the map over with quickly was always the priority. That last wave of fighters might not have been necessary, but hey, it's fine. And to be fair, only one fighter didn't see combat.

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And at the end of the day, you can't argue with these results.

 

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10 hours ago, Parrhesia said:

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The bosses we have to kill. Saurians are new! Believe it or not, these are the first representatives we're seeing of the game's sixth faction, one almost invisible in the campaigns themselves. They're, well, chaotic light skirmishers, slightly resistant to pierce and arcane, slightly squishy against everything else. Strangely, the tier 1s are almost strictly better than fencers. They aren't much use in a fight, but they'll be exactly where you need them to be. They excel in swamps, too.

I've wondered why this faction never got a campaign actually.

10 hours ago, Parrhesia said:

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There are only two kinds of saurian; skirmishers and augurs. The latter can branch-promote, like elven shamans, into either stronger healers or stronger fighters. At least one of those paths ends at T2, though. They're really a supplementary race, not one that stands alone too well. Also, their spear-thrusts are some of the slowest animations in the game.

They're pretty nice within their MP faction due to how the rest of the faction is.

10 hours ago, Parrhesia said:

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She's a this. Elfwank: high. Like the other elven dedicated healers, she has no magic damage types. Her melee is magical, weirdly, but fuck if I'll ever make her use it by choice. Cleo is quick and resilient, which is pretty much perfect. Given she's capped out, she won't be taking many skulls. We also get a homie druid (Laril: strong/intelligent) and sorceress (Tameril-Isimeril: dextrous/resilient). Promoting shamans is, uh, torture, so I'll be leaning on these three heavily.

I mean that flight will be useful for scouting and positioning, so the Shydes have that going for them. Not so much their magic though, at least this campaign's unlikely to have undead. 

Also, nice to see that they understand that being an Elven shaman is suffering.

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LEGEND OF WESMERE 5: Flanks For Everything

Spoiler

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After the Elvish Treasury, the Saurian Treasury.

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The saurian leader says a line that I accidentally click through but it's something like 'hssss the elvesseseses have followed usssss' so

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Only 40% carryover this time, and 20 turns to complete.

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'Flanker' has to be the least intimidating tier 3 name. They're ambushers but better. The flanker on this map never moves; as in, his movement is actually set to 0.

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So while Landar and Kalenz can recruit the elven soldiers, Cleodil has a different recruit list. She also has scouts, finally brings us shamans, and, ugh, I guess now's as good a time as any to debut woses. She, uh... can't recall, either? (Turns out later she recalls only units belonging to the families she can summon. Similarly, Landar and Kalenz can't recall woses or shamans. I'm not sure if they can both recall any scouts, or only recall the ones they've summoned - that would require recruiting scouts.)

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I don't like woses. Straight-up. They have a default 20% evasion which deigns to rise as far as 40% on a forest, they die instantly to magic, and they don't resist blades. They are, however, basically immune to everything the saurians can throw at us, so making three is prudent.

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I guess the move is to just sweep east before black's forces get here? Or just kill both leaders. But black is so far out of the way...

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I'd planned a final wave of six recalls... but then decide, that's overkill. Remember how we had like no tier 2s at the start of last map? Now we have 12, plus Landar and Cleodil at T3.

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They attack piecemeal, like idiots. But then I get Nema trapped in her village, like an idiot.

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I kill this guy and then dither a lot.

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They ineffectually poke my line.

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In the north, it's... uhhh, fucking catastrophic. Having freed Nema, by a fluke, the pretty much identical Brady Sports winds up dying in her place. Arkildur almost bites it, but, bonus, he's one experience off levelling. Ohhh, I badly misjudged my approach in the north.

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tree

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Arkildur completes an elaborate blood ritual, murderising this oracle and in so doing managing to restore every blood cell in his possession, now standing at a princely 67.

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The elf hero description was really cool and good. Why'd they have to go full Eragon?

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I think we should be okay, but the archer, shaman and even hero are absolutely acceptable losses should it come to that.

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Peachy in the south. I mean, a shaman dies, but, like, whatever.

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The north holds. Just about. Raeler Eyes Emoji now has four health to his name. Hey, just like Arkildur did! Unlike Arkildur, he's not gonna make it up by cherry-tapping a dying oracle.

