Scenario Review: SotBE 4 - The Siege of Barag Gor

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Cel
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Cel » October 9th, 2011, 11:15 am

1.) 1.8.6, challenging

2.) 9

3.) very clear

4.) Very funny. I love Grüü!

5.) This Elvish Leaders killed all my nice units with much experience.

6.) 6

7.) Nothing

8.) I had to reload one time, when my leader died, but I did more often, because this Orcs - especially the Wolf riders - died. But I think I made several mistakes.
sorry for my English...

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taptap
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by taptap » October 29th, 2011, 12:32 pm

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

Warlord (Nightmare), 1.9.9,

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

6

(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 love the start, when my wolf rider made fun of the elves. But at times it is a little childish.

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

I have 257 gold, my ally 150 and all opponents together 400. In the center I have the best terrain and the best cooperation with my ally (instructed him to be "defensive" and protect Kapou'e) - so I migrated to Barag Gor contrary to all advice given in this thread and the walkthrough after recruiting one keep (a wolf to distract NE and some units for the SE leader). The main challenge is getting to the second keep in time, as your ally even when out of money, won't let you recruit on his. Once you reached the keep (turn 4) you can recruit trolls to the whole city (I recruited 17 of them in this scenario and little else) and punch those elves in the water around Barag Gor until they are dead.

I don't understand why much better players do fancy stuff, when the most simple and most natural (I don't want to abandon the capital) approach works.

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

8

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

Let the allied leader step down from the keep, for you to recruit there if necessary.

While I like the scenario as is, it definitely wasn't nightmarish (maybe it is with the standard starting gold).

The shamans are disappointing. They need not be a fighting force like their troll counterparts, but the HP of a L0 unit?
I am a Saurian Skirmisher: I'm a real pest, especially at night.

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Ninjuri
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Ninjuri » June 17th, 2012, 11:24 am

Challenging 1.10.2
Difficulty: 5
Objectives: 100% clear
Dialogue: Good, it was an interesting look into orcish society for me.
Challenges: Deciding where to go. Origionally i assumed that i was supposed to stay on the starting keep, so i went about 2 waves of units south to kill the leader there, assuming that my ally could hold the center castle. When it was clear he coudln't hold it by himself, i started sending units over there instead. The only problem was, i didn't have enough spaces to spend my money with. That's when i saw the extra keep in the center and ran over there. Once i got there i spawned a massive army, basically a wall of units surrounding the shamans. I did end up moving them off of their villages because they weren't using them and i could heal with them. By the time the seige in the center had thinned, my origional strike force had taken out the southern elf castle. I pushed them west to the largest one.

My next course of action was to spider out and destroy the remaining enemies. I send a handful of units north-east to take the guy in that corner, and he ran out and attacked me. That was pretty stupid of him because i just stuck a unit on his keep and halted his reinforcements. In fact, all the enemy leaders did this. It was either poor planning on their part, or good planning on mine. After the second guy died, it was obvious the keep was safe, so i just split my forces in half and led an all-out charge for the two remaining enemies, making sure to free the assassin so he could get a good last-hit in.
Fun: 8
Changes: none
Reloads/Restarts: none
Fate is against me.

line
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by line » August 9th, 2012, 4:20 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Warlord (Nightmare) 1.10.3
255 starting gold (ally: 150, each enemy: 100)
Finished turn 19/26

(2) How difficult did you find the scenario? (1-10)
6. There are two phases. First one is to defend the castle. Here I totally agree with taptap and disagree with the walktrough - it should be rewritten. Nothing else than rushing to the castle and man the walls came into my mind. The elves will have to fight from the water or the swamp. Also they always prefer to attack your ally, so there is little danger for own troops by having allies next to themselves.
The only problem that can occur is, that the second keep might be still occupied when Kapou’e arrives (what is not earlier possible before round 3).
Hold the walls against northern and western enemies and, as soon as you can spare some troops from defending the castle, send them to the south. But again, patience is needed. It looks tempting after killing most of the attackers in the first night to leave the castle the following morning. But with every elvish leader recruiting every 3rd or 2nd round, there are still a lot of enemies waiting, even though the area around the castle looks cleared.

