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Parrhesia and Integrity's Guide to Surviving Wesnoth


Parrhesia
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7 hours ago, Integrity said:

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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.

I mean, least you didn't have to go back several turns because the enemy got the gryphon and had to restart my push on the mountain to ensure I got it.

I felt pretty dumb.

Then again, I sent mostly mages there because of the whole mountain thing.

7 hours ago, Integrity said:

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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.

I kind of wish there was an upper tier for the queen.

Gryphons are neat, but the riders are a bit nerfed in comparison.

7 hours ago, Integrity said:

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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.

Turns out Ogres indeed have layers with that massive chunk of HP.

7 hours ago, Integrity said:

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We make it look bad.

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Tom's face probably looks like he just got stomped on by feet made of swords.

7 hours ago, Integrity said:

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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.

I mean, on the front of infinite riders, yes What the fuck?

7 hours ago, Integrity said:

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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

Again, not quite.

You'll be waiting a few chapters for those riders and also I think that more time passes between these chapters than a week.

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Ogres also have 20% blade, pierce and arcane resistance. No vulnerabilities though. They seem to have identical movement cost and avoidance then trolls, so they generally make for an easy target outside of mountains. They also cost a little more then the common lv2 Troll.

Edited by BrightBow
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LEGEND OF WESMERE 8: Breeding and training a gryphon for war in a month is still pretty unrealistic

Spoiler

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This next 'mission' is, I guess, a cutscene.

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Hey, guess who got a promotion! This is the generic Lord art. I think Erlornas used to rock it until relatively recently getting his own portrait, but I could be wrong.

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Why is Landar, our beloved shillelagh, even at this council?

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Dionli, repping the season of autumn.

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Given that Aftermath is a header, I wonder if this is technically a chapter, too.

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If we're dwarves, we don't have to listen to the elves! You're a genius!

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Oh.

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haha wait we'll leave our whats here

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This apparently makes the beginning of chapter 3. I don't know when chapter 2 was meant to be.

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The map is called Bounty Hunters. it's gonna be filler so we can get some promoted dwarves.

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Huurgh

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with what gold lmao

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Oh for fuck's sake. Landar, you have always wanted to do maximum war crime at every given opportunity. But then how would you disagree with Olurf's approach?

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Let's kill some lizards.

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Uh. Okay? Pani, by the way, managed to become an avenger like midway through last map. So she and Foran are our two non-loyal tier 3s. We don't get Galtrid's guys either, but I still have faith they'll show up again. I'm fond of them.

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Okay, nothing extra for killing the saurians and they're well out of our way. Guess we're going the bitch route.

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So, Olurf has with him all his guys from last time. That includes - fuck yes - three of these guys. Including a... homie... ? Look, there will be a limit to how far I can stretch to keep a fucking homie berserker alive, but I'll try. Berserkers are ulfserkers with 7x4 attacks and 48 health. That's as good as it sounds.

You know who Olurf didn't bring with him? His guys from map 5, with the note that said 'keep the dwarves alive!' Maybe they'll show up later with the rest of the clans rocking up in a few days. If not, it's a really annoying oversight given I actively fed kills to the little scrotes at times. They, uh, weren't feeling very imaginative with regards to the traits of his guys that DID rock up. With the exception of the scout (quick/healthy) they're all strong/resilient. The three here are joined by a non-loyal steelclad, fighter and two more berserkers. He can recruit all the dwarven infantry - fighters, guards, scouts, thunderers and ulfserkers.

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Names are starting to get exhausting. A round and a half of recruits spends all the 340 we have.

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Hahaha I really do not like how this is going to shake out. We're sitting ducks between two forces that are both freely spitting out tier 3 units. Our numbers are even. And they're skirmishers.

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Bog Party promotes immediately as two flankers fail to murder him. This guy makes it out alive, too, and even counter-kills a guy. Now we seriously have to tenderise all resistance before nightfall.

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This is what berserks are for. They're brilliant in situations like this. This augur in good cover would take a lot of blows to kill... normally, and can do only trivial damage to Harald. Harald ensures that this augur will die in One use of the action economy.

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He could've attacked this augur, too, from good cover... but this guy is easy to take down with regulars.

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This oracle needs to fucking die. He doesn't. Meanwhile, I absolutely need to cover Harald from all angles, or he'll get geeked by any one of these skirmishers. I mean, probably not the actual skirmishers, but even that's not a risk I want to take.

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This looks ropey, honestly, and I hate it. But I do what I can to shift people west. During this, both homie elf wizards promote; we've seen the tier 3 before, it's Cleodil, but Double Meril?

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Elfwank tier: stratospheric. They get four shots at their decreasingly relevant slow. They're somewhat poor relations to the humans, I'd say - silver magi also get the 9x4 damage, but they're faster, and can teleport and have nice resistances, or arch magi who do 12x4. Enchantresses (like archmagi) have a fourth tier, though. What's nice to note is that sorceresses shed the trademark elven 10% arcane vulnerability, and enchantresses actually get 10% resistance.

Fun fact, I'm fairly sure I've never actually used an enchantress before.

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F for this captain. I shoulda brought in the--

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Ahh, piss. Let's give that turn one more shot. Also, uh, this line... makes no sense. And Kalenz also commends him for his loyal service, despite having met him like, late last map. I guess this speech is just coded to happen whenever someone with the loyal flag dies.

This might also mean Thrilith-ael, Galtrid's homie rider, won't join us.

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This time, it goes a lot better. The flanker's still alive, Laril isn't promoted-

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- until now, we promote a marksman and our captain doesn't die, among some other things. Also I forget to move our outriders in the north. Oops.

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Another optimal Harald target!

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The augur promotions, incidentally - the one Harald's mutilating is a soothsayer, the healer. Oracles do more damage and retain the +4 heal, unlike sorceresses.

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Operation Extricate Bog Party doesn't survive the wose not destroying its man.

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Terrible accuracy also betrays me in the eastern cleanup, though the only real losses are of health, wasted experience and a turn of Kalenz's movement.

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The understaffed west collapses. We lose Bog Party, another hero, and a nearly-promoted scout.

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Meanwhile, uhm, Huraldur gets pinned here. He frees himself with murder, though.

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For all that, we demolish the west, though at a heavy price.

