South Guard 6b. The Long March

Feedback for the mainline campaign The South Guard.

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

Re: South Guard 6b. The Long March

Post by podbelski »

(1) What difficulty levels and game versions have you played the scenario on?
1.9.6, top difficulty, 408gp, no reloads

(2) How difficult did you find the scenario? (1-10)
"3". As per 1.9, I don't see what can be "tough" in this scenario. Just recall/recruit some troops and quickly follow the path, avoiding deeper forest. I triggered a few bigger ambushes, and it was still pretty easy. I had good troops, but if you don't by this point then you play Wesnoth horribly wrong, watch good replays and figure out how to build the core of your army.

Finished in turn 14/20, 4 losses, 17 kills

(3) How clear did you find the scenario objectives?
At first I didn't realize how should I look for the path, and headed straight north. Cleared a couple of ambushes, I was on the trail again and only then it became clear the bandit "opens" the road if you send him ahead.

(5) What were your major challenges in meeting the objectives of the scenario?
Nothing that I could call "a challenge" really.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I like it as is
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TSG-The_Long_March_replay.gz
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Gerion
Posts: 49
Joined: March 28th, 2010, 11:01 am

Re: South Guard 6b. The Long March

Post by Gerion »

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

(2) How difficult did you find the scenario? (1-10)
A solid 5. It is challenging but not really hard

(3) How clear did you find the scenario objectives?
Quite clear. The unclear parts are intended i think

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

(5) What were your major challenges in meeting the objectives of the scenario?
Being faster than the undead following. It was fun to always see them lurking at the border of my vision

(6) How fun do you think the scenario is? (1-10)
it is fun to actually flee and not attack, but it is a bit weird to see so much powerful undead when in the scenario before the undead were much weaker and were pushed back

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Cant think of something. I remember the older version and this one is way better
migviper
Posts: 1
Joined: November 2nd, 2012, 12:21 pm

Re: South Guard 6b. The Long March

Post by migviper »

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

Civilian (Beginner), 1.10.4 (Current stable version)

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

8 - It took me a few times starting over to figure out a decent strategy.

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

Mostly clear. However, I did not understand how the revealing of the path worked at first.

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

Mostly clear. The first time I tried it I didn't realize that those undead were actually chasing me. Instead, I tried to stand and fight them and ended up getting sandwiched between them and an Elven ambush. But then on my 2nd try I payed closer attention to the dialogue and got it right away. Probably more so my fault for not paying attention :P

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

All those undead chasing me! I had to figure out how to keep the undead on my tail at bay so that I could take care of the ambushes with my main force. The speed of the ghosts and bats probably are what made it so difficult. I ended up recruiting 6 thugs to hold the starting encampment as long as possible hoping it would distract them long enough for me to get my main force, and most importantly Deoran, across the map. Suffice to say, the bats/ghosts still caught up with me about halfway through, but with some careful tactics and a little luck I managed to get Deoran to the finish without losing anything important.

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

8 - Even though I found it pretty difficult (and it was on beginner!), the challenge provided for a pleasant change of pace since everything so far had been a cake walk. I really enjoyed coming up with different strategies to deal with the multi-faceted threats.

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

While I liked the challenge, I was definitely not expecting it on the easiest difficulty. At least for this difficulty, I would tone down the strength/number of the undead.
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Seldam
Posts: 24
Joined: December 21st, 2012, 4:27 pm
Location: Austria

Re: South Guard 6b. The Long March

Post by Seldam »

(1) What difficulty levels and game versions have you played the scenario on?
Easy; 1.10.5

(2) How difficult did you find the scenario? (1-10)
9. It is too hard for Beginners. And this campaign was mentioned as "beginner-friendly" ...

(3) How clear did you find the scenario objectives?
Very clear. You know what you have to do.

(4) How clear and interesting did you find the dialogue and storyline of the scenario?
Clear, interesting too.

(5) What were your major challenges in meeting the objectives of the scenario?
To win without losing very important units.

(6) How fun do you think the scenario is? (1-10)
2 at the moment. With a beginner-friendly difficulty around 6.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think it is way to difficult for easy. I have started to play Wesnoth just a few days ago and they said this is a beginner scenario ... I don't want a hard challenge, just learning. This kills the fun and without my strong units I may be forced to surrender this campaign.
Attachments
DS-Der_lange_Marsch_Wiederholung_anzeigen.gz
The replay for this scenario.
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Pewskeepski
Posts: 378
Joined: November 17th, 2010, 6:24 pm
Location: An icy dungeon beneath Antarctica

Re: South Guard 6b. The Long March

Post by Pewskeepski »

(1) What difficulty levels and game versions have you played the scenario on?
Version 1.11.2, "Normal" difficulty.

(2) How difficult did you find the scenario? (1-10)
8, it took me awhile to figure it out. Once I did though, I had only mild difficulties.

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

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

(5) What were your major challenges in meeting the objectives of the scenario?
Under recruiting because the undead appear so fast, and then not having enough units to plow through the elves. Once I decided to summon two keeps full of units (although three of them stayed behind as fodder for the enemy), then it became easier. It's also very crucial to keep your units together, most effectively around Hylas.

(6) How fun do you think the scenario is? (1-10)
7. After solving the problems at the beginning, it was enjoyable.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
This particular scenario requires more strategy and skill than the rest of the campaign, but I don't think needs any changes.

(8) How well done did you find the map for the scenario?
Looks great.
Attachments
TSG-The_Long_March_replay.gz
It's finally here...
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"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
kiss
Posts: 124
Joined: July 9th, 2014, 5:50 pm

Re: South Guard 6b. The Long March

Post by kiss »

Ok, stay on the line, stay on the line! I believe the outlaw, let's see.