In the second phase, you have little time to kill 4 lvl-3 elves in every corner of the map. Here again good planning is needed – and goblin pillagers, lvl-2 archers and any lvl-3 unit of course. The units sent to the south will later help defeating the western elf. Maybe some units of the northern raid also join in and help. Troll whelps do well in luring the elves off their keep – as the elvish marshals do a maximum of 32 damage against them they can easily survive an attack.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
I personally like Grüü and his attitude. Knowing the elvish plans right from the beginning because of Vrag’s “investigation” or learning about them by torturing the defeated elves afterwards doesn’t make a difference. (I think the torturing method is used later in the campaign, therefore some other way was used here, I guess).

(5) What were your major challenges in meeting the objectives of the scenario?
Not being stupid, when trying to kill the leaders. You need to make good decisions, when splitting up your forces.

(6) How fun do you think the scenario is? (1-10)
9. It’s a great big map, first defending then counter-attacking.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I didn’t make use of instructing my ally, because in other scenarios (in Eastern Invasion) it didn’t seem to make that much difference at all on the ally’s behaviour.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I didn’t reload, but played the scenario again, because of stupidness when attacking an elvish leader and losing a good unit.
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PorkSol
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by PorkSol » April 1st, 2013, 4:09 pm

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

1.10.6 - Warlord - (Nightmare) - No save/load - 288 starting gold

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

8.5. I had a lot of difficulty with finishing in an efficient manner but I don't think it is a 9 because you aren't really that badly outnumbered or outpowered by the enemy, not compared to some other scenarios. It is well designed to make things difficult without giving each enemy 400 gold and level three recruits.

(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?

No complaints.

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

-Determining my initial strategy: I saw two main ways of approaching the opening move: I could either focus on breaking the siege or I could focus on killing the southern pink leader. I had to retry this map many times and so I had the opportunity to try both strategies. Concentrating on reinforcing Barag Gor works, but it turns into a bit of a meat grinder and it slows down the finish of the map, since you have to send a force to kill the pink leader later on. However, I didn't want to allow the elves to completely overrun Barag Gor, since I wasn't sure what they would focus on after that.

So I split my forces and sent a small detachment to hold onto (part of) Barag Gor, while larger group with a few veterans quickly killed the pink leader and his forces and then rushed back to relieve Barag Gor. This allowed me to finish 8 turns early instead of only 4ish turns early. This also allowed Gruu to participate in the deaths of three out of four leaders.

-Determining my initial recruits: This scenario often turned into a bit of a meat grinder for me. The relatively random nature of orc attacks made it difficult to predict which enemies would die and so it was difficult to protect my veteran units. I ended up shifting to a recruitment strategy that placed more and more emphasis on large numbers of freshly recruited fodder, even leaving some veterans unrecalled. Ironically, I didn't take many casualties on my final run, until just before the end.

-Finishing off the remaining leaders, especially blue - Pink is pretty easy to kill on the first set of night turns. Once Gruu is leveled he can easily take out the northern Black and Brown leaders by himself, in a very timely fashion. He basically three shots them at night.

However the southwest blue leader was a bit tricky for me. I had to restart at least twice because of difficulties in dealing with him and I ended up taking some stupid casualties in the final run. This is kind of a long map and my concentration was often suffering by the time I got to him. He also tends to come with an escort, unlike the other leaders. On some occasions my units were badly wounded as well. I'm not sure if it is possible to lure him onto 40% terrain, but I foolishly fought him on the forest, where my units had trouble hitting him. He dodged a slow and his escorts blocked off some access to him. I foolishly reinforced failure instead of simply waiting for next turn and it cost me a veteran unit. He needs to be approached carefully.

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

7.5 - It's well designed and well balanced, but it tends to be a bit long and drawn out, especially when you restart several times.

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

Jetto the loyal orc assassin only has one trait, loyal. I'd suggest giving him another trait, such as resilient, in line with standard conventions for unit traits. Assassins are capped at level two, so he is probably going to be a bit fragile for most of the game.