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What're these silly cunts doing? Anyway, we need to shake a leg - we're at -44, and still losing three a turn, though our freedom to take the southern villages with spare troops should help overturn that.

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Fuck it, let's scrag the cunt. If we get a chance, anyway.

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I try and spoonfeed Simclon a kill. No dice. And he lost his one kill in the redone turn...

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Korbun the homie scout winds up taking the kill and becoming a homie pathfinder. I really, really like the dwarven scout line.

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Am-bush-ed! Haha! Get it? Do you fucking get it???

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shank

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Reminder: his name's Huurgh.

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Which is presumably the sound he makes when Thriller Glamdrsol puts a tomahawk through his head.

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I kinda hate how 'Glamdrsol' looks, so I celebrate his promotion by spreading the letters around.

And then what I'd been waiting for happens. An Incident. Huraldur announces; "The legends are true! Sea creatures!"

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I think maybe multiple men are meant to say these lines. Anyway, this sucks because note how I have Landar right there in the fucking open...

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On the bright side, I get to introduce my favourite enemies in the game. 3x10 is terrifying, and these two are strong. 4x10 is pants-shitting territory. But the 'x10' is a misnomer - it's a percentage of the thing's health. At 50%, it attacks five times; at 20%, just two, and so on. So chop it down from range. Issue being they poison from range. If Harald gets in range of one, I'll show the calculations; berserk vs. swarm means the combat projections are, uh, a little insane.

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In the bottom, titanic struggle between tier 1 light infantry over territory.

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In the top, fuck you, game, for making this just happen! Good thing I brought an honour guard with Kalenz, though in truth I was expecting trouble at the OTHER end of the river...

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shank

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The cheeky shit of a cuttlefish nicks my village!

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The final serpent gets to live. I don't actually have anyone in range that has a promotion to get...

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and the level unceremoniously ends when we smash the final oracle's head in hold the phone-

Let's see what happens when Kalenz crosses the river instead.

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Done and done, mate, just let the hammers get in position...

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Or now! Now works.

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Okay! So, uh. Let's... unpack what happens. Again, let's look at the fucking objectives.

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If Kalenz crosses the river, we retain 80% of gold (after the early finish bonus is accounted for), like most of the rest of the campaign. If we kill both saurian leaders, we get 40% bonus gold carryover, which I think leads to more in the long run assuming the default starting gold next map is decent, but it's not a listed objective and it doesn't get any dialogue, so surely it isn't intended. Is there just an assumed default wincon that when all enemy leaders are destroyed, the mission ends and you get the default gold carryover that they forgot to remove... ?

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Ahh whatever, we fucking smashed them. We're smashing this campaign out of the park - keep in mind this is now the second time I've broken Wesmere's scripting by being too fucking good!

 

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On 4/24/2019 at 1:45 PM, Parrhesia said:

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Hey, guess who got a promotion! This is the generic Lord art. I think Erlornas used to rock it until relatively recently getting his own portrait, but I could be wrong.

Frankly I think Elornas got the short end of the pointy stick here.

On 4/24/2019 at 1:45 PM, Parrhesia said:

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haha wait we'll leave our whats here

Well that's not good-

On 4/24/2019 at 1:45 PM, Parrhesia said:

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Uh. Okay? Pani, by the way, managed to become an avenger like midway through last map. So she and Foran are our two non-loyal tier 3s. We don't get Galtrid's guys either, but I still have faith they'll show up again. I'm fond of them.

That could have gone worse.

On 4/24/2019 at 1:45 PM, Parrhesia said:

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So, Olurf has with him all his guys from last time. That includes - fuck yes - three of these guys. Including a... homie... ? Look, there will be a limit to how far I can stretch to keep a fucking homie berserker alive, but I'll try. Berserkers are ulfserkers with 7x4 attacks and 48 health. That's as good as it sounds.

7x4x30= up to 840 damage total.

I don't know about you, but that's a lot of damage that if the berserker survives long enough no opponent can last.

On 4/24/2019 at 1:45 PM, Parrhesia said:

You know who Olurf didn't bring with him? His guys from map 5, with the note that said 'keep the dwarves alive!' Maybe they'll show up later with the rest of the clans rocking up in a few days. If not, it's a really annoying oversight given I actively fed kills to the little scrotes at times. They, uh, weren't feeling very imaginative with regards to the traits of his guys that DID rock up. With the exception of the scout (quick/healthy) they're all strong/resilient. The three here are joined by a non-loyal steelclad, fighter and two more berserkers. He can recruit all the dwarven infantry - fighters, guards, scouts, thunderers and ulfserkers.

1: Probably oversight.

2: Even if it is, they are probably the guys just holding the gate for the rest of the dwarves.

On 4/24/2019 at 1:45 PM, Parrhesia said:

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Elfwank tier: stratospheric. They get four shots at their decreasingly relevant slow. They're somewhat poor relations to the humans, I'd say - silver magi also get the 9x4 damage, but they're faster, and can teleport and have nice resistances, or arch magi who do 12x4. Enchantresses (like archmagi) have a fourth tier, though. What's nice to note is that sorceresses shed the trademark elven 10% arcane vulnerability, and enchantresses actually get 10% resistance.

I mean, at least they have some damage sources now.

That arcane thing is new to me, why do most all elves suffer from that as a (minor) weakness?

On 4/24/2019 at 1:45 PM, Parrhesia said:

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The augur promotions, incidentally - the one Harald's mutilating is a soothsayer, the healer. Oracles do more damage and retain the +4 heal, unlike sorceresses.

It's a bit alright I guess, one healing and the other hurting more, but it's quite clear that they're a bit of a limited species.

Will there be any sign of the other half of the faction?

On 4/24/2019 at 1:45 PM, Parrhesia said:

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Korbun the homie scout winds up taking the kill and becoming a homie pathfinder. I really, really like the dwarven scout line.

That's pretty decent.

Fast dwarves with some damage behind them (would strong affect both their attacks?).

On 4/24/2019 at 1:45 PM, Parrhesia said:

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On the bright side, I get to introduce my favourite enemies in the game. 3x10 is terrifying, and these two are strong. 4x10 is pants-shitting territory. But the 'x10' is a misnomer - it's a percentage of the thing's health. At 50%, it attacks five times; at 20%, just two, and so on. So chop it down from range. Issue being they poison from range. If Harald gets in range of one, I'll show the calculations; berserk vs. swarm means the combat projections are, uh, a little insane.

