How to beat Scenario 3

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pip8184
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Post by pip8184 »

It's annoying recruiting 2 troops a turn, and then getting them ever so slowly onto the other land mass where the real fight is supposed to happen, you don't ferry men across like that in a war man ~_~. if the orcish [censored] sent wolf raiders instead of trolls, I swear we'll be doomed.
pjr

Post by pjr »

Elvish Pillager wrote:
scott wrote:The small castle is designed to be annoying on purpose!
Do you have inside information? I remember asking about this a while ago, and nobody said anything like that...

Anyway, this is a game. Games are meant to be fun. NOT annoying.
I think it's more fun if you you have to pay for your mistakes, in this scenario and in the game in general. It's certainly annoying, but I find that I'm annoyed far more by my own lack of foresight than by the game rules.
Vedran
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Post by Vedran »

pip8184 wrote:It's annoying recruiting 2 troops a turn, and then getting them ever so slowly onto the other land mass where the real fight is supposed to happen.
This, combined with sheer number of the whelps is what makes the scenario hard. Merman are expendable, I lost all except one in battle with nagas (luckily, half of nagas decided they wanted to be slain by elves), and the surviving one bolted the captain.
On the land, I had to retreat and hold the last line of defense just to survive. I lost to many marksmen (markselves?) to my liking. Perhaps I'm inexperienced yet, but I don't like to use veterans as cannon fodder.

How to make the scenario easier:

Mermens' only use is to swarm and slay the sea captain, the land units are slow in the water. A bit less nagas would help.

Hinder the whelps somehow (not too much). Either create a bottleneck in the middle of landmass, or put more villages nearer to the castle, or put another river, make their castle smaller...

Please, please either put the third hex to the castle, or to the river separating it from the land. The start of the scenario is too slow.
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turin
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Post by turin »

are you playing on easy..? when i played it on easy first i didn't lose many of my mermen at all. They slaughtered the nagas during day, and retreated to villages during night. On land, I used scouts to go in and claim territory, then moved in my heavy hitters. Attack at day, defend at night. Not too hard. :)
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pip8184
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Post by pip8184 »

you should have a few elven heroes and human knights if you want a real chance for this map. They just own the troll whelps. Also, it won't hurt having 2 druids to slow down the whelps that you don't feel like killing for the current turn (it helps to leave a few of those full health whelps for next round... finish off those almost dead suckers first).
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turin
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Post by turin »

pip8184 wrote:you should have a few elven heroes and human knights if you want a real chance for this map. They just own the troll whelps. Also, it won't hurt having 2 druids to slow down the whelps that you don't feel like killing for the current turn (it helps to leave a few of those full health whelps for next round... finish off those almost dead suckers first).
I suspect most players who struggle on this map don't have 7 advanced units by scenario 4. ;)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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santi
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Post by santi »

Don't mean to be picky, but isn't Bay of Pearls Scenario 4(Elves Besieged,
Clearwater Port, Anduin, bay of Pearls)?
Second, I think if you have to think about defending Konrad vs the nagas
it's a sign that things have gone wrong. Sure, I had this happen
and was able to beat the land orc to win, but this only happened once
(I last played this level on medium for 7.10)
Similarly the normal run of events is that your land forces will
not be harassed by enemies from the sea(usually bats, but possibly also nagas or advaned nagas) This means the mermen should be able to
win or at least hold their own at sea. I have found that even 1 merman is enough to grab the trident and free the last and biggest cage. The question is then whether the remaining mermen have been able to at least hold their own. In such a case,victory against both enemy commanders is assured. If not,
then I think the mermen are bound to lose and the question is
how long will they last to give the ground forces a free hand in their
push south. The main problem is that a few bad decisions plus unlucky
hits can completely reverse the outcome. Hence unless this level has gotten
much harder since I last played it, I do not see a need to rebalance
-you can still beat the southern commander and win.
I think in all scenaria you should be able to win if you play well enough
. Dave, if you are going to start rebalancing, PLEASE start
with Dwarven Doors, which is RIDICULOUSLY EASY NOW-see
my posting on this: You just run, do not even stop to retaliate
and manage to win with lots of gold and a void in our understanding of how the rest of the rebel army could ever make it into the caves!
Dacyn
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Post by Dacyn »

santi wrote:Don't mean to be picky, but isn't Bay of Pearls Scenario 4
Not in the version when this thread was started...
santi wrote:Clearwater Port
Blackwater Port
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