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

I never reloaded but I had many restarts to find the proper strategy and then execute it with a limited number of mistakes, as described above. At least two restarts when I'd cleared everything except the blue leader and then botched the approach. I think my brain was getting tired by the end of the map!
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SBak
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by SBak » September 19th, 2013, 12:29 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Challenging (easiest) 1.8.5 and 1.10.5

(2) How difficult did you find the scenario? (1-10)
I'm giving this a 6. It's a challenging scenario where you come up against one of the best level1 units in Wesnoth, it's a large map, time is tight and you can easily come unstuck. You aren't facing a powerful enemy and aren't really overwhelmed, so it's not a 9 or 10. I've taken a couple of points off also because the key Elvish unit, the Elvish Shaman is noticeably absent from this scenario.

(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?
Is there a way of removing these childish insults in the opening dialogue between Vrag and the Elvish leader? They just cheapen and diminish the quality of the story and background of the scenario and reduce what is a really good major battle to sandpit level.

(5) What were your major challenges in meeting the objectives of the scenario?
Honestly? The Elvish fighter line. I'm more used to playing Elves and this to me is arguably one of the best level1 units because it's got two attacks (both ranged and melee) and you're lucky if you come away from an encounter with one without any damage. While I tend to use them independently but alongside Elvish Archers (which to me is the best lvl1 ranged attacker in Wesnoth) Elvish fighters are my main utility unit protecting Mages and Shamen, and they are the key unit which enables me to produce Knights from Horsemen, Elvish Riders and Outriders and Elvish Sorceresses.

Almost every other challenge I face in this scenario comes from having so many of these units on the map. This is generally the first scenario where I recruit heavily and use Orcish brute strength.

The first challenge to me is getting them out of the centre of the map. The ally does well but the allied leader is an Orcish Slayer, he's on a castle tile, and like the Shamen he;s vulnerable (I know from my own experience that you can kill an Orcish Slayer with as little as two Elvish fighters if they get lucky).

I've won in the way advised by the walkthrough, by sending Troll Whelps north east supported by Gruu but find that this is a drain on my resources. I tend to recruit heavily and send my forces in two directions - up to the centre and also south west. I send Wolf Riders, Troll Whelps and Orcish Grunts.into the centre to support my allies. But I send a larger force south west to take out the southern leader and try and release jetto, the loyal Orcish Assassin. Probably more than any other scenario villages and gold are important to me (as well as XP) and also because I want to start that gruelling battle in the forests as early as possible.

The south west is also a major challenge and usually where I incur my heaviest losses getting across the river and releasing Jetto whilst taking out the south west leader. The river is notorious for me as the place where I first start levelling up Grunts into Orcish Warriors but also where I can lose them again just as quickly.

If it goes well I come out of this scenario with a decent number of lvl2 units and Kapou'e either lvl3 or close to level 3. If it goes less well I get a lot of lvl1 units with a lot of XP between them. I leave the north east leader till last because by then he's usually isolated or has just a few units to defend against my lvl2s. This is also preferable to fighting later through the south west with lvl2 units and coming up against more than one Elvish Marshal or an Elvish Champion in a forest.

(6) How fun do you think the scenario is? (1-10)
9 - I much prefer seeing Orcs and Trolls level up when they're on my side, seeing if I can recruit a full mix of Northerners is also good, as is the feeling of achievement you get when you win for the first time against so many Elvish fighters.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think the north east leader (at least) should be able to recruit Elvish Shamen because he's not much of a challenge in this scenario just recruiting Archers and Fighters. It would also add to the pressure of getting to the centre and rescuing the Orcish Shamen. I feel that the ally is strong enough and on decent enough terrain to support this change.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yes.
1. Leader assassination attempts in the north east leading to the wrong leader being assassinated.
2. My success at creating a gang of Elvish Champions and Marshals by my thinking that Orcish Warriors can kill them almost as easily as Captains and Heroes.
3. Not sending enough units to support Kapou'e north to kill the leader.
4. Trying to support the ally by attacking an Elvish fighter with an Orcish Shaman. They have a good ranged attack which drains but alas, not many hitpoints.
5. Sending Gruu south west with my forces. This has never gone well.

Velensk
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Velensk » December 3rd, 2013, 7:39 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal 1.11.7

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

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
I'm not really paying much attention to the plot.

(5) What were your major challenges in meeting the objectives of the scenario?
Trying to overcome the temptation to underr ecruit.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I can't really see anything that needs changing.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I decided to go back and redo it recruiting more so that I could finish faster. My first playthrough had me sitting on a considerable pool but probably getting through faster would be better.

