South Guard 3. A Desperate Errand

Feedback for the mainline campaign The South Guard.

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Kaiserdrache
Posts: 32
Joined: November 3rd, 2011, 7:26 am

Re: South Guard 3. A Desparate Errand

Post by Kaiserdrache » March 8th, 2013, 7:51 am

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

Normal, 1.10.

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

2, rarely seen easier scenarios.

(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?

Once again, crystal clear.

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

What challenges?

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

4

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

Lots of. First of all, a little bit more gold for the Urza. That guy runs out of money far too fast. Second, give him the opportunity to recruit nagas as there is nothing that can challenge mermans in the water. Third, cut down Jarek. A loyal rider is nice, but simply not needed during the whole campaign. It's a nice to have, but nothing more. Instead offer a loyal naga fighter to join for a price of 100 gold pieces in one of the villages adjacent to water. Would make for a far more interesting bunch of troops and it would cut down the gold a little bit.

SBak
Posts: 78
Joined: October 8th, 2011, 1:36 am

Re: South Guard 3. A Desparate Errand

Post by SBak » September 28th, 2013, 11:46 am

(1) What difficulty levels and game versions have you played the scenario on?
Mainly easy but also medium 1.8.5 and 1.10.5.

(2) How difficult did you find the scenario? (1-10)
Now it's a 2 but when I first started it was a 5.

(3) How clear did you find the scenario objectives?
This is quite clear - get Deoran to the spot marked 'X'.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Still clear and interesting even though Deoran gets to meet a crazy bunch of outlaws and also Elves on a bad hair day. However it's not explained how a Rogue manages to conjure up bats.

(5) What were your major challenges in meeting the objectives of the scenario?
The first challenge can be summed up in one word - villages. In this scenario you gain Cavalrymen which reduces the defence disadvantage of your units but you're still at a significant disadvantage when it comes to mobility. Bats and Footpads are excellent at capturing villages because they're scouting units and you gain your own scouting units in the form of Cavalrymen but as they're on horseback they're slowed by forests, hills, water (basically any terrain which isn't flat or road) and cannot enter or cross mountains.

The next challenge is of course dealing with the highly defensive and highly mobile enemy units (Footpads and Bats) with your own highly defensive but somewhat less mobile Cavalrymen, your somewhat less mobile and somewhat less defensive other units and - on this map at least - your rather immobile supporting unit Sir Gerrick.

You could of course recall your loyal Mermen, which is probably advisable if you're a newbie anyway to keep the enemy units from drawing you into the water near the enemy keep - if you choose to deal with the enemy in one go en route to the Elvish citadel.

Levelling units on the easiest level also needs to be mentioned as a challenge, not just in this scenario but throughout the entire campaign.

(6) How fun do you think the scenario is? (1-10)
For the newbie I can see how this serves as a 'breather' scenario in the campaign and dealing with the significant mobility disadvantage would be quite challenging.

However for a more experienced player this serves better as a character building scenario with a couple of half-serious enemy units (or a few, quite literally when you consider it's the (secret magician) Rogue leader and couple of Thugs) supported by some of the most annoying enemy units in Wesnoth - Bats and Footpads.

Thankfully it's a turn based scenario and not a time based one, which would perhaps be a bit more challenging given the lengthy encounters between Footpads and Cavalrymen. It's nowhere near my longest encounter (between a hardy Dwarvish Berserker and a Lich, which the Berserker - on a mountain - almost killed after three minutes of persistent hacking), but here the units do tend to slug it out between themselves.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think there's a case for giving Sir Gerrick an extra movement point. I always imagine Sir Gerrick to be a knowledgable but somewhat pickled old soldier who's seen a few too many battles, a few too many bottles, and a bit past his best. I don't see much use in his leadership when by and large most of the units are several hexes away or even half way across the map.

Also, given the fact that Cavalrymen are the primary scouting unit for Loyalists, I don't quite understand the delay in the arrival of Jarek, the Cavalier, or with being able to recruit them. Additionally there could be some introduction for the newbie about Cavalrymen and horse units.

In the other novice campaign Heir to the Throne in the second scenario (Blackwater Port) you get a lengthy, detailed and adequate introduction to Horsemen. This is good because Horsemen are important to Loyalists as major damage dealers and you're even shown just how effectively they can take out Orcs.

I think an explanation (perhaps a paragraph) introducing the newbie player to Cavalrymen and the concept of scouting and village capturing given at the start of the scenario with the arrival of Jarek (who could explain just as Sir Kaylan does in HttT) would not only be a great act of balancing but also provide an introduction to new players on the importance of scouting and village capturing.

Other than that maybe something to cheer the Elves up. This lot seem to be a miserable bunch.

Entengelaende
Posts: 16
Joined: June 3rd, 2014, 1:30 pm

Re: South Guard 3. A Desparate Errand

Post by Entengelaende » June 3rd, 2014, 1:46 pm

(1) What difficulty levels and game versions have you played the scenario on?
Hard, 1.10.7

(2) How difficult did you find the scenario? (1-10)
3

(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?
Interesting and clear

(5) What were your major challenges in meeting the objectives of the scenario?
None, the enemy leader got killed after he went into the river

(6) How fun do you think the scenario is? (1-10)
4

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

kiss
Posts: 124
Joined: July 9th, 2014, 5:50 pm

Re: South Guard 3. A Desparate Errand

Post by kiss » July 26th, 2014, 3:21 pm

Overview
Shortest scenario, only 30 turns.
A lot of free villages.
The river design with many enemy villages near it.
Two way to reach the elvish city.