These things are interesting to fight, mainly because they're less of a threat over time, meaning it's better to take the melee hit as they get weaker and weaker.

Scuttle scuttle y'ain't ready for the cuttle.

On 4/24/2019 at 1:45 PM, Parrhesia said:

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The cheeky shit of a cuttlefish nicks my village!

I hate when wild enemies do that.

On 4/24/2019 at 1:45 PM, Parrhesia said:

Ahh whatever, we fucking smashed them. We're smashing this campaign out of the park - keep in mind this is now the second time I've broken Wesmere's scripting by being too fucking good!

TLOW wasn't ready for your mad workings. Neat on managing to mess a scenario more than once so far.

Edited by Dayni
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7 hours ago, Dayni said:

That arcane thing is new to me, why do most all elves suffer from that as a (minor) weakness?

Will there be any sign of the other half of the faction?

Fast dwarves with some damage behind them (would strong affect both their attacks?).

TLOW wasn't ready for your mad workings. Neat on managing to mess a scenario more than once so far.

Arcane is like, the anti-magic. Humans are mundane as shit, so get 20% innate resistance. IIRC dwarfs are 10%, orcs 0%. Elves are fey creatures by nature, so a little vulnerability makes sense. And undead, of course, get fucking destroyed.

Surprisingly soon, but they're mostly absent from the campaigns. As far as I'm aware, there's only one campaign where you play as them, and not even from the start.

Strong strictly affects melee - so, say, a strong dwarf fighter gets a better axe AND hammer. Dextrous strictly affects range, even when it doesn't make the most sense - dextrous wizards do more ranged damage.

It will (sort of, arguably) not be the last.

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LEGEND OF WESMERE 9: The abominable filler chapter

Spoiler

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Alright time to get into the next cuts-

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ugh hold up one second

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sigh

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There we go. 325 gold now.

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Is this how elves, like, flirt?

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There's a signpost in the far northeast. Also, they remembered to fucking have an alt wincon this time! This has intense filler energies. We still don't have Tae-Tae Foran or Frangi Pani, nor do we have the rest of Olurf's clan.

As the outriders foray north, we get a brief glimpse of ... something, heading north.

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WE DON'T NEGOTIATE

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uhhh

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soooo the game has yetis for some reason

This particular yeti is strong and resilient. Were he also healthy and slow, he would have the most HP possible. As it stands, 151 is enough! More than. Also he's in fucking range of Huraldur, who he Will kill if he lands both hits on. Thanks, game!

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~wEEhhh LET'S leave the POOR ABOMINABLE SNOWMAN alone~ ~wehhHHhhh i'm CLEODIL the GOOD IDEAS HAVER~

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8caff1493b21e0e04b93a5175abc087a.pngThe name quality is deteriorating a little.

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In the north, we spot an unattended gryphon!

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Oh. I guess Ike got to them first. The bestiary entry got a bit... mouldy. Gryphons have great pregenerated names; this one's called Kreezaa. As you might have guessed, they're not a campaign unit, but if they were they'd be pretty decent. Like many flying units, they have a set 'gliding' evasion rate; they're never at lower than a 50%, though on mountains that goes up to 60%.

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First order of yeti-slaying business; assume we can't wipe out 300 health of furbag in one PP. Simclon celebrates by missing his one shot. I'm starting to hate Simclon.

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update: Fuck.

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Soooo. Immortal punching bags in the south, and infinite-movement gryphons north. Great. Keep in mind this is the worst possible environment for a berserker, who is not only useless but easy pickings for any gryphon.

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The scout lines gets 70% defence on mountains, which they traverse without penalty. Scouts! Good! Still, it's above-average even for this guy to, uh, dodge all 9 shots and hit all 9 counters.

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uh.

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... shank?

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shank. no gun. only shank. Handily, he has THREE shanks now.

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We bring it down eventually. Still, gryphons are... dangerous. I've bought more grist for the mill this time.

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...
Korbun subsequently decides to then eat ... five? six? 30%s, and die. Is being hit by literally sex/number 30%s an act of God? Will insurance pay out? No. Insurance never pays out, because insurance is a scam.
I decide to reload because we're doing a Loyal% clear, Harald potentially aside.

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Three days later, on 20/4 (it blaze!), I retake the turn. We lose a fresh fighter instead.

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I think this version of Simclon is yet to hit a shot.

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This troll's name is the sound I make when I find out there's trolls on this map. How about we don't clear that base out?

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More yetis. Great.

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Okay, I guess maybe we do have to take on the trolls. At least, this wave.

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Speech-to-Quethea ensures at least we have another druid in the bargain.

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She even survives a minor clubbing in the process! Another fighter goes down.

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In the north, I don't really... get any good screenshots. A gryphon dies on Kordun, the gryphon leader rushes down into Kordun, who finishes it off with tomahawks. Unfortunately, the yeti will two-shot anything. Hopefully he goes for the fighter.

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Pictured: alive rocklobber. Perhaps soon to be dead Simclon. This was a stupid move, really.

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Okay! Survived.

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Simclon...

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Fine, the stupid tree will punch this baby to death instead. And now Kalenz NEEDS to motor north.

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Alamthus needs to hit a 50% shot - he makes it. Now instead of offering five HP to this front, he offers 63.

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Hm. Well, A) we can't quite mount the damage to kill this thing - we could've used the steelclads for more damage, but what if something went wrong? - and B), if things are dead up north, we could be better off going for the troll kill with our dwarves in the east, if they're tapped out of recruits. Kalenz will take ten turns to get to the place. Why didn't I take that village in the north, you ask? I misclicked, and you can't take back turns when they reveal Fog of War. You can have an option to 'delay' FoW revealing when you move, for this reason, but I don't much like it.

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The yeti ignores the oneshottable scout and decides instead to promote Korbun.

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I really, really like explorers. They pick up 20% resistance against physical damage, on top of this.

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I spoonfeed Olurf the kill.

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!!!!SIMCLOOOOONNNNN!!!!

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Yeah there's fuck-all in the north.

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And probably just this guy left in the whole map. Status Table won't show us unit counts on FoW.

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The tier 3 troll, I don't think we've seen them yet. It's... what you would expect, from a troll.