Turn 1, ... 8, Nice they fight each other.

Turn 9, ..., 14: 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? Clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
It's in the line, the outlaw was trustfull.

(5) What were your major challenges in meeting the objectives of the scenario?
None.

(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 6b. The Long March

Post by Linthar »

(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)
6.

(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 elves seem to have a bit of a misplaced focus. I can understand them wanting to get revenge but shouldn't they have noticed that the woods were being absolutely flooded by undead.

(5) What were your major challenges in meeting the objectives of the scenario?
The elf ambushes were easy to deal with. The real issue was dealing with the absurdly massive army of undead chasing you. I found that the only way to escape them was to leave some sacrificial footpads at the start to slow the army down and buy me time to get away. This did mean that I had a very small army to go through the map with because I could only afford a single turn of regular recruitment. And even then I was being hounded by bats and wraiths by the end of the scenario, but the elves posed little enough threat that I was able to reach the end before being overwhelmed.

(6) How fun do you think the scenario is? (1-10)
8. Its a nice, short and tense scenario.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Nothing comes to mind.
nikita1996
Posts: 49
Joined: July 18th, 2015, 8:07 am

Re: South Guard 6b. The Long March

Post by nikita1996 »

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) 1.12.5 Hard
(2) 6. I think this is the most difficult scenario in TSG but you can pass it without problems with some smart strategies. The difficulty is fair.
(3) Very clear.
(4) The dialogue is clear exciting and attractive.
(5) There are three major challenges. First, how to slow down the undead in the beginning. Second, how to effectively attack the elves in the forest without hurting yourself too much. Third, how to let the elves and the undead fight. The biggest challenge is the second one. Attacking archers is the most difficult. I just don't dare using the mage because she is easily to be killed by the lv2 archer. In addition, I had a serious fault in the very beginning -- I should recurit thugs to slow the undead, not spearmen.
(6) 9. I think this is one of the best scenario in TSG. It's challenging and needs lots of strategies.
(7) In this game, there are three sides: humans, elves and undead. All of them fight with other two sides. Two nagas are allied with the elves. I think there should be more nagas and the nagas should be a independent side fighting with other 3 sides. Four sides mess fighting can be more interesting and needs more strategies.
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Konrad2
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Posts: 3330
Joined: November 24th, 2010, 6:30 pm

Re: South Guard 6b. The Long March

Post by Konrad2 »

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

(2) How difficult did you find the scenario? (1-10)
A solid 5. It can be tricky, but it's not exactly hard.

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

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

(5) What were your major challenges in meeting the objectives of the scenario?
Avoiding to trigger more elves than I can safely deal with at a time.

(6) How fun do you think the scenario is? (1-10)
6, solely based on the fact that this scenario and it's mechanics are absolutely unique. I don't think I've ever seen something similiar.
And I like the nagas at the end, it's a nice touch. (Because I went for the elvish choice as well.)

(7) What, if any, are changes you would have made to the scenario to make it more fun?
-
TSG-The Long March replay.gz
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EDIT:
Updating because of the new TSG.
Mind you, it's probably not exactly the same as the TSG online because the replay is from the playtesting phase.
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TSGr-The Long March replay.gz
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bproberts
Posts: 24
Joined: July 9th, 2014, 10:49 pm

Re: South Guard 6b. The Long March

Post by bproberts »

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

(2) How difficult did you find the scenario? (1-10)
1 with reloads. 5 without.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
5

(5) What were your major challenges in meeting the objectives of the scenario?
The "correct" path is actually to march straight through the forest contrary to common sense, and the dialogue.

(6) How fun do you think the scenario is? (1-10)
1- If you follow the "path" and directions, you'll stumble right into most of the elves.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Make the path actually avoid most of the elves, as presumably intended. Play up the elves fighting undead aspect, setting off the ambushes to slow down the undead was fun, but only really relevant in the last quarter or third of the scenario.
Konrad2
Forum Moderator
Posts: 3330
Joined: November 24th, 2010, 6:30 pm

Re: South Guard 6b. The Long March

Post by Konrad2 »

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

1.15.6, Soldier (Normal)

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

3, some lone enemies (but it's an 8 on being nerve-wracking)

(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?

I really like how the 'showing path' mechanic works and how obvious it makes how much you need the Outlaws to get out of there.

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

None.

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

9, I love it. My compliments to neemara. :D

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

-

Scenario stats (though they are kinda not necessary here):
Spoiler:
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mal_shubertal
Posts: 93
Joined: December 1st, 2018, 6:58 pm

Re: South Guard 6b. The Long March

Post by mal_shubertal »

(1) What difficulty levels and game versions have you played the scenario on?
1.16.2 Soldier/hardest
(2) How difficult did you find the scenario? (1-10)
2. pretty simple once you learn how to manage the elf ambushes.
(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?
I really like the difference between the bandit and elf branches of this campaign. With the elves, you take on Mebrin directly, and Ethiliel and Deoran respect and support each other more over time. With the bandits, you have to just run away from your problems, and there is tension between Deoran wanting to just kill Urza for lying and causing all these problems, but still needing him to escape the forest.
(5) What were your major challenges in meeting the objectives of the scenario?
The first time I played through I would let Urza get too far ahead and trigger too many ambushes on his own, so managing everyone's movement to stay ahead of the undead but not get too spread out took some practice.
(6) How fun do you think the scenario is? (1-10)
5. Revealing the path is an interesting mechanic, and the frequent elvish ambushes make you think about every unit's movement very carefully.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think that in earlier versions there was a naga that popped up to block Deoran in the river, but I didn't see one when I played through this time. I think bringing it back might add some extra challenge
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