Scenario 2: The Chase

Feedback for the mainline campaign A Tale of Two Brothers.

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Re: Scenario 2: The Chase

Post by nikita1996 » August 17th, 2015, 2:10 pm

1) difficulty:Knight (challenging) v1.12.4
2) 2. I have completely enough gold and units to defeat the elves and the undead. The only thing that is a little bit difficult is, elvish horses in the wose have 60% defense and you are not very easy to hit them. Once I had a bad luck, and I even didn't killed an elvish horse with 6 units in some turn.
3) Very clear.
4) Dialogues are simple but interesting and useful. Good!
5) Nearly no challenge. The major challenge is, how to make more lv 2 units :)
6) 7. It's more interesting than the first scenario, because firstly, you have two tasks in one scenario (including killing the elves and the adept), also, to fight with elves while rushing north is something interesting and exciting.
7) Maybe we can have some ambush units in the forest like woses and elvish rangers.
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Re: Scenario 2: The Chase

Post by Remellion » December 26th, 2015, 2:49 pm

1. Played on Knight (Challenging), 1.12.5. Also numerous times before on 1.5, 1.6 and 1.8, so I know what's coming.

2. Difficulty is oddly enough OK. Again the challenge is to keep loyals alive, although being a short campaign with an army of loyals, it isn't crippling to lose a few. (Was a little too reckless and lucky with my knights, but it worked out...) I remember having great difficulties in earlier versions when facing the onslaught of elvish scouts; could be down to luck or better strategy on my part now. Probably around 6/10.

3. Objective is clear. Go north. I remember being surprised by the shroud at the north hiding the full length of the map when I first played this scenario ages ago, then scrambling to finish in time, but unless the player dallies there shouldn't really be a danger of running out of time.

4. Dialogue is simple and effective. The elves' motivation for the fight is a little out of character I think; simply removing or changing Nil-Galion's dying lines may be better. Or hinting in the introductory dialogue that he has a different motivation than he lets on.

5. Challenges. Mostly the initial onslaught of scouts. They have mobility, terrain and time of day advantages in the first few turns, along with a healthy elvish hero right up the front lines. Scouts have high mobility, meaning that they can easily reach in and pick off any wounded or weak units in your formation. Likewise they can very likely reach any available hex unless blocked or ZoC'ed, so leaving open hexes around your units is particularly dangerous.

With that in mind, the natural strategy is to let them come to you. Loyalists being pierce-heavy is good versus the mounted scouts, and spearmen being cheap and having melee and ranged retaliation is extremely useful. Staying in the 60% starting keep and letting the elves attack from 40% flat, keeping a tight formation helps survival. Leaving only 2 hexes open on your loyals also increases their chances of survival. When dawn finally breaks, the tides turn naturally to your favour. (I lost a spearmen, and should've lost a knight in the subsequent hasty rush northwards... careless and greedy play there.)

The other issue is realising that there is shroud on the north side of the map, and reaching in time to complete the objectives. Knowing this beforehand, I rushed north, and had enough time to farm the revenants for exp before finishing (recalling footpads for this purpose at the start.)

6. Funnosity is a 7 for me, since figuring out how to survive the start is interesting. Once the elves run out of fodder though, the rest of the scenario is just a steamroller north.

7. Improvements... Hm. For a start, a bigger keep for the elves, and more gold (perhaps to start recruiting on turn 4, such that the elves put some sterner resistance after the initial rush.) Likewise, the dark adept shouldn't rush out suicidally - maybe deathblades rather than revenants to increase their range, and definitely something to stop the adept coming out to die. Or perhaps setting the adept at 2 exp to leveling up, such that it might become a more interesting situation to finish him off.
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Re: Scenario 2: The Chase

Post by SigurdFireDragon » January 13th, 2016, 3:54 am

1. Played on Knight (Challenging) with 184 gold, 1.12.5. Once before on easy in 1.10

2. Difficulty - 4

3. Objective is clear.

4. Dialogue - 7. Once again it continues the tale well.

5. Challenge - 5. Defeating the elves is easy enough when you lure them into the open. Was worried about getting to the top in time after defeating the initial wave of Elvish Scouts.

