Search found 129 matches

by mlangsdorf
August 31st, 2007, 11:56 am
Forum: Strategies & Tips
Topic: Need help on Warmaster Campaign!
Replies: 8
Views: 2707

How do you beat scenario 4? The allied leader always makes a suicide charge to attack the necromancer, and ends up in the water on turn 5 or so, surrounded by undead. I've just barely started evolving my attack, and the computer AI loses the game for me. Suggestions?
by mlangsdorf
December 5th, 2006, 5:18 pm
Forum: Strategies & Tips
Topic: Northern Rebirth
Replies: 14
Views: 5047

There's a long way to go after the Pursuit. The trickiest part of Pursuit is knowing that you need to break into the Dungeon first in order to rescue the prisoners, and then figuring out how to break through the defenses on the E and W sides, which are hard. It's a very touchy, luck based level with...
by mlangsdorf
July 12th, 2006, 7:09 pm
Forum: The South Guard
Topic: South Guard 9a - Vengeance
Replies: 78
Views: 178009

1) What difficulty levels and game versions have you played the scenario on? (2) How difficult did you find the scenario? (1-10) (3) How clear did you find the scenario objectives? (4) How clear and interesting did you find the dialog and storyline of the scenario? (5) What were your major challenge...
by mlangsdorf
July 12th, 2006, 7:01 pm
Forum: The South Guard
Topic: South Guard 7a. Into the Depths
Replies: 82
Views: 113177

1. Hard 1.1.7 2. 9 - I had to restart multiple times. Undead are fierce in caves, liches are hard to kill with Royal Guardsmen and Swordsmen, and the Mage of Light doesn't move fast enough to be everywhere he needs to be. Plus, those damned Spectres and Wraiths picking off anything weak. At least th...
by mlangsdorf
July 12th, 2006, 6:50 pm
Forum: The South Guard
Topic: South Guard 6a. Tidings Good and Ill
Replies: 37
Views: 33240

1. Hard 1.1.7 2. 5 - a little tricky but it's not like there's a lot of options 3. Very clear 4. I'm not exactly understanding why the two parties split up, but whatever. And was there something to do with the Ogre? I couldn't tell. It didn't seem to want to attack, so I ignored it for most of the s...
by mlangsdorf
July 12th, 2006, 6:46 pm
Forum: The South Guard
Topic: South Guard 5. Choice in the Fog
Replies: 53
Views: 59940

1. Hard 1.1.7 2. 5 - played it through in one pass, I think, but with some sweat. 3. Clear enough. 4. I understood what was going on. 5. I was never sure where I needed to be going, so my forces spent a lot of their time scattered all over the map. Having a few Elvish Scouts would have been a big he...
by mlangsdorf
July 12th, 2006, 6:40 pm
Forum: The South Guard
Topic: South Guard 4. Vale of Tears
Replies: 49
Views: 45542

1. Hard, 1.1.7 2. 4, it was a straightforward "kill everything on the road". Bone archers were a bit scary, but that was it. 3. Objectives were clear. There should be a label or symbol showing the destination village, though. 4. Interesting enough. 5. No major challenges 6. 7 - I might rep...
by mlangsdorf
July 12th, 2006, 6:34 pm
Forum: The South Guard
Topic: South Guard 3. A Desperate Errand
Replies: 43
Views: 40346

1. Hard 1.1.7 2. 8 - took 3 replays and some luck to figure out 3. 8 - very clear 4. storyline was clear 5. recruiting enough forces to fight the thief leader, but getting out of the castle quickly enough to make it north. 6. 6 - it's not bad, but not amazing. 7. knowing I could recruit cavalry on t...
by mlangsdorf
July 10th, 2006, 6:42 pm
Forum: Mainline Campaign Development
Topic: [Historical] Campaign-Rebirth of the North
Replies: 384
Views: 116013

Sorry, I know you're busy with SoBE, and I didn't mean to nag. Just feeling frustrated that I can't complete the final battle of the campaign.
by mlangsdorf
July 7th, 2006, 7:24 pm
Forum: Mainline Campaign Development
Topic: [Historical] Campaign-Rebirth of the North
Replies: 384
Views: 116013

I like the large battles, to an extent. The Eastern Flank was about as a large as a battle should be, though. It took about 15 minutes per turn for me to play that. It was a little dull in parts, but bearable. Showdown is just ridiculous. Each game turn would go something like: 2 minutes: retreat po...
by mlangsdorf
July 6th, 2006, 10:12 pm
Forum: Mainline Campaign Development
Topic: [Historical] Campaign-Rebirth of the North
Replies: 384
Views: 116013

If you're going to redo Showdown, could you reduce the amount of gold involved? I'm playing it on Medium and each Orc lord recruits full castles for 7 turns. There's over 400 units involved in the battle! My computer is an Athlon 64 3000+ and a gig of memory, and it still takes the computer 45+ minu...
by mlangsdorf
June 29th, 2006, 6:32 pm
Forum: The South Guard
Topic: South Guard 2. Proven by the Sword
Replies: 49
Views: 41700

(1) Hard 1.1.15 (2) 6 - had to replay it once because I ran out of time. Stupid elusivefoot on castles. (3) 9 (4) 8 (5) Recruiting fast enough to get forces across the bridge before the time limit. The first time I played, I moved off my keep and had to spend 2 turns killing the footpad so I could r...
by mlangsdorf
June 29th, 2006, 6:27 pm
Forum: The South Guard
Topic: South Guard 1. Born to the Banner
Replies: 61
Views: 61685

(1) Hard (aka Normal?) in 1.1.15 (2) 4 - had to replay it once because I didn't realize the importance of the river village. (3) 8 (4) 6 (5) Balancing the need to bring the army commander forward with keeping reinforcements flowing. (6) 7 - it wasn't anything special, but it was a good game. (7) Mak...
by mlangsdorf
July 15th, 2004, 6:41 pm
Forum: Strategies & Tips
Topic: valley of stone
Replies: 5
Views: 2544

Thieves and dwarves are good. Wizards and archers are bad.

Gryphons are helpful if you have a lot of money.
by mlangsdorf
July 8th, 2004, 9:57 pm
Forum: Strategies & Tips
Topic: Mountain pass - run or fight?
Replies: 9
Views: 3423

If you can keep the dwarf beserkers alive, it's just too easy for them to destroy the mages.

I do like the new bridge, so that it's possible to go around. In the early versions, you had to pass both wizards' keeps and killing them was the best plan.