South Guard 2. Proven by the Sword

Feedback for the mainline campaign The South Guard.

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Dwachs
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Joined: December 11th, 2007, 7:51 am

Re: South Guard 2. Proven by the Sword

Post by Dwachs » December 18th, 2007, 8:52 am

Eleazar wrote:(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 challenges in meeting the objectives of the scenario?
(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?
(1) 1.2.8 - medium
(2) 6 - it was tough, but I won :)
(3) clear
(4) interesting - the sudden appearance of the undeath is a good idea.
(5) to reach Westin before the enemies can flood it with troops
(6) 6
(7) The destroying of the village was a little bit disturbing: Do I have to protect them to win the scenario? Ofcourse not, but that could be mentioned?

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Anym
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Re: South Guard 2. Proven by the Sword

Post by Anym » April 3rd, 2008, 7:27 pm

(1) Civilian (Beginner), 1.4, English [US]

(2) 3: Slightly more difficult than the first, but still gentle.

(3) Very clear.

(4) Very clear and starting to get interesting.

(5) Being overly cautious with regards to crossing the river.

(6) 6: Fun, but still feels like a prologue.

(7) The map image displayed before the scenario isn't pretty, like I remarked in comments about the first scenario. Usually I wouldn't mention it again, but I just noticed that the title of the scenario was overimposed on the map in an unfortunate shade of green that blended with the colour of the map, making it hard to read. I assume the first scenario also had its title presented like this, but the choice of colour made me overlook it. Having a different colour there would be nice. Other than that, the scenario was fine.
I look just like Bobbin Threadbare.

lsummer28
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Joined: November 8th, 2008, 3:17 pm

Re: South Guard 2. Proven by the Sword

Post by lsummer28 » November 8th, 2008, 3:52 pm

(1) What difficulty levels and game versions have you played the scenario on?
Recruit, 1.4.2

(2) How difficult did you find the scenario? (1-10)
2

(3) How clear did you find the scenario objectives?
Quite clear. Kiill the bandits, kiill the bandits...

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Quite clear and reasonably interesting. "You killed my brother, you dirty rat..."

(5) What were your major challenges in meeting the objectives of the scenario?
I can't honestly remember any. The map made me a little queasy, but there were no big challenges to my forces. Someone pointed out that Hylas annihiliates undead on contact, otherwise that would be a bit tricky.

(6) How fun do you think the scenario is? (1-10)
7

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think the enemy could have been stiffened a little, maybe given one or two thug upgrades that need to be taken down by archers.

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Turuk
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Re: South Guard 2. Proven by the Sword

Post by Turuk » December 16th, 2008, 9:10 pm

(1) What difficulty levels and game versions have you played the scenario on?
Soldier (Normal) 1.5.6

(2) How difficult did you find the scenario? (1-10)
3. Not too hard really, the undead made for an interesting challenge given the lack of impact damage, but the white mage comes in handy.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Well-written, interesting, and moves the story forward very well.

(5) What were your major challenges in meeting the objectives of the scenario?
None. The turn limit could be tightened for getting to the town? To make it feel a bit more of a rush.

(6) How fun do you think the scenario is? (1-10)
7. The map is well done, I like the use of the water to provide variety and ways to trap the undead. The mix of enemies is a fun twist as well.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None, good enough as it is, possibly tighten the initial turn limit to get to the keep.
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rujikin
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Joined: June 29th, 2009, 9:41 pm

Re: South Guard 2. Proven by the Sword

Post by rujikin » June 29th, 2009, 9:54 pm

(1) Normal 1/7/1
(2) 10
(3) clear
(4) Very fun and very unexpected battle. Nearly had lines crushed.
(5) The bat, strong skeletons, and ungodly lucky AI at missing.
(6) 10
(7) Make a fake army of skeletons appear from their original camp and make it look like your going to die, army dissapears with southern enemy commander dead.

