Ford of Abez
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Ford of Abez
I just can't beat this level. My troops get totaly sluaghtered. I have 176 gold and a fairly decant army:
1 Geat Mage (lv 4)
2 Assaians (lv 3)
1 Elvish Avenger (lv 3)
1 Elvish Cmapion (lv 3)
2 Elvish Shapshooters (lv 3)
2 Paladin (lv 3)
1 Elvish druid (1/2 to Shyde)
1 Elvish Outrider (lv2)
1 Elvish Ranger (lv 2)
1 Merman Lord (lv 2)
1 White Mage (Marcus) (lv 2 1/2 exp to lv3)
1 Merman + Trident (almost Lord)
2 Spearmen (1 is 1/2 to lv 2)
Anyone have tips or a stratage?
1 Geat Mage (lv 4)
2 Assaians (lv 3)
1 Elvish Avenger (lv 3)
1 Elvish Cmapion (lv 3)
2 Elvish Shapshooters (lv 3)
2 Paladin (lv 3)
1 Elvish druid (1/2 to Shyde)
1 Elvish Outrider (lv2)
1 Elvish Ranger (lv 2)
1 Merman Lord (lv 2)
1 White Mage (Marcus) (lv 2 1/2 exp to lv3)
1 Merman + Trident (almost Lord)
2 Spearmen (1 is 1/2 to lv 2)
Anyone have tips or a stratage?
My unsuccesful attempts were all made in hurry, because I thought that I should reach the other side of river as soon as I can (some of NPC had gave me this advice and I believed it)
My successful strategy was to wait on my side of the ford until all of sea monsters are dead i.e. not to fight them in the water.
My successful strategy was to wait on my side of the ford until all of sea monsters are dead i.e. not to fight them in the water.
I let Konrad stand still the first round. I moved him on the second, after getting 2 rounds of recruit and recall. This scenario gives new meaning to the words:
"Time is of the essence".
I'd suggest you recall the Great Mage, Sharpshooters, Avenger and Paladins. Have them, Delf and Kalenz escort Konrad across. Shoot down the orcs with arrows, blast them with magic, charge them with the Paladins.
The round limit is confusing- it suggests fighting your way across. I tend to win this several turns early. But if you try to wait with going across, the orcs and sea monsters WILL bar your way.
"Time is of the essence".
I'd suggest you recall the Great Mage, Sharpshooters, Avenger and Paladins. Have them, Delf and Kalenz escort Konrad across. Shoot down the orcs with arrows, blast them with magic, charge them with the Paladins.
The round limit is confusing- it suggests fighting your way across. I tend to win this several turns early. But if you try to wait with going across, the orcs and sea monsters WILL bar your way.
This scenario is indeed pretty easy
First turn : recall one or two palladins/knights to take some villages and help your cash flow. Recall a champion if you have (veeeery slow in water, but it is a good way to stop attacking units from the south side to chase you).
Recal experienced mermens (or with the "magic" trident) or recruit new ones. Be sure to have at least three of them. Use them to gain some sea villages, or to slow down sea monsters progression.
Recall experienced archers (I *LOVE* sharpshooters ). But DON'T recall mages are they are way too much weak against sea monsters as they will kill them.
Next turn, move everybody and recruit some more units (palladins, archers, heroes or warriors). Then *run* to the other side. The quicker you will get there, the more cash you will gain !.
Use delfador or kalenz to protect konrad and sharpshooters or avengers to shoot at sea monsters coming from the left. Mermaid will help, specially if you managed to get the "magic" trident. Use some veteran units to slow down enemies from the south and run to north.
Use archers, delfador or kalenz to blast orcs or even mermens as orcs in water will have 30% chances to hit mermen, while mermen will have 70% !!!
Try to surround them to help Konrad reach the beach safely and use palladins to finish wounded orcs. Once Konrad is on the grass, you win. So you can make him run happilly in the middle of Orcs.
First turn : recall one or two palladins/knights to take some villages and help your cash flow. Recall a champion if you have (veeeery slow in water, but it is a good way to stop attacking units from the south side to chase you).
Recal experienced mermens (or with the "magic" trident) or recruit new ones. Be sure to have at least three of them. Use them to gain some sea villages, or to slow down sea monsters progression.
Recall experienced archers (I *LOVE* sharpshooters ). But DON'T recall mages are they are way too much weak against sea monsters as they will kill them.
Next turn, move everybody and recruit some more units (palladins, archers, heroes or warriors). Then *run* to the other side. The quicker you will get there, the more cash you will gain !.
Use delfador or kalenz to protect konrad and sharpshooters or avengers to shoot at sea monsters coming from the left. Mermaid will help, specially if you managed to get the "magic" trident. Use some veteran units to slow down enemies from the south and run to north.
Use archers, delfador or kalenz to blast orcs or even mermens as orcs in water will have 30% chances to hit mermen, while mermen will have 70% !!!
Try to surround them to help Konrad reach the beach safely and use palladins to finish wounded orcs. Once Konrad is on the grass, you win. So you can make him run happilly in the middle of Orcs.
This being a fairly easy level was my thinking tooKamahawk wrote:I tried a second time with a better set of units, this was a fairly easy level, lost an avenger though...
I don't even recruit units like avengers for this scenario. The only land units you want are units that have guaranteed chances to hit. Otherwise just plug all your cash into mermen.
David