6. Fun - 7

7. Improvements - None that I can think of.
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Re: Scenario 2: The Chase

Post by Caladbolg » September 23rd, 2016, 4:55 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.12.5, Challenging.

(2) How difficult did you find the scenario? (1-10)
5.5. As with the last one, it's not difficult but it is tricky.

(3) How clear did you find the scenario objectives?

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good, but as Remellion mentioned above, elves' motivation is a bit strange. Aside from that, there's this line: "But there are things that need done and questions that need answered." A quick google search tells me that it's actually gramatically correct, but it threw me off when I read it. I'd add "to be" in there but that's just a personal preference I guess.

(5) What were your major challenges in meeting the objectives of the scenario?
Initial waves of scouts on a forest-heavy map. They're difficult to hit when in woods and can quickly reach your units, picking off the wounded. It's really tricky to deal with them at first and the elvish hero near player's keep isn't making things easier either.

(6) How fun do you think the scenario is? (1-10)
5. A bit more interesting than the least one.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe make the forest just a bit sparser. In the main part of the map where most of the fighting will occur (north of the paths just above the starting keep and south of the river) there are less than 10 hexes that have no forests adjacent. That means that the vast majority of hexes have forests from which enemies can safely attack adjacent. And considering the movement of scouts, they are the ones determining which hexes are accessible which means that you'll probably only be able to take a few of those "safe" hexes and you'll mostly be at a terrain disadvantage no matter what you do.

Strategy: Recall units. The only way to take away enemy's terrain advanatge is to wait for them to come to you. For the first few turns the battle unfolds near the starting position. Regardless of high defense of scouts in the woods, horsemen are used to attack as they deal huge damage to them. When daytime comes, the tide turns in player's favor and spearmen become useful. When possible, position units onto hexes that have no forests adjacent so as to leave the attackers defenseless. 11th turn, a loyal swordsman kills the elf leader. 13th, undead sighted. 14, a loyal horseman kills the adept. I went straight for the kill, without delaying to kill the revenants as they'd likely kill a few of my units if I did that (and so would the adept if he lived for a turn more).

Stats: 217 start gold, 14/24 turns, 89 end gold, 15/17 villages, 12 units, 17 income, 5 recruits (bowman, footpad, horseman, 2x spearman), 7 recalls, 4 advancements (2x horseman -> knight, spearman -> swordsman, footpad -> outlaw; swordsman and one of the knights being loyal), 2 losses (footpad and a loyal bowman), 18 kills, +1% dmg dealt, +7% dmg received
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Re: Scenario 2: The Chase

Post by Konrad2 » May 2nd, 2018, 7:26 am

(1) What difficulty levels and game versions have you played the scenario on?
Hard and 1.14.0
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
First part: Absolutely clear.
Second part: 'Kill the Dark Adept before his reinforcements arrive' not as clear. He said his reinforcements arrive in one hour. Is that when my turns run out? Maybe in one turn? Maybe in two? I do not know for sure.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very clear and interesting as well. I'd be interested in a prequel.
(5) What were your major challenges in meeting the objectives of the scenario?
Defeating the elves and advancing fast enough (without losing/endangering any units).
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Make the AI for the undead better/Use a better AI. As it is, the Dark Adept comes charging at me, splitting from his protectors. He basically tries to suicide as fast as possible...

Stats: 189 start gold, loyal horseman automatically recalled, 20/24 turns, 203 end gold, 15/17 villages, 10 units, 17 income, 3 recruits (3x bowman), 5 recalls (4 loyal spearman, 1 loyal bowman), 2 advancements (horseman -> knight, spearman -> pikeman), 0 losses, 19 kills, +12% dmg inflicted, -13% received, no reloads (I'm serious. Weird dmg stats...)
AToTB-The Chase replay.gz
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I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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