Strategy: Use mermaid with mage help for the early fight, use peasants to take villages, reinforce mermaids with bowmen.

Turn 1, 2: Riders may come?

Trun 3: Riders have a lot of moves, perhaps peasants are useless now! Mmmm, I notice only now (after 3 turns!) than enemy can recruit only two units each turn.
Strategy: recruit 2 riders and rush north with Deoran hoping there are enough to win the first fight against Urza Fastik.

Turn 4, 5, 6, 7: So much units useless now!

Turn 8, 9, 10, 11: Over

(1) What difficulty levels and game versions have you played the scenario on?
Civilian (beginner) 1.10.7

(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
Straightforward.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The story goes on with the starting line, it's nice.

(5) What were your major challenges in meeting the objectives of the scenario?
For a moment I was afraid that splitting wasn't good, but I stay on my first idea. With all those units it starts to become difficult to make the good recruitment choices.

(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?
Nothing.
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Linthar
Posts: 77
Joined: September 14th, 2006, 12:16 am

Re: South Guard 3. A Desperate Errand

Post by Linthar » July 28th, 2014, 3:00 am

(1) What difficulty levels and game versions have you played the scenario on?
Soldier (aka the highest difficulty) 1.10.7

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

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The scenario feels a bit like filler, but the writing is still decent.

(5) What were your major challenges in meeting the objectives of the scenario?
Other then the fact that the enemy exists there wasn't any challenge to be had. The enemy started with a measly 70 gold, I started with 244. The enemy recruited only level 1 troops, I had a number of level 2's in my recall list. Level 2's which for the most part I didn't even bother recalling since the enemy was so unthreating. And for the third scenario in a row, the terrain was perfectly designed for me to meet the first wave of enemies on the shore of a small river.

(6) How fun do you think the scenario is? (1-10)
3. This scenario is absurdly easy to the point where it becomes boring. I found the previous two scenarios easy as well, but as least the enemy had a chance of being threatening in them. Also the scenario ends with several turns of doing nothing but waiting for my leader to reach the opposite end of the map since every enemy is dead. The waiting around wasn't too bad since its clear where the destination is so I could just move Deoran each turn, but its still a tad bit annoying.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
The enemy needs to be much stronger. I know that I said in the previous two reviews that my judgement on difficulty for this campaign may be questionable, but I can say completely objectively that this scenario is too easy, just by virtue of how much the enemy is weaker and less threatening then those in the previous two scenarios. In particular the enemy needs to have more gold. I should not be starting a scenario with triple my enemies gold.

nikita1996
Posts: 49
Joined: July 18th, 2015, 8:07 am

Re: South Guard 3. A Desperate Errand

Post by nikita1996 » December 23rd, 2015, 3:35 am

Content Feedback 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) v1.12.5 Hard
(2) 1. I think it's too easy and can't be called a "hard" game at all! The enemy leader can be very easily killed.
(3) 10. Very clear.
(4) The story is interesting. It can make the players always want to go on playing the next scenario. Good.
(5) No challenge at all!
(6) 3. Just so-so. First, it's too easy and not challenging enough. Second, The task is too common and simple. Maybe we can make the scenario more changeable.
(7) Firstly, we can have more enemy leaders. Second, we should make the enemy leader(s) stronger. Now the leader is too easy to kill. Third, we can have some ambush enemies in the forest. Fourth, I think we can make the map more complex. For e.g., to add some teleport gateways. Also, we can let peasants build villages or castles like "A New Land". Finally, if you don't want to do those above, maybe we can lessen the turns you have in order to make the game more challenging.
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Britannicus
Posts: 57
Joined: June 25th, 2017, 8:04 pm

Re: South Guard 3. A Desperate Errand

Post by Britannicus » June 26th, 2017, 4:38 pm

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

Version 12.1, Challenging.

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

1, ridiculously easy. Literally nothing in the scenario posed any kind of threat.

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

9, extremely clear.

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

3, very clear, but also pretty boring.

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

Nothing. Nothing at all.

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

2. It's just too easy, especially since the undead just charge into the river during daytime, so you can easily slaughter them. I was disappointed that there was no point whatsoever in sending troops straight North through the mountains, no kind of surprise, strategic advantage or anything.

Also, once the bandits were defeated, I spent five or so more turns just running Deoran north to the city, which was extremely boring.

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

Implement something interesting in the... well... Eastern and Northern halves of the map, I guess?

Konrad2
Forum Regular
Posts: 974
Joined: November 24th, 2010, 6:30 pm

Re: South Guard 3. A Desperate Errand

Post by Konrad2 » May 4th, 2018, 10:58 am

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

Version 1.14.0, Soldier (Normal)

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

1, maybe too easy?

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

Extremely clear.

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

3, very clear, but also boring.

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

Nothing.

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

2. There is prett much nothing to do.

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

Implement some guards in the north-east part of the map, and change the ai so the enemy leader defends himself instead of sending all his soldiers on a chase after Deoran. (The guardians block him instead.)
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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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