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Neutered. He doesn't even bother attacking on EP, the poor dear.

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Simclon... it's all for you...

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:D

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And off we go. That was as blatant a filler chapter as we've seen since last chapter.

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Not much of a financial success, but you can't argue with that K/D. Granted, it could've been worse. We were lucky not to lose a couple more.

 

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It's not such a surprise Yetis exist in Wesnoth, given that seemingly every fantasy critter anyone's ever heard of is also a part of the setting. I don't really remember them from any other campaigns, though, but I might just be misremembering.

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Holy crap! A single one of these yetis looks like they could clobber a Fire Dragon to death. Those have 101 HP,  vulnerabilities to Cold, Pierce and Arcane and are Level 5
And there is a whole army of them?

Edited by BrightBow
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The screenshots kind of make it look like there were more, but there was just the three in the end - two at the start, and the third orange one near the end. They just take a shitton of killing.

Really, their design is terrible. You need to sink so many arrows into them, but 32x2 hits will kill any T2 archer, and most T3s. You basically have to hit with a slow... which is very low DPS.

Edited by Parrhesia
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9 hours ago, Parrhesia said:

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ugh hold up one second

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sigh

This image is just saddening.

9 hours ago, Parrhesia said:

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Is this how elves, like, flirt?

I mean, exposition must be much more romantic sounding for Elves if the say it all the time.

9 hours ago, Parrhesia said:

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soooo the game has yetis for some reason

This particular yeti is strong and resilient. Were he also healthy and slow, he would have the most HP possible. As it stands, 151 is enough! More than. Also he's in fucking range of Huraldur, who he Will kill if he lands both hits on. Thanks, game!

I think we negotiate now.

It's Arcane or Impact damage as your best options and one of those doesn't have many ranged options. Why is Fire a resistance?

9 hours ago, Parrhesia said:

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Oh. I guess Ike got to them first. The bestiary entry got a bit... mouldy. Gryphons have great pregenerated names; this one's called Kreezaa. As you might have guessed, they're not a campaign unit, but if they were they'd be pretty decent. Like many flying units, they have a set 'gliding' evasion rate; they're never at lower than a 50%, though on mountains that goes up to 60%.

The never promote, but undead gryphons are still a worthwhile corpse option.

9 hours ago, Parrhesia said:

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... shank?

I think the Thunderers would be more useful in another series than Wesnoth because 1 hit combined with evasion in terrains is problematic.

9 hours ago, Parrhesia said:

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Simclon...

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Fine, the stupid tree will punch this baby to death instead. And now Kalenz NEEDS to motor north.

Honestly it just seems like Thunderer's don't hit anything to spite you.

9 hours ago, Parrhesia said:

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I really, really like explorers. They pick up 20% resistance against physical damage, on top of this.

Wait, just... 20% to all physical?

Explorers are really impressive, I'm on board.

9 hours ago, Parrhesia said:

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The tier 3 troll, I don't think we've seen them yet. It's... what you would expect, from a troll.

I wish he had better resistances entirely because the armour.

9 hours ago, Parrhesia said:

Simclon... it's all for you...

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:D

"Och, might as well get ma paycheck."

9 hours ago, Parrhesia said:

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Not much of a financial success, but you can't argue with that K/D. Granted, it could've been worse. We were lucky not to lose a couple more.

I mean, You has to deal with 3 yetis.

Those are just so stupid.

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LEGEND OF WESMERE 10: The moment at least one or two of you have been waiting for

Spoiler

Let's not bury the lead here.

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d r a k e s ?

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ahaha i'm sorry you said your name was--

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ohhh nooo we're gonna have to face the mighty ~~~aquagarrrr~~~

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Pretty quickly, we find this old cunt.

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Uhhhh.

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Oh hey, this guy... controls... gryphons... hey, let's not tell him what happened in the south.

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Yeah, I'm... I'm sure that's exactly what it is, Landar.

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In the northwest, there's this base; in the northeast, another.

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I reluctantly make some guardsmen. In hindsight, I wouldn't have bothered making archers - we had almost enough tier 2 grist to totally replace them.

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OH HEY A FUCKTON OF NEW GUYS

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So drakes are the sixth faction of the game. I mentioned saurians before being support units for a new faction? They're for these guys. Drakes are, by and large, lawful, heavy, versatile fighters with deeply polarised resistances. The fighters are, well, typical of the race. They're strong in melee, have a weak ranged attack in a useful elemental damage type, and fly easily over terrain, though they have 30% dodge on flat ground and 40% in hard cover.

Fighters are the drake light infantry. Let that sink in.

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The drake burner is the ranged mainstay of the class. They deal a shitton of damage at range, and are chunky in melee - but lack the nimble resistances of, say, the elven archer, or the cheap costs of humans. One of their promotions, the flare, is their leadership line. The other...

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Well, this is the tier 3 version of that, and one pops up on the edge of my outriders' sight range. Hey, I'm not looking forward to fighting this!! 6 is the most attacks of any MP unit, I'm fairly confident (so, no cuttlefish). They also have an 80% resistance to fire, speaking of;

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This is a typical set of drake resistances, as shared by the fighter and burner. Archers and spears are ideal - hence, my unit selection - and magi are worthless. Crelanu, a Delfador, will inflict the same 7x4 damage as an elven archer. Contrast all this to the saurians, who are nimble, chaotic, and resist pierce and cold.

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The hilariously sullen-looking clashers are the drake heavy infantry. They don't fly, but they're some of the best heavy infantry in the game - and they have 5 movement, too. They can't fly, though, so they're worse at traversing rough terrain. They're the anti-drake drake, in effect - 50% resistant against fire, and unlike other drakes, 10% extra physical resistance across the board means they have no pierce vulnerability. Upon promotion, they either pick up halberds, or...

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... impact damage. As far as I'm aware, no other unit can command all three physical damage types.

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I'm about to quit this session anyway, so I save and cheekily have, uh, this guy come confirm that Aquagar is here. In reality, of course, both scouts will fucking gun it east to safety.

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Here's the 'danger zone' that someone in the thread (Brightbow?) pointed out to me exists. Basically telling us I might be able to bait out the warrior, alone.

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but there was something else in the miiiiist

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Hurricane Drakes are pretty anemic fighters, for tier 3s. But a flying scout's a flying scout. They also glide at a steady 50% evasion on basically all terrain, though they struggle underground.