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Nema Coulthirst becomes a ranger.

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By killing a few guys... Goddammit. The ambusher can still barely skirmish through all this. Because he's quick, he can make it; because he's strong, he's clinging to the exactly one HP that gives him. So it comes down to if he misses his first shot, and Raeler gets his, Raeler lives. Can't say fairer than that, right? Oh, and this does mean that my equal-best source of ranged damage is, you know, chump-blocking over here.

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Status quo.

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I didn't really find a use for this random near-dead fighter, so I walk him north for his own safety, where the skirmisher kills him. Oops. Fortunately, Waks the ambusher goes for hurling javelins at my man Raeler, misses both and is killed on the counter!

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Suddenly the north boss doesn't look so secure. I should at least make a token effort to murder him.

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I keep thinking tier 3s give 32, not 24, experience. I guess because doubling is more fun than just adding 8. And, to be fair, 4 -> 8 -> 16 are all double.

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Good news!

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Bad news!! That's the signpost in the west. Huraldur will get there in five turns. Everyone who can sprint north, do so!

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yesssss

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I accidentally click through the black leader's death line. He seemed to be hissing a lot. The marksman gets the kill.

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Money!

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anyway what's ne--

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y-

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oh

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The elven fighter line hard-counters saurians. Granted, we really should have lost a hero. Doing this map again, I'd have committed harder north. The woses just couldn't get there in time to be helpful, but I might have tried swapping Cleo into the north to summon them closer.

 

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11 hours ago, Parrhesia said:

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'Flanker' has to be the least intimidating tier 3 name. They're ambushers but better. The flanker on this map never moves; as in, his movement is actually set to 0.

....Why can't it move?

to prevent it just charging at the horse with the gold?

11 hours ago, Parrhesia said:

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I don't like woses. Straight-up. They have a default 20% evasion which deigns to rise as far as 40% on a forest, they die instantly to magic, and they don't resist blades. They are, however, basically immune to everything the saurians can throw at us, so making three is prudent.

I mean, they're walking trees.

Of course they're not resistant to swords.

Or Fangs.

Point being Wesnoth's system is weird sometimes.

11 hours ago, Parrhesia said:

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The elf hero description was really cool and good. Why'd they have to go full Eragon?

Because Elves.

I mean 45 and 27's nothing to sneeze at, it feels kind of justified.

11 hours ago, Parrhesia said:

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y-

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oh

I guess they got their gold back.

Damm shame.

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I guess the no blade resist is because axes, even though axemen in Wesnoth extend to, uh, skeletons and the light infantry of a seventh faction that doesn't appear in any campaign (except maybe Secrets).

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LEGEND OF WESMERE 6: I've played up to map 12 so I'm slightly accelerating the update schedule

Spoiler

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w-

UGH
UH
Ugh
FUCK
whew
sorry
sorry,

Just a bad dream.

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We're safe here.

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wait

wAIT wait wait something caught my fucking eye

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jesus

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So as we haul our immense, buxom war chest into battle, not to use to fight the orcs you understand but to happen to fight orcs on the way to the Kalian, we receive a telling note. Save promoted dwarves? Why, we wouldn't happen to get dwarven backup in this campaign, would we?

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Black is to Olurf's south, trolls to his northwest, and in the north?

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This guy is gonna take some getting to. If Kalenz runs directly at him from his starting position, he'll take eight turns. The scale is too big, the terrain too mixed and the orcs have too fire arrows for woses here.

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First blood to Olurf, who softens up and then ulfserks this grunt.

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This is the state of play right up until the warlord leaves his post to shoot at a fighter, like an idiot. My opening move was literally to recruit nine fresh fighters. I don't want to use all my money here - troll guy is already finishing with troll recruitment, and brown's running out, too.

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Like. I mean.

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This should be enough. If I need another wave, I can recruit it from the troll keep - I'm already losing 19 gold a turn as is! Funny that I can train disposable grist here, but Descent into Darkness was all about a few elites.

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On my first attack of the chapter, Landar attacks a grunt, levels his bow and misses five 60% shots. Stare. Contemplate.

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On my second attack of the chapter, Arkildur hits five 60%s to demolish an outrider. I just don't even know anymore.