Edit: Moved to correct topic and changed subject on OP's request
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Sandman25
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Sandman25 » January 22nd, 2014, 12:46 am

I've read the scenario has been changed and feedback is welcome so here is mine.

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Middle, 1.11.8.

(2) How difficult did you find the scenario? (1-10)
9

(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?
Clear and funny. When wolf rider ran away, I smiled.

(5) What were your major challenges in meeting the objectives of the scenario?
Saving shamans at first. Then running out of time.

(6) How fun do you think the scenario is? (1-10)
9. It's fun to put shamans in danger and feel excited every time it barely survives. Also it's interesting to control 2 factions at once and try to protect allied units when needed.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Give leadership to Orcish Slayer or increase his HP. It didn't live long in most of my attempts when Elven Fighters deal 6-4 damage.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I restarted the scenario about 30 times after defeats, tried different approaches along the way. So yes, there were such events ;)

mattsc
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by mattsc » January 26th, 2014, 8:07 pm

Hi Sandman25. Thanks much for the feedback, good to hear that you enjoyed it. Just one comment:
Spoiler:

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Maiklas3000
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Maiklas3000 » April 13th, 2014, 8:03 pm

This scenario was changed as of 1.11.8.

(1) Level and version? Nightmare and Warrior (hardest and medium) on 1.11.12, starting gold 195 and 225.
(2) How difficult? (1-10) On Warrior, 7. On Nightmare, Kobiyashi Maru.
(3) Clear? Yes.
(4) Dialog? Very good. My only renamed unit, "Wolf of 9 Lives", got a speaking role LOL!
(5) Challenges? I got stuck; see thread: Stuck on SotBE:Barag Gor (beta).
I was playing the campaign on Nightmare, but I can only beat this scenario by adding extra gold (i.e., cheating) or by dropping down to Warrior (medium) skill level. The basic winning strategy is to spend all your gold as fast as possible and rush to relieve the castle troops, killing the northeast leader along the way, and then splitting into 2-3 task forces to take out the remaining leaders. The biggest challenge is learning how to keep the castle troops alive, which primarily involves having them sit passively except when there is a XP opportunity, preferably for an intelligent Archer. In my attached replay, I must have recruited too many Archers in the castle, because I didn't have enough Grunts to man the Wall. Over in your keep, recruiting some Whelps will be needed since villages are scarce, but I found out the hard way that a 100% Whelp force is not a good idea. On medium, you don't need to recall any veterans, though Pillagers and Direwolf Riders would help with the leaders (to slow or poison them.) Towards the end, I didn't realize that carryover gold has been changed to give you 1 gold at the end if you are negative, and since I was way negative on gold I was taking my sweet time and finished on turn 22/24. To finish ASAP, you need to lure out the southwest leader and pin him (which I didn't do.)
(6) Fun? (1-10) 9. I really like the scenario, despite the fact that on Nightmare it's a nightmare.
(7) Changes? The old Shaman should have 4 MP, unless it would interfere with future scenarios. It would be funny and add character and strategy. I suggest scaling back both the player gold and the enemy gold, because the "counter pushing" is tedious.
(8) Restarts? Many normal losses on Nightmare. No save-reloads. No restarts at all on Warrior level, but I was trained by my Nightmare experience.

Edit: Now I've beat it on Nightmare, but with 1 save-reload, not for luck per se but for luring the leader out of his keep. He didn't take the bait Pillager the first time, for some reason, and I didn't have time for another try, so I reloaded and sent a second wolf bait ("Wolf of 9 Lives" himself.) From that point, Gruu had a 65% kill shot and made it, and "Wolf of 9 Lives" was there as a backup if Gruu missed. My advice is to try to take out the southwest leader second, not fourth, because it will take a lot more time than you think. This time I did a decent job of leveling the castle troops and a great job of leveling my own. Starting with L1's (except my leader and "Wolf of 9 Lives") I wound up with 5 L2's and 1 L3 (a Warlord), plus an experienced L1 Grunt. Two pillagers and a Rocklobber were also leveled from L1's but died. I did finish with positive gold, but just barely.
Attachments
SotBE-The_Siege_of_Barag_..._replay.gz
This is on Nightmare skill level, 1 save-reload.
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SotBE-The_Siege_of_Barag_..._replay.gz
This is on Warrior (medium) skill level, but it was Nightmare for previous scenarios.
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Theron
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by Theron » May 10th, 2014, 8:08 am