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The tier 2 fire drake also rocks up.

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We have some nice, shiny woods here to take advantage of. With night coming up, I think it's more productive to split most of our dwarves off east, for now.

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Crelanu is willing to send one guy west. Thanks, I guess.

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In the east: trolls.

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The shydes had to work together to destroy the hurricane drake, and now they're death-of-a-thousand-cutsing this new friend, too. He's slow and not going anywhere; I should've just moved them next to each other to heal each other, probably.

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This is why I went so archer-heavy. The nightfall helps.

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8 experience really isn't relevant right now, anyway. Also, who's that in the north?

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The tier 3 drake halberdiers, the alternative to the thrasher line. It's as you'd expect; no impact option, but superior in what's left.

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There is 14 health left of drake. I'm unhappy.

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Confusingly, they opt neither to attack nor flee. The Westnoth AI does get paralysed sometimes, but it's more often with leaders.

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Well, don't mind if I do.

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What a frame to capture! Black's tapped out, it seems like.

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Simclon does what he does best.

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Think we've spotted Crelanu's least favourite apprentice.

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Aquagar has had enough of life.

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... wait. What?

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What a shit chapter. 38-turn limit, bases in the far corners - and it doesn't actually tell you initially which one Aquagar's hiding behind. Until the trolls can actually be seen in the east, the map design would imply more strongly it's the northeast! I could've totally ignored the east and crushed the west with like, 10 fewer guys.

Ah, well. There's a 'cutscene' after this, so I may as well tack it on. Just so this update isn't like 60% drake bestiary.

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"Ahh, yes. I was told about you. The idiot."

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It's not like the saurians and orcs have repeatedly mentioned 'the stone' to this point.

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Maybe... maybe Landar IS the brains of the operation.

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There are multiple Haldrics - you play as the OG Haldric in one of the campaigns, the one that is about the actual foundation of Wesmere. I think this is Haldric II.

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That's... specific.

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I really like the filigree on Olurf's art. Also his shitty, ratty beard.

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I'm not sure if he's saying the drakes can't beat old age and the book has eternal life in it, or that his spells haven't yet discovered youth but he's tempted to push the envelope. I think I prefer the former, this guy just being like, 'well, I fricked it and made eternal life, I gotta never cast it, ever'

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f o r e s h a d o w i n g

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This conversation is going on way longer than I thought.

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I choose to believe we're drinking Mal Keshar.

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So you know how Kalenz is a Lord (like Erlornas) in HTTH? Yeah, uh, this is why, somehow. It's not through a promotion through the council or anything, it's just. This.

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OBVIOUSLY IT'S FUCKING LANDAR

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"are you....... sure"

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"well......... ok"

Alright, I'm sure this will go well. Let's see how this-

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are you fucking kidding me landar

 

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14 hours ago, Parrhesia said:

95865b59f91828c268427e84b1daaaf9.png
ahaha i'm sorry you said your name was--

 

My question's why these Drakes follow the orders of a silly man like Aquagar.

Also, might as well say it now: Too many fucking dragons.

14 hours ago, Parrhesia said:

aa9173933ae74c4d583233c07e29b8c4.png
a1dd82fa0408153c34e6e42d082daf14.png
So drakes are the sixth faction of the game. I mentioned saurians before being support units for a new faction? They're for these guys. Drakes are, by and large, lawful, heavy, versatile fighters with deeply polarised resistances. The fighters are, well, typical of the race. They're strong in melee, have a weak ranged attack in a useful elemental damage type, and fly easily over terrain, though they have 30% dodge on flat ground and 40% in hard cover.

Fighters are the drake light infantry. Let that sink in.

That's a pretty neat T2.

14 hours ago, Parrhesia said:

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The drake burner is the ranged mainstay of the class. They deal a shitton of damage at range, and are chunky in melee - but lack the nimble resistances of, say, the elven archer, or the cheap costs of humans. One of their promotions, the flare, is their leadership line. The other...

I mean, it's not bad, but it's more where it can go with this.

14 melee is pretty good for what it is though.

14 hours ago, Parrhesia said:

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Well, this is the tier 3 version of that, and one pops up on the edge of my outriders' sight range. Hey, I'm not looking forward to fighting this!! 6 is the most attacks of any MP unit, I'm fairly confident (so, no cuttlefish). They also have an 80% resistance to fire, speaking of;

48 ranged in a good spread, 24 melee.

These are some high rollers. I like it.

14 hours ago, Parrhesia said:

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This is a typical set of drake resistances, as shared by the fighter and burner. Archers and spears are ideal - hence, my unit selection - and magi are worthless. Crelanu, a Delfador, will inflict the same 7x4 damage as an elven archer. Contrast all this to the saurians, who are nimble, chaotic, and resist pierce and cold.

I mean, white mages seem like a good choice actually. They don't have cold, but Arcane does a bunch to them.

Also, yay pierce does something!

14 hours ago, Parrhesia said:

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The hilariously sullen-looking clashers are the drake heavy infantry. They don't fly, but they're some of the best heavy infantry in the game - and they have 5 movement, too. They can't fly, though, so they're worse at traversing rough terrain. They're the anti-drake drake, in effect - 50% resistant against fire, and unlike other drakes, 10% extra physical resistance across the board means they have no pierce vulnerability. Upon promotion, they either pick up halberds, or...

This is the guy who's like "I didn't want to wake up for this."

Then again, he has no range, so that might be a reason he's done with it. He can't breathe fire and it disappoints him.

14 hours ago, Parrhesia said:

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... impact damage. As far as I'm aware, no other unit can command all three physical damage types.

This is a level 2 unit.

This is pretty dang good actually. I'd say this is one of the best T2s, am I wrong? Sure no range, but it could be worse.

14 hours ago, Parrhesia said:

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Hurricane Drakes are pretty anemic fighters, for tier 3s. But a flying scout's a flying scout. They also glide at a steady 50% evasion on basically all terrain, though they struggle underground.

9 move.

It's a super strong bat with ranged attacks. :P

14 hours ago, Parrhesia said:

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The tier 2 fire drake also rocks up.

As middle of the road as a middle stage unit gets.

14 hours ago, Parrhesia said:

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The tier 3 drake halberdiers, the alternative to the thrasher line. It's as you'd expect; no impact option, but superior in what's left.