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Olurf's attacks are more effective, but dislodging anything off mountains is a tough ask.

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This is just a clusterfuck all around.

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Taking on all of orange, alone, at once: This Guy.

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One good PP pretty much sweeps black off the map.

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Olurf takes their keep for style, and has an ulfserker finish them off for style also.

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This guy is called Goming. I suspect he might be goming home in a body bag. Also the troll thunderer inexplicably survives another turn... ?

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Have I done an overkill? Signs already point to yes, though brown should be able to spit out a fair few more units. Note that black has +10 income - they had the additional support required to keep pumping out guys had the warlord not got himself killed pointlessly.

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Due to circumstances involving 'missing five straight coin-flips', this is my clusterfuck of a turn.

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Olurf's a cop, not a tactician.

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I fuck up and accidentally try meleeing the troll. Both rider and troll duly miss all their attacks.

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This guy winds up valiantly not dying another turn! Until the trolls move again and club him into a crater.

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Olurf's cops hold up well in the north, at least, over the next couple of turns.

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The riders help, too.

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I'm already tired of my massive, swollen horde.

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Naeras Spare promotes to captain, and Naeras Prime. I have a shitton of heroes, and a bit more leadership is overdue. Naeras is resilient/quick, so...

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I sort of accidentally wind up making it so this random dwarf will get the troll kill. He's quick/intelligent, I'd rather the experience go to him than shitters like the 0-exp resilient/dextrous Unulad.

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The dwarves keep the country safe in the north, and when a crossbowman fails to kill one that's almost promoted...

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Runesmith! A... weird class, and the most recent mainline one I can remember being added into the game, to add some diversity to the dwarves. I can't say I'm a fan. You get magic attacks and 10% extra blade resistance... and lose out on nineteen health and an 11x3 axe. And it takes longer to promote, too. If the magic hammer did arcane damage or some shit, too, sure, but as is? You have to give up too much, I think.

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Kalenz kills this troll and promotes to marshal. I should have made this a higher priority. Marshals are best early when you don't have a lot of tier 3s to go around. Colim, the guy two to his north, kills the rider and promotes to captain.

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This guy takes some fucking killing! I have to have a fighter cap him next turn.

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Three grunts do not do a lot to stem the tide.

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Thunderers do a great little blowing the smoke off their guns animation when they shoot someone to death.

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This guy winds up fighting off the warlord. He's set for great things, if he lives.

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I set up a defensive line the dwarves have no care for.

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Fine. Fuck it, if the warlord wants to commit to death, we'll commit to murder.

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Bad: Using money to fight the orcs
Good: Giving money back to the Ka'lian, but first using it to fight the orcs en route to the Ka'lian
Best: Using half the Ka'lian money to fight the orcs, and the other half of the Ka'lian money to pay midgets to fight the orcs

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This is apparently too revolutionary for Landar.

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Cleodil and Landar must always hold and voice opposite views even when this means pivoting to the direct reverse of their previously held convictions.

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Wonder what happens if we don't have the gold...

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We lost one fighter.

 

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1 hour ago, Parrhesia said:

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On my first attack of the chapter, Landar attacks a grunt, levels his bow and misses five 60% shots. Stare. Contemplate.

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On my second attack of the chapter, Arkildur hits five 60%s to demolish an outrider. I just don't even know anymore.

The power of RNG for you.

1 hour ago, Parrhesia said:

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Taking on all of orange, alone, at once: This Guy.

He heard you called Thunderers shit.

1 hour ago, Parrhesia said:

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Runesmith! A... weird class, and the most recent mainline one I can remember being added into the game, to add some diversity to the dwarves. I can't say I'm a fan. You get magic attacks and 10% extra blade resistance... and lose out on nineteen health and an 11x3 axe. And it takes longer to promote, too. If the magic hammer did arcane damage or some shit, too, sure, but as is? You have to give up too much, I think.

That's a shame, bit disappointing.

1 hour ago, Parrhesia said:

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Bad: Using money to fight the orcs
Good: Giving money back to the Ka'lian, but first using it to fight the orcs en route to the Ka'lian
Best: Using half the Ka'lian money to fight the orcs, and the other half of the Ka'lian money to pay midgets to fight the orcs

Does Kalenz have multiple portraits? I see a meme coming from this.

