Had to reload once from turn two because I didn't pay attention and menor IV died. Loss. On turn 2 of the first scenario.
This has got to be the fastest campaign loss in The history of wesnoth.
Second try I assassinated the enemy leader, but had Bad luck, else i could have finished 2-3 turns earlier. Managed to get the two loyal Drakes though.
1st attempt, a full frontal Assault failed miserably.
2nd try I did only recruit flying Drakes, waited on the Lava, picking off Single wounded dwarves while my Ring glider wnt East to steal the gold chest. He got killed sadly because the dwarf leader Hit him with 3 of 3 strikes. When he dwarf leaders had spent their gold and surrounded the Lava from all sides, i broke through, leaving behind most dwarves, went down, killed the Western leader and then aragan. Die to back Bad luck aggain I finished a turn later with my leader as only Survivor, otherwise I would have kept a Drake flare.
I managed to get through relatively good, but lost a few turns at the end because I wanted a Drake Flare to take the fire sword, only to see that he could use it
I mean come on, he's using the exact same waepon as the Drake fighter line.
Also, i was Linda missing an explanation on why there were other Drakes on the map and why they were enemies.
Having to fight the Wanderer copy's forced me to reload again. I cleared the lake off ice on turn 16 (also beat both Yetis)but didn't have enough units to beat khazrans illusions and not enough turns left to recruit new guys. This is Kind of a tomato surprise. Maybe consider hunting that you will encounter more enemies than just the Yetis and/or increase the turn Limit after spawning the Wanderers.
Beat in on first try, no changes needed. Maybe it would be nice to add some Story Fluff about why there are elves and merken guarding the entrance as well. (Same goes for the mermens in The next scenario)
Scenario 6 (the river one):
This one was Bad. I won on first try but that was on thelast turn and I recalled too many Veterans so I was deeply in minus. Had to Replay it because the next scenario was unbeatable with 180minimum starting gold.
On my second run I reached the end of the Cave 3 or 4 turns before the limit with about 50 gold left. The only Problem was that it wasn't my leader who reached the end but a stormdrake (who didn't Trigger the win).
Why was my leader behind in the first place? Because I wanted to give him The regeneration armor, only to find out he can't use it.
I mean come on! Inferno Drakes wear armors as well and Armageddon Drakes even have their special armors mentioned in The German description. They should be able to use it as well.
Same. sh*t. as. with. the. firesword.
Anyway, that was the first time I used debug Mode, to move my leader to the end of the Cave because I didn't want to Replay the whole thing again.
-either rewrite the objectives so that it indicated that Herthgar must reach the Cave end of make it so that any unit can Win the scenario.
-Make the armor usable at least by Inferno and Armageddon Drakes.
First of all, really great Sprite from zerovirus! It was only a matter of time until it was used somewhere and that is definitely a really good usage!
First playthrough was a complete fail again.
After my second playthrough of scenario 6 I had 230 gold approximately. Strategy was the following:
My leader and another Inferno Drake tanked on the village where you can only be attacked by one Hex. The ai sends all his units there, only to be slaughtered one by one while the Rest stands around doing nothing. The Rest of my army flew over the chasm and killed one leader after the other. While I managed to beat all leaders in time I didn't have enough money and time to recall the necessary units to be sacrificed. I extended the turn Limit through debug and finished on turn 46.
I would strongly advise you to tone down that scenario. Not only it is really hard, you're also rewarded by sacrificing 5 of your best units.
- I'd tone it down to making it 4 dwarf leaders with 4 units to be sacrificed. Also maybe slightly extend the turn Limit.
- make it so that you can also sacrifice the higher levels of a unit. I had to spend 4 turns making a Drake flare instead of sacrificing one of my 3 flamehearts.
I don't see how you can beat this scenario except maybe with an army of stormdrakes. I went North as fast as I could, but menor IV the Idiot suicided himself by attacking his attackers instead of simply flying over Lava where he can't be reached as every mentally sane Drake would do. I already guessed he was suicidal after scenario 1 where he exposed himself to die.
I resorted to debug Mode again to beat that scenario because I really wanted to know the end of the story.
Also, the Dragonheart still has the description of the armageddondrake and why can't he fly over Lava?
-Make menor IV immobile so that he doesn't move from his keep.
-shorten the distance on the map by 3-4 hexes