That is some meaty halberdiering. Do they have that +10% on resistances, or is it higher?

14 hours ago, Parrhesia said:

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Think we've spotted Crelanu's least favourite apprentice.

Delfador this isn't.

14 hours ago, Parrhesia said:

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Aquagar goes down with the usual generic cursing.

And who does he think he is, calling himself Morogoth? I'm pretty he sure he heard of Morgoth and just added a letter to cover his tracks as to who he wanted to sound cool about.

14 hours ago, Parrhesia said:

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Maybe... maybe Landar IS the brains of the operation.

A horrifying thought.

14 hours ago, Parrhesia said:

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I mean, that is some elf smugness backfiring if they couldn't figure that out.

Imagine if Crelanu didn't tell them, would they be struggling for years on end?

14 hours ago, Parrhesia said:

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There are multiple Haldrics - you play as the OG Haldric in one of the campaigns, the one that is about the actual foundation of Wesmere. I think this is Haldric II.

Point is, this Haldric's a haldick.

14 hours ago, Parrhesia said:

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I really like the filigree on Olurf's art. Also his shitty, ratty beard.

Honestly, I think troll hole's a euphemism.

For what, I'm not sure.

14 hours ago, Parrhesia said:

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I'm not sure if he's saying the drakes can't beat old age and the book has eternal life in it, or that his spells haven't yet discovered youth but he's tempted to push the envelope. I think I prefer the former, this guy just being like, 'well, I fricked it and made eternal life, I gotta never cast it, ever'

That is some interesting answers.

Unfortunately I think he meant he can't protect the book forever as he's old and likely to die soon. The spells could defeat a lot of things, but not death. Barring the spell he accidentally discovered could stop death. To which I say whut.

14 hours ago, Parrhesia said:

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I choose to believe we're drinking Mal Keshar.

My unfortunate guess is that this is pre his being a lich, I'll check the timeline.

*1 search later:

Bad news, this is centuries before Malin's born.

14 hours ago, Parrhesia said:

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"are you....... sure"

Landar chose...... poorly.

14 hours ago, Parrhesia said:

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are you fucking kidding me landar

As fricking seen here.

Edited by Dayni
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8 hours ago, Dayni said:

Also, yay pierce does something!

Let's not forget that Pierce completely ruins the day of Loyalist cavalry.

I don't think Pierce is necessarily bad. It's just that you fight a lot of undead in the campaign. I mean, we've seen them a lot more then the freaking Drakes.

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LEGEND OF WESMERE 11: Wasted gold, missed opportunities, and the value of attrition

Spoiler

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When last we left off, Landar was a fucking idiot. Now Olurf's tossing his axe passive-aggressively.

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Hey there, Eo Exposition, calm down.

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First they came for the loys, and I said nothing...

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The... 'chapter' ends there, abruptly. We're now in chapter 4, the Alliance.

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Look at that minimap. This is gonna be... a something.

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Olurf, do you have the rest of your fucking troops yet?

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Alright, folks. So remember how the orcs in this campaign have talked in, like, 'blurrgh we must take da stone from da tree-shaggers'

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Fucking Mark Twain-Grub here spitting fire I guess.

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This goblin owns.

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Hey, look, purple!

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Uhh, the Ka'Lian's army is-

(Great art detail I never noticed; there's a little hook on his armour for helping couch the lance!)

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Yeah.

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Landar, who explicitly thinks this is a waste of elven lives, criticising the Council for not sending elves here.

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Okay. So, that actually was a good opening, IMO - emphasising that this is just kind of a hellish war crossroads. Funnily enough, Galtrid is counted as the leader of purple, and we can let Eradion die. Also, El'somithir is here, and a hero again, despite being a council member.

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Looks like we get 470 all around. Man, I wish I'd lowballed last mission. Note how much cheat-gold the enemy gets.

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I kind of want to say Grol, this troll, was the leader from one of the Ka'lian defence missions, but I don't want to go and check. He's a great troll, not a troll warrior; the sprites are literally identical. Trolls aren't great in forests, but neither are dwarves. There's a few key hills here we can hold.

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The northwest has Pirror, the official enemy leader.

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This... swathe is the map's south. Will it be viable in practice to send Galtrid's men south? We'll see.

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We also control blue on this map! The recruit list is... crazy. It's the entire loyalist recruit list, including almost all tier 2s (no knights, javelineers, shock troops or, weirdly, pikemen) and a handful of tier 3s. I'm tempted to avoid recruiting the first turn at all, just to get in an extra turn of income, but then decide that it's probably best to just take favourable positions. Most promoted units are a bad deal - is a halberdier really worth almost three spears? - but some are economical. Swordsmen are 25 gold and offer a lot more bang for that buck, and white mage healing is invaluable. This is also, as far as I know, the only time you can recruit fencers in any campaign. Heavy infantry are too easily countered by archers, while no real need for speed means cavalry aren't worth it. I'll train a couple of fencers for the novelty.

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Make one a duelist for good measure; they get a crossbow.

I'm also happy about this because it means we're finally playing as blue. I'm a purist; always happiest when the default player colour is blue, though I feel like campaigns should switch it up more. Unfortunately, in Wesnoth, you're basically always red.

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We've seen at least one general before, in the Descent stealth mission, but I don't think I bestiaried him. So, here they are; the tier 3 human leadership. A strong swordsman's sword, a hypothetical dextrous bowman's ranged capabilities, mild 10% physical resistances, 6 move. That said, they're weirdly frail - a longbowman has one more health.

On EP, Wesnoth gives me the shits when each fort recruits... one by one, and the camera pans desperately between the three. They all spit out full keeps - they aren't quite going to be able to sustain that, but there's at least another full wave from each in there.

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For red; I spit out every elven T2 we have except the two captains, and two fighters - I spit out every dwarven T2 we have except the berserkers, for whom trolls make exceptionally poor targets, recall a guardsman, and recruit two fighters.

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Then I realise I have enough to buy (but not recall) another guy, so, do.

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All this and blue still isn't paying any upkeep. They're tapped out for now, though, but can keep spitting out at least two guys - one promoted - a turn. I don't expect we'll see any of these guys again, so I'm not naming them.

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First contact is made in the northeast.