1 hour ago, Parrhesia said:

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This is apparently too revolutionary for Landar.

He even looks like that one jerk on the heroes' side who mistrusts everything outside the close clique and who likely betrays the lot.

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LEGEND OF WESMERE 7: Important lessons about marathon safety strategy

Spoiler

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Big maps are good, right? Like, all the time? If every map is huge, that means it's like, always, like, good.

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Galtrid! You're... purple, now, I guess!

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Hush with that Valon talk, Cleo.

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Hey, the... that guy again. And the loyal scout. I hope we get Galtrid's men after this.

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Aha. Ahaha, what. Okay, well, time to blow 1010 gold in one map, I guess!

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Let this sink in.

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Purple's picked up a new named character, that being... this guy.

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They also have a new base, the naga in the far northwest.

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The first naga we're seeing on this file is, funnily enough, the tier 3.

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Tira promoted last map killing the warlord. He now has semi-competent offenses to go with his 11-move (being quick) chassis.

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Okay, so, we're over 25, they're under 15, do we... win? Sadly not, they train up to 20 guys.

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One of which is this thing.

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Galtrid's contingent will be... excessive.

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Eradion's gonna be hit hard. He gets every recruit purple can shit out. In honesty, it probably would've been prudent to keep some money back.

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I notice sort of by accident, but this guy's actually yet another new sighting, the Knight upgrade. 10 movement is pretty spicy. The poison claw is... an interesting little perk, I guess.

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The archers' accuracy is awful here, but strong, intelligent Larad at least gets the kill, and is just 8 XP off promotion. He'll probs get it if he, like, lives.

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I had to jinx it.

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Ahhhh, man.

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Landar gets to the centre and shits out the rest of our gold worth of guys. If you've ever wondered how many elves a grand gets you, now you know.

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Yeah. This is a good and reasonable size for a battle. It's causing framerate issues. What this is, right here, is the maps you make when you're like, eight or nine, and you have the fucking. Age of Empires or maybe WC3 map editor, and you like make these fucking huge maps which are just your massive amount of guys going around stomping other massive amounts of guys. This is that.

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Eradion has to get his hands dirty already. I mean, okay, 'has' is relative. Victory is assured. There is no jeopardy here whatsoever outside of losing high-value individuals. No gold, no timed objectives beyond just 'get it done by 25 turns'.

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For example, they could focus-fire Fera Six Packs and hit six 70%s. It's fine. There will be others, and I don't even know if Galtrid's men will be relevant again.

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Hearts of Ka'lian becomes... this, I guess.

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The west is desperate.

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The non-loyal scout becomes another guy who made it through all of the first map only to die almost instantly here. At least we get a captain out of one of the freshmen, who got his last XP almost but not quite being torn to shreds by wolves.

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These turns are taking forever. That said, it looks like they've finally stopped recruiting...

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103-59. We will win. Eventually.

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In daylight, with no real chance for easy kills here and the slog threatening to take fucking forever, we fall back to the treeline. Yes, including that hero I forgot about until I took the picture.

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There's somewhat more excitement in the west.

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In the west, we mostly hold the line, though we do take some casualties, and poisoning the hero hurts. On the river, the west archer fails a bunch of evades before stabbing the serpent to death, while the ranger, Vise, ambushes a couple naga and stops them in their tracks. In the northeast, they kill pretty much everyone who didn't get to the treeline. 52 enemies left at this stage, but I predict this turn shall be a reckoning.

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Maybe it's not quite as grand as all that, but we're starting to get at them. Thirteen go down.

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The stubborn refusal of the hero Levor, another veteran from the first campaign, to retreat, costs him his life. But a marksman promotes surviving a slayer in the west, so.

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I'm losing track of these screenshots as soon as I take them. I can only hope they tell a coherent story of this endless bloodfuck. Big Melons here promotes instead of dying like the other promoted purplemen - purple's losses have been brutal, pretty much 1:1 going into this turn.

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We survive the turn...

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... barely. If Arkildur had taken one more hit, that would've meant the whole turn restarted, which would've been soul-crushing.