Nightmare; 1.11.13

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
4 120+76 23/24 5-6-8-0-58

Comments:
Scenario 4:
Endless restarts.
Playing Red only need skill. But for holding the city with Green a significant amount of luck is required (more than I like).
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D-Wade
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by D-Wade » November 22nd, 2014, 5:14 pm

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

(2) How difficult did you find the scenario? (1-10)
8.5 - It's quite difficult as the elves have many woods where they can hide. Defeating their leaders is the most difficult part since those units are pretty strong.

(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?
Fine as all of the dialog so far.

(5) What were your major challenges in meeting the objectives of the scenario?
The first challenge was to rotate the allied units and plan out their attacks. After that the hardest part basically was to defeat the leaders without to many casualties.

(6) How fun do you think the scenario is? (1-10)
9 - Nice and thrilling scenario with quite some disadvantage for you.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
It's fine as it is.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
At several points I lost units I did not want to lose. So I went back a turn and positioned them more carefully.

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shadow12
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by shadow12 » January 21st, 2016, 12:37 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Challenging, Wesnoth 1.10.5, iOS app 1.0.4
Ended on turn 29/30, Starting gold 370, Finishing gold 276
(2) How difficult did you find the scenario? (1-10) 9.
(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 storyline and dialog.
(5) What were your major challenges in meeting the objectives of the scenario?
Finishing before the turns ran out, because I was concentrating on securing the middle castle and nearly ran out of time. Gruu and the Dire Wolves came to the rescue.
(6) How fun do you think the scenario is? (1-10)
10. The map has a nice setup, spread out with many different areas. It makes playing it more enjoyable than confining the battle to a small area.

A super fun scenario, nearly perfect, one of the best I have ever played!!!

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

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yes, some reloads to save key units.

My strategy involved rotating my main team clockwise around the map, south --> west --> north --> east , while at the same time holding the middle castle to stop more attackers from getting through. The SE elves were pretty easy to defeat, it worked out well going there first. I was able to level a lot of units which helped in the remaining battles. The Blue elves in the SW were tougher, but I used the river to kill them when they got in the water. We freed the prisoner quickly and recruited a couple more of him at the SW castle - they leveled up and were instrumental in helping to defeat the remaining elves.

My Basic Strategy:
. Recalled 2 keeps and moved the main team south. A Troll Whelp, a Grunt and a Wolf Rider went to the castle in the middle to get the 3 Shamans. The Shamans moved south with us so they would be protected by the main army. Defeated the SE leader on turn 6.
. Recruited another 2 keeps. Moved everyone west. Released the prisoner. Defeated the southwestern Blue elves on turn 17. They were tough, I lost 5 units. But when Gruu became a level3 Great Troll, he could do some serious damage! Recruited a few more units. Left the Shamans at the south castle, everyone else moved north.
. Sent a group of 5 to take over and hold the middle castle and heal in the villages. Defeated the northwestern leader on turn 26. I had to hurry to get to the northeast, but finished on turn 29 - thanks to the wolves.
Sometimes life unexpectedly throws a Troll or a nasty Queen Naga in your path.

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rmj
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by rmj » April 20th, 2016, 3:09 pm

A small suggestion: the Orcish slayer's men should also be able to release the assassin Jetto from the cage.

sine_nomine
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Re: Scenario Review: SotBE 4 - The Siege of Barag Gor

Post by sine_nomine » May 1st, 2016, 3:24 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Nightmare 1.12.4

(2) How difficult did you find the scenario? (1-10)
9.5, balls-to-the-wall but still doable
202 starting gold

(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?
Good

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping the defenders alive requires careful positioning, healing through standing still and level-healing, choosing when to attack or not, reinforcing quickly with your main army, etc. Cleaning up the remaining leaders within the time limit is also somewhat challenging so the scenario never gets boring. And while the level is hard enough just to beat, you also need to level your units and consider your gold carryover.
By the way, keeping track of the turn order is very useful especially when defending the city.

(6) How fun do you think the scenario is? (1-10)
10, this scenario is fantastic.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No restarts!
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