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Galtrid spits out his complement of guys. I could've fit in another fresh fighter had I done more precise maths, but at least all the promoted guys are out.

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So yeah, the orcs can keep a steady stream of production up. From blue, it's gonna be, like, a couple cavalry a turn.

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Olurf leads by example, rushing into the new gap and making himself invincible. The others hold the line. I shift over some help, in the form of homie sharpshooter Anduilas, a couple marksmen, the outriders and shydes.

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Someone hurls a rock at Olurf, promoting him. Elsewhere, the line holds.

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Flashbacks for Galtrid's men.

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Is this guy, like... expecting backup, or... ?

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The southwest orcs are going more for Galtrid, I guess.

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Ranger!

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Hero!

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Ranger!

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Etc. Galtrid mops up.

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Olurf's new class. Yeah, scary numbers. Huge resistances, a troll warrior's hammer as a sidearm, even a token tomahawk throw.

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Simclon! :D

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In the north... well, this is meant to result in a kill, but slayers still have 40% evasion in water.

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We manage some kind of push, anyway.

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Blue marches on.

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On EP, a couple of Galtrid's fighters go down, and trolls make bad decisions. Blue remains, far from the anvil of this conflict, pretty much just a deathsquad beelining west to kill a guy.

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Galtrid can't make much headway in the north, though the sharpshooters inch further up the pitch. In the south, though, they sweep clean.

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shank.

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40x1

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Harald finds a guy to pick off on the fringes-

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- aaaand that's his lot for this mission, allllright! Okay! Great.

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Progress in the north leaves something to be desired.

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The deathball swarms. I take the step of saying fuck it and sending all the cavalry northeast to fight trolls. And some of the quicker infantry.

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The improbably well-spoken Tan-Grub throws his life away, as the enemy fails to notch up more than a single dwarf fighter kill. It's the first unit red have lost.

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Marksman is so good.

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sigh

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The guardsman promotes into a bigger guardsman.

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It's a slog, but we carved through a fair swathe there.

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The north is an... eventual foregone conclusion.

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The west is a conclusion.

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The issue with taking out the west is that the other two bases now have a concentration of gold. The positives: a wounded explorer I didn't adequately block dodges on a 30%. And the troll leader gets flushed out! Not sure if I can seal the deal there, though...

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Quevor deletes a man with five hits, before Galtrid promotes to marshal.

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Simclon levels his rifle... and makes the 40% hit. Korbun and the ranger Nema swarm onto the mountains, trying to cut off Grol's escape. The window to do this is... very fucking small, it's already dusk.

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But we manage to make it work.

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Bar a couple straggling goblin knights, blue mops up in the west.

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Bulrod, one of the non-homie guys who came with Olurf in the Ka'lian, dies on his first competitive appearance.

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A hero gets killed by a goblin, and a few others get taken down, too.

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Damage is minimal in the northeast. Hopefully, a sharpshooter and Ampersand the marksman can take down Grol this turn. If not... well, that's a fresh wave of trolls.

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Keep in mind; this is halfway into turn 8. Pleasingly, Galtrid have lost 4 and killed 20.

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After Galtrid finishes grinding north without much success, guess who turns up to the party?

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Uhhh Landar you already told Galtrid that exact line.

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Okay, so. Might be easy to talk shit - oh, what, only two guys?? - but actually, an avenger and a sharpshooter might just make the difference in the bloody north push.

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Our only way to get through is to just take fortress spaces and hold them. We can't afford to wait until day; then they'll just make more guys.

The smart move is to pull back and delay until turn 20. We get nothing for the triple crown. But what kind of message does that send?

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Two down, now.

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The advantages of the single-shot technique: hitting 4/4 80%s is a 41% chances. Hitting 1/1 80%s is... I'm sure you can work this one out at home.

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The north takes heavy losses, as expected. Red are down a marksman, purple a sharpshooter, but the green leader flushes himself out!!

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This is blue's last challenge.

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Galtrid mashes into key potential areas to ram elves into. Thrilith-ael starts heading west. If he gets there in time, he'll have visited all three warfronts without actually fighting.

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The northeast is cleanup at this point. The terrain proved too difficult for blue to really make a meaningful impact. By the end of the turn, there's just two rocklobbers left.

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Ohhh, this feels good.

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Blue are a wasted opportunity this map. They mob up, they head west and they smash everything they encounter.

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This guy gives his life to delay the warlord another turn.

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It's all we'll need. Big Melons the remaining purple sharpshooter barely survives in the lake. Perhaps her namesake kept her afloat.

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El'lsomithir clears the way - he got his promotion!

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And, uhm, well, I was expecting a death quote. The marksman gets the kill.

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Just Fuck, Already

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Wait. The Bad Haldric was Haldric I?

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The Scenario Objectives explicitly say there's no early finish bonus. Did we do the thing Again by killing all the leaders? I'm inclined to say not, since at least the dialogue triggered, but fuck it, call it the third time we've broken the scripting by being too good.

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The statistics show the pointlessness of blue. Losses were relatively brutal for the elves, but on the whole... fuck, I mean. Triple Crown with ten turns to spare, baby.

 

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If Landar spins any faster, he's gonna drill into the earth.

 

The Loyalist Leadership line seems strangely underpowered. Not only is their HP pathetic but their offensive isn't all that impressive either. In fact, the lv4 Grand Marshall has identical offense to the lv3 Elvish Marshall.

Of course a lv4 Leadership unit has the inherit advantage that Leadership becomes stronger with each level, not only boosting stronger units but also giving an even greater boost to lower leveled units. But if you don't actually reach that level, then what's the point?

Edited by BrightBow
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4 hours ago, Parrhesia said:

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Fucking Mark Twain-Grub here spitting fire I guess.

He's wanted to write a novel for ages.

He learned how to better use the common tongue for that goal, as he doubted the other orcs would be on board with reading, especially paying for it. Why wouldn't Tan-Grub be proud of his linguistics?

4 hours ago, Parrhesia said:

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This goblin owns.

*doots.