DrPepper8
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Joined: August 31st, 2009, 10:16 am

Re: South Guard 2. Proven by the Sword

Post by DrPepper8 » September 3rd, 2009, 6:45 pm

1. Normal, 1.6.4
2. 6
3. clear
4. I liked it - it was interesting and there was quite a lot going on.
5. Nothing major. Hardest bit was trying to defend the town overnight during the first wave of undead.
6. 8. There was scope for trying different things, and I liked the 2 part nature of the objectives (capture the town, then take out the enemy leader) as it made me think more about tactics than I've sometimes had to.
7. As others have said, knocking a turn or two off the time limit to capture the keep might make it a bit more tense.

fob-nation
Posts: 3
Joined: June 13th, 2010, 2:46 am

Re: South Guard 2. Proven by the Sword

Post by fob-nation » June 19th, 2010, 7:00 am

Eleazar wrote:(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 challenges in meeting the objectives of the scenario?
(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?
1. Soldier ('Normal'), 1.8.2

2. A little harder than the previous scenario, requiring a little more thinking now that you pick up a new unit. 5/10.

3. Clear.

4. Quite interesting. I was thinking 'Whaaaaaa.....?' when the enemy commander started getting undead units, and was curious to see how the story would progress from there.

5. Nothing in particular was especially challenging.

6. Most of your current units suck against the undead, so it was cool to get a new unit (the White Mage) that can blast right through them. Some of the fun comes from figuring out when to attack with this unit, and when you should simply shield it from attack.

7. As already mentioned by others, reduce the turns limit for the first objective.

b1tchnow
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Joined: December 29th, 2010, 10:47 pm

Re: South Guard 2. Proven by the Sword

Post by b1tchnow » December 29th, 2010, 10:56 pm

1) Difficulty: Normal
Version: iPhone 1.5
2) 10 (Pure Frustration !!!)
3) It's clear what to do, but I have no idea how!
4) Don't know, there hardly is some. I lose to early.
5) I can not take the citadel. I am attacked in round 1 and at least need 5 turns to reach the bridge, and then the city is full of elusive enemies, who kill me.
6) 0
7) Tell me how to kill these elusives without having to use 4 men and two turns.

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Faello
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Re: South Guard 2. Proven by the Sword

Post by Faello » July 5th, 2011, 10:54 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Soldier - top difficulty level, 1.9.7, no saves/reloads, 182 starting gold

(2) How difficult did you find the scenario? (1-10)

2.

Bandits starts with initiative and Westin in their hands in this scenario, but they're too scattered and inferior in numbers to the South Guard forces to become a real problem. After capturing Westin, their commander, Urza Nalmath <lvl2, outlaw> will receive about 50gp for recruits and will use it on undead units, but player will be reinforced by the Minister Hylas <lvl2, loyal, intelligent, white mage> so it's a minor problem.

[HINT]It's good to move commander Deoran to the Westin castle hex after the city are will be cleansed from outlaws presence, since moving Deoran to the castle hex will trigger some minor peasant support coming out of the villages - they're frail BUT all loyal, so they're very precious as a source of powerful upkeep-free high level units in the later scenarios :eng:

Finished in turn 16/28.

3 losses, 20 kills

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

Crystal clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

It was good, I like the level of the plot and dialogs in this campaign.

(5) What were your major challenges in meeting the objectives of the scenario?

Manage xp-disposition well. Aside from that, no major challenges.

(6) How fun do you think the scenario is? (1-10)

8.

Again, interesting scenario with a nice map, a good training for city assaults in the multiplayer or in the more difficult campaigns.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

No changes required, it's great as it is.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

No.

Replay attached:
Attachments
TSG-Proven_by_the_Sword_replay.gz
Proven by the Sword replay, Soldier difficulty level, 1.9.7, no saves/reloads
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The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.

podbelski
Posts: 151
Joined: June 7th, 2011, 8:35 pm

Re: South Guard 2. Proven by the Sword

Post by podbelski » July 9th, 2011, 12:05 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.9.6, top difficulty, 187gp, no reloads

(2) How difficult did you find the scenario? (1-10)
4, restarted a couple of times b/c was bogged in combat and was not able to reach the Westin on time. Leveling up loyal units and avoiding their death is by far the biggest challenge. Also, enjoyed last fight with bandits' leader, scored 42xp out of him (distributed) :)

finished in turn 21/28, 3 losses, 26 kills

(6) How fun do you think the scenario is? (1-10)
8
enjoyed everything

(7) What, if any, are changes you would have made to the scenario to make it more fun?
great as is
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PorkSol
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Re: South Guard 2. Proven by the Sword