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Turn 9, though, proves to be the breakthrough. A breakthrough at which I leave a sharpshooter and loyal rider slightly vulnerable at the very end and you will forgive me if I do reload a couple of times, for the only times this map, to make sure they don't get unlucky, which they do, a lot. The mental fatigue is overpowering at this point.

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Loyal units get death quotes in Wesmere. I see this a lot because Thrilith repeatedly fails to dodge... okay, 4/6 70%s.

I swear this is the only save I reload the entire run, because one bad move after like three hours of playing (I beat the last chapter in the same session!) is. Yeah.

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Okay, maybe two bad moves. Also I guess this is confirmation that, A) Thrilith is joining our team after this and, B) romance subplot?

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Okay. Got here eventually. Bizarrely, the spot where that archer used to be, on the very first... version of that save, she dodged 3/4 80%s and lived.

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We get a great wose in the final mop-up.

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This is Tae-Tae becoming a sharpshooter. I'm being careless because I think that we're gonna be okay but we aren't because the check is at the end of the orange turn, not the end of purple. My brain is utterly fucking fried.

Realising this, I end turn and it autowrites the red autosave with purple. D'oh!

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Alright, deep breath-

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Or,
I guess it could check at the start of orange's turn, after all, but just presumably not check in turn 1. That's sensible.

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Can it, George McCleodil! That's exactly when you attack!

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If you were wondering where Galtrid is, he's here.

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Uhm.

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Okay, but let's keep focused on the fact that the trolls all regenerated like their turn's starting. This map better be over!

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guys this banter is hilarious and all but they're gonna club cleo to death again

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No, we don't, we-

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uh?

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uhm...
about that...

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yeah

So, I guess is what happened was that I probably beat the mission way faster than intended, so it had to rush the Olurf event to happen before the win condition triggered, so that I got Olurf. The Olurf spawn only really makes sense to happen at the start of player phase, right?

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Still, a couple misplays at the end of turn 9 aside, that was an incredibly strong clear. I mean, they had to sequence-break their events to get Olurf to appear! Which is a pretty good sign they weren't expecting victory for a while. It's just a shame that achievement is meaningless - if anything, dragging it out longer would've been 'ideal' for more experience gain.

The idea that that map is meant to be like five turns longer is horrifying.

Purple was very much the anvil, red the hammer, which is thematically fitting.

 

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3 hours ago, Parrhesia said:

Yeah. This is a good and reasonable size for a battle. It's causing framerate issues. What this is, right here, is the maps you make when you're like, eight or nine, and you have the fucking. Age of Empires or maybe WC3 map editor, and you like make these fucking huge maps which are just your massive amount of guys going around stomping other massive amounts of guys. This is that.

I... suppose this is something... some people did.

 

Anyway, maybe disabling idle animations can help on a map like that.

Edited by BrightBow
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7 hours ago, Parrhesia said:

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The first naga we're seeing on this file is, funnily enough, the tier 3.

45 damage. You wonder why use the merfolk over them.

7 hours ago, Parrhesia said:

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Tira promoted last map killing the warlord. He now has semi-competent offenses to go with his 11-move (being quick) chassis.

I mean, they're meant to just be scouts.

They're not exactly meant for 10/10 offence.

7 hours ago, Parrhesia said:

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One of which is this thing.

I mean, it's not the Cuttlefish, so it could be worse.

7 hours ago, Parrhesia said:

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I notice sort of by accident, but this guy's actually yet another new sighting, the Knight upgrade. 10 movement is pretty spicy. The poison claw is... an interesting little perk, I guess.

Not the most powerful (36 damage ain't nothing to sneeze at to be fair), but the Orcs only have this line as a whole for far movement.

7 hours ago, Parrhesia said:

eb340aa14cd78541bbe3226854927590.png
Yeah. This is a good and reasonable size for a battle. It's causing framerate issues. What this is, right here, is the maps you make when you're like, eight or nine, and you have the fucking. Age of Empires or maybe WC3 map editor, and you like make these fucking huge maps which are just your massive amount of guys going around stomping other massive amounts of guys. This is that.

*Let the Bodies Hit the Floor intensifies

7 hours ago, Parrhesia said:

3d7a880fe1a5aa11786dcb018beb5b02.jpg
Loyal units get death quotes in Wesmere. I see this a lot because Thrilith repeatedly fails to dodge... okay, 4/6 70%s.