4 hours ago, Parrhesia said:

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We also control blue on this map! The recruit list is... crazy. It's the entire loyalist recruit list, including almost all tier 2s (no knights, javelineers, shock troops or, weirdly, pikemen) and a handful of tier 3s. I'm tempted to avoid recruiting the first turn at all, just to get in an extra turn of income, but then decide that it's probably best to just take favourable positions. Most promoted units are a bad deal - is a halberdier really worth almost three spears? - but some are economical. Swordsmen are 25 gold and offer a lot more bang for that buck, and white mage healing is invaluable. This is also, as far as I know, the only time you can recruit fencers in any campaign. Heavy infantry are too easily countered by archers, while no real need for speed means cavalry aren't worth it. I'll train a couple of fencers for the novelty.

Dragoon access seems pretty neat actually, swordsmen are a pretty neat option.

(why the inconsistent access to T3 or even possibly T2 units?)

4 hours ago, Parrhesia said:

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Make one a duelist for good measure; they get a crossbow.

I'm also happy about this because it means we're finally playing as blue. I'm a purist; always happiest when the default player colour is blue, though I feel like campaigns should switch it up more. Unfortunately, in Wesnoth, you're basically always red.

A x1 crossbow, but still. So many pokes, imagine if they were berserk.

4 hours ago, Parrhesia said:

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We've seen at least one general before, in the Descent stealth mission, but I don't think I bestiaried him. So, here they are; the tier 3 human leadership. A strong swordsman's sword, a hypothetical dextrous bowman's ranged capabilities, mild 10% physical resistances, 6 move. That said, they're weirdly frail - a longbowman has one more health.

That HP is oddly low for what is meant to be a bulky unit.

These probably need a buff on their HP.

6 hours ago, Parrhesia said:

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Olurf's new class. Yeah, scary numbers. Huge resistances, a troll warrior's hammer as a sidearm, even a token tomahawk throw.

STRONK.

Love it.

6 hours ago, Parrhesia said:

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40x1

Their melee's not as bad as it could be and if that 40 had marksman attached it'd be insane.

6 hours ago, Parrhesia said:

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The guardsman promotes into a bigger guardsman.

I feel like these guys should be a bit stronger.

Like an extra damage or something.

6 hours ago, Parrhesia said:

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Okay, so. Might be easy to talk shit - oh, what, only two guys?? - but actually, an avenger and a sharpshooter might just make the difference in the bloody north push.

With all those woods, that really could.

6 hours ago, Parrhesia said:

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Galtrid mashes into key potential areas to ram elves into. Thrilith-ael starts heading west. If he gets there in time, he'll have visited all three warfronts without actually fighting.

Thrilith-ael: elfen journalist.

6 hours ago, Parrhesia said:

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Just Fuck, Already

He could say it raises the cockles of his heart.

Or they could indeed just get on with it.

6 hours ago, Parrhesia said:

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Wait. The Bad Haldric was Haldric I?

Yeah, the timeline's confusing at the best of times.

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LEGEND OF WESMERE 12: What's that sound? ... Must just be the wind.

Spoiler

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Haldric II - remember the name, he'll come up later. Briefly.

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Style question: Do you prefer the form of 'oh King' or 'O King'? I've always far preferred the latter. A childhood at least partially fuelled by Asterix might be to blame.

Incidentally, the King goes on to follow this advice, but that's a story for another campaign.

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Landar, please keep your consistency straight for one moment. Unless your entire personality is just 'obnoxious contrarian', I guess.

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Fuck me, our route has been... circuitous.

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Landar, you're never sure about fucking anything.

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We get a couple quaint pop-ups.

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Kalenz demotes! He's a lord, now, like Erlornas. Landar's unaffected.

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It's A Stealth Mission

If you thought Wesnoth's engine can't have stealth missions, you'd be-- well, surprisingly wrong, I think there's one in Liberty that's pretty decent, and the Descent one was the second-least-worst map in it. So. Who knows, really.

No word about gold there. So, not sure what's up. Granted, you aren't meant to be taking in any gold from last map, anyway.

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There's also a purple encampment in the southeast. Fun fact: every fucking orc here has a custom name.

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It's a general but better at everything, except having 0% resistance to everything. Fun fact about the general line - in default MP, you can be lead by a lieutenant, but not actually train sergeants. AFAIK it's the only case of that. Sovereigns are campaign-only.

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One advantage of this map is that, being invisible, you have 80% (!) evasion, and since only the wolves can spot you, you can pick cunts off with impunity.

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The wolves patrol, so this is problematic, and forces us back into the shadows.

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Well. This is awkward.

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Fuck it. Let's frag the cunt.

Weirdly, no consequences result.

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I decide to say fuck the police, we're invincible.

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suuuck myyy diiiickkk

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S T E A L T H

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er

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The sovereign doesn't run, or fight back outside of counters. I guess this line means we have to kill the other orcs here? Does... he mean the other warlords?

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just passin'

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Okay, I'm gonna assume that's a no on warlords mattering. The timeline would go from absurdly generous to absurdly tight.

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JUST PASSIN

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DON'T MIND ME

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This is a Dog% run of this very serious mission.

Let's wait around a few more turns to see Kalenz turn insane from the Bad Potion.

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That's it??

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Oh. Uh. I guess the remaining warlords were meant to fight over the leadership. And talk shit, here.

We... kind of cleared our own power vacuum with just leaving this guy alive.

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That was stupid, but far better stupid and hilariously easy than stupid and frustratingly hard. Kalenz demoted, then re-promoted into his tier 3 HTTH self which looks incredibly anime. And for good measure, Landar got his second post-Sharpshooter health boost.

 

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8 hours ago, Parrhesia said:

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Kalenz demotes! He's a lord, now, like Erlornas. Landar's unaffected.

Now why doesn't that affect Landar?

8 hours ago, Parrhesia said:

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It's a general but better at everything, except having 0% resistance to everything. Fun fact about the general line - in default MP, you can be lead by a lieutenant, but not actually train sergeants. AFAIK it's the only case of that. Sovereigns are campaign-only.

They certainly won't let it be easy to kill with those stats that's some well rounded stats.

Also, does the orc in the art have a prosthetic arm? It looks like he's wandered in from Warhammer honestly.

8 hours ago, Parrhesia said:

That was stupid, but far better stupid and hilariously easy than stupid and frustratingly hard. Kalenz demoted, then re-promoted into his tier 3 HTTH self which looks incredibly anime. And for good measure, Landar got his second post-Sharpshooter health boost.

Fucking Kalenz goes from T3 to T3 in the space of a map, is that why he's a legend?

How many grunts were killed on the way?

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