Post by PorkSol » September 4th, 2011, 4:23 pm

(1) What difficulty levels and game versions have you played the scenario on? 1.9.8, hardest available, no reloads
(2) How difficult did you find the scenario? (1-10) 5. Probably 3 to simply win, but I struggled to clear it efficiently while protecting the loyal peasants and letting them get EXP.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Interesting, we find out what happened to Sir Loris, but a new mystery is uncovered.
(5) What were your major challenges in meeting the objectives of the scenario? My main challenge was that I kept under recruiting. Recruiting third castle full of fodder helped a lot. Also, reacting to the change in the situation when you capture the citadel. That can definitely lead to problems if you capture it while the battle is still ongoing.
(6) How fun do you think the scenario is? (1-10) 8. Lots of nice extras to keep it from becoming just another generic scenario.
Attachments
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1.9.8, hardest available, no reloads
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Kinak
Posts: 3
Joined: September 5th, 2011, 2:42 pm

Re: South Guard 2. Proven by the Sword

Post by Kinak » September 5th, 2011, 3:47 pm

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

1.9.6 the middle one (soldier?)

(2) How difficult did you find the scenario? (1-10)

4. Made it through with minimal losses, although those did include one of the loyal mermen.

The bandit leader came out of his fort to attack me, though, which might have made that easier. Also, I knew how to deal with skeletons in advance.

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

Very clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

It definitely worked.

(5) What were your major challenges in meeting the objectives of the scenario?

I overextended myself a bit south of the city after taking it. That resulted in some unecessary losses.

(6) How fun do you think the scenario is? (1-10)

6. Nothing spectacular, but advances the plot nicely.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

It talks about smoke coming from the city in the beginning, but none of the villages there start burnt out. It seems like having a few villages (either the ones in the city or just outside) be burnt out would give that a little more punch.

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Pewskeepski
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Re: South Guard 2. Proven by the Sword

Post by Pewskeepski » October 10th, 2011, 6:54 pm

(1) What difficulty levels and game versions have you played the scenario on?
Version 1.9.9, Normal difficulty.

(2) How difficult did you find the scenario? (1-10)
4.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Great. I actually like the vibe I get from small-scale campaigns like this.

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping as many loyals alive as I could.

(6) How fun do you think the scenario is? (1-10)
7. The battle flows very nicely, and there's never any moments when you don't have units fighting!

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Got nothing.

(8) How well done did you find the map for the scenario?
Very well designed.
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Kaiserdrache
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Joined: November 3rd, 2011, 7:26 am

Re: South Guard 2. Proven by the Sword

Post by Kaiserdrache » November 3rd, 2011, 7:40 am

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

Game Version: 1.8.5, Difficulty: Easy

(2) How difficult did you find the scenario? (1-10)

A clear 9. As a beginner i ran into trouble more times than I can actually count.

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

Pretty clear and straightforward. Capture Westin and finish everything else off :D

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Pretty clear, but not really interesting.

(5) What were your major challenges in meeting the objectives of the scenario?

Definitely the undead. I had massive trouble to keep them at bay during the night.

(6) How fun do you think the scenario is? (1-10)

A clear 10. In the beginning it's quite massive, but nevertheless it gets better and better.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Something debatable. As a p&p roleplayer it seems quite odd that an bandite can summon the undead. Would have been better if these skeletons would have simply showed up somewhere else on the map and not directly next to Urza.

Gerion
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Re: South Guard 2. Proven by the Sword

Post by Gerion » December 19th, 2011, 9:46 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.8.6, highest difficulty

(2) How difficult did you find the scenario? (1-10)
I would say a 5. It has its difficulties, but is not overly hard. I managed to free Westin in round 6 and won in round 13

(3) How clear did you find the scenario objectives?
Very clear. Free Westin, Kill Enemy

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very clear and quite interesting. Bandits being able to summon undead is a surprising twist and a kickstart to the whole campaign (the first scenario was just a "something's fishy here" start).

(5) What were your major challenges in meeting the objectives of the scenario?
First: Keeping all loyal units alive (i didn't manage to keep ALL of them, unfortunately)
Second: Keeping the Undead at bay during the night, it is hard enough with the mostly piercing damage dealing units even with the terrain at their favour. Without the white mage it would be nearly impossible i think

(6) How fun do you think the scenario is? (1-10)
7. Quite fun, but i expected to have a harder time freeing Westin

(7) What, if any, are changes you would have made to the scenario to make it more fun?
There is one thing...
First, in the beginning there is a rogue sitting in a fortification at the bridge to Westin (22,12). After the initial attack he left the fort to attack a wounded unit and got slaughtered because of that. If he never had left the fort reaching the city would have been more challenging because it would have been harder to kill him. Maybe scripting that he never leaves the fort?

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