I mean, he didn't have that high a chance to dodge all that.

7 hours ago, Parrhesia said:

uhm...
about that...

db56160e30f8d4c77c5ec06637c8c504.png
yeah

Weren't you going to not have any money anyway?

-241 however, now that's being in the red.

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Yeah, the scout was a terrible move. Compounding it was that it was like the last move I made all turn, and I literally only made it to get some extra DPS on a shaman, not even with a chance of lethal. But my brain was shot, at that point, so...

Yeah, it's just funny to me that he's like "guys we're back with the saurian riches : )" and he's got a debt of 240 gold to show for it.

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Forget Age of Empires, this is how I used to make Wesnoth maps specifically. Except I was way worse at laying terrain out in a sensible manner.

I love that the writer for this scenario couldn't commit to making the orc sound brutish and dumb past replacing "the" with "da".

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Spoiler

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You know that's right.

 

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We'll get back to this soon.

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So, Gryphon Mountain. It's a really straightforward map. There is a griffin in the middle. I am switching spellings on purpose. If we kill her, we get griffon riders. If we don't, we don't. Obviously, we will.

 

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The lion's share of the force will just rush into the griffon queen, horsemen will flank north. That's all. That's the whole strategy.

 

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OP will rush south. That's all. This is the whole map. It isn't even the most basic map in this campaign, but it's close.

 

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Griffons are themselves gorgeous, if a bit streaky. Still, give all of your love to them. The griffon queen is just this.

 

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The griffons around the queen are 'sleeping'. They will wake up when attacked and turn into the above.

 

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Recruitment is limited, to say the least. I recall a rogues gallery of all our non-criminals.

 

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The opposition recruits a spattering of T2 units, including the ogres I thought debuted last map,

 

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1: behold that goddamn art.

2: They're 10x3 damage 68 (fucking not nice) HP sluggers that the AI can just churn out. They're, in a word, fucking frustrating. Ogres are awful games design.

 

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Our disapora matches theirs.

 

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The intent is to send our footmen into the mountains to kill the queen, flank our horses north, and you know, win the map.

 

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These idiots start the fight for me. Thanks!

 

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YO PISS OFF THE BOSS

 

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Laura murders a man in his sleep with 1/4 hits.

Seriously.

 

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Whatever. We make it look good.

 

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We make it look bad.

 

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Jesus.

 

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Anyway, a griffon gets cleared out and turns into a promotion!

Apparently I didn't get a picture. It talks about how elf commanders are so tuned into their forces that they communicate telepathically, or whatever. I'll take a picture next time I play.

 

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The boss gets slowed by our goddess Laura, so that she won't murder us.

 

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It's time to not fuck around with risking the AI getting the kill.

 

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Okay, let's hack this out.

We're gonna breed griffons for our riders, who by the way are dwarves, who we don't employ.

We're explicitly breeding the griffons.

Breeding.

We do not have a stable of adult griffons to ride.

We are breeding them.

There are literally days between chapters.

We can recruit infinite griffon riders.

What the fuck.

 

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The flank is going great, by the way.

 

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I almost lose the new fighter, but we crash into them.

 

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Fight me, bitch.

 

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Destruction in the hills.

 

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The fighter who didn't die died. Oops.

 

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They're punished for it. Blood for blood.

 

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It's become a rout.

 

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And the enemy boss comes out to play.

 

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Hey, don't attack melee heavy bosses with lances.

 

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Whack them first with ranged units.

 

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:unspeakableevil:

 

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Bam.

 

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It's shocking that this isn't the most filler mission in this campaign coming up shortly.

 

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yeah, we'll breed those griffons, who are ready to carry men in to battle in the next six days

this is incredibly fucking stupid

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Okay.

 

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A nice little detail is that Konrad changes out of his elf duds into blue humanwear after Elensefar. I knew the switch would happen eventually, I just missed it at the time.

HTTH is so very obviously and painfully, the First where they didn't know what they were doing with their sick new engine. It's Shadowrun Returns OG, but exacerbated by being made by amateurs.

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I think that at some point in the game's history the Gryphons would become available as early as the next map. That was before my time with the game but I recall reading references to that in the official guide. As it is, they will be available five maps from now.

Edited by BrightBow
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