The Rise of Wesnoth 17b - Lizard Beach
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Re: The Rise of Wesnoth: A Beach
difficulty: HARD / wesnoth version: 1.11.16
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-lizard beach 200+306 16/29 6-12-4-2-76
Comments:
Done as 2. quest.
Easy.
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-lizard beach 200+306 16/29 6-12-4-2-76
Comments:
Done as 2. quest.
Easy.
- Attachments
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TRoW-Lizard_Beach_replay_HARD.gz
- (90.11 KiB) Downloaded 949 times
Re: The Rise of Wesnoth: A Beach
Lord / Challenging. About 300 gold (1st quest). Plenty of mages and merfolk, probably overrecruited and went negative in between. Notable losses a fresh lancer and a high-xp merfolk warrior, almost lost the loyal merfolk hoplite with the trident just before the finish. Went completely on the southern front, w/ hoplite and an immortal poacher covering the north. 85 carry over.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
Re: The Rise of Wesnoth: A Beach
(1) What difficulty level and version of Wesnoth have you played the scenario on? Lord, Wesnoth 1.10.5, iOS app ver 1.0.4, Ended on turn 15/29, Starting gold 506, Finishing gold -158, Carry over gold 66
I did this #2 in the list of tests.
(2) How difficult did you find the scenario? (1-10) 10+
(3) How clear did you find the scenario objectives? very
(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?
I restarted a few times, trying a mix of new recruits with veterans, hoping to level a few more recruits, especially mages. But the map was not very big, the saurians were too numerous and too strong, and the darn skirmishers always killed my recruits. There was no way I could find to protect them. Even my veterans like the Paladin got swarmed by the little green buggers. It was hard to use a strategy because the skirmishers could get behind any line formation, so I just used an army of heavy hitting veterans and attacked whoever was the closest.
(6) How fun do you think the scenario is? (1-10)
1. Saurians are not my favorite, just a personal preference. They are too darn hard to kill. It's as if they are made of rubber coated in slime, like a ball my dog just dropped, bouncy and slippery at the same time.
(7) What, if any, are changes you would have made to the scenario to make it more fun? Less gold for the saurians.
I did this #2 in the list of tests.
(2) How difficult did you find the scenario? (1-10) 10+
(3) How clear did you find the scenario objectives? very
(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?
I restarted a few times, trying a mix of new recruits with veterans, hoping to level a few more recruits, especially mages. But the map was not very big, the saurians were too numerous and too strong, and the darn skirmishers always killed my recruits. There was no way I could find to protect them. Even my veterans like the Paladin got swarmed by the little green buggers. It was hard to use a strategy because the skirmishers could get behind any line formation, so I just used an army of heavy hitting veterans and attacked whoever was the closest.
(6) How fun do you think the scenario is? (1-10)
1. Saurians are not my favorite, just a personal preference. They are too darn hard to kill. It's as if they are made of rubber coated in slime, like a ball my dog just dropped, bouncy and slippery at the same time.

(7) What, if any, are changes you would have made to the scenario to make it more fun? Less gold for the saurians.
Sometimes life unexpectedly throws a Troll or a nasty Queen Naga in your path.
Re: The Rise of Wesnoth: A Beach
(1) What difficulty levels and game versions have you played the scenario on?
1.12.6, Normal
(2) How difficult did you find the scenario? (1-10)
2, maybe a 4 if you try to level some L1s
(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?
Continued above average.
(5) What were your major challenges in meeting the objectives of the scenario?
Saurians doing end runs.
Recalling a few L2/3 mages and you have the enemy so out gunned this is terribly easy. The only challenge is the first wave of saurians getting around your line and swarming any L1/2s you recall/recruit to level. Once you blast them away, it's straight forward.
(6) How fun do you think the scenario is? (1-10)
5
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The enemies could use some beefing up.
1.12.6, Normal
(2) How difficult did you find the scenario? (1-10)
2, maybe a 4 if you try to level some L1s
(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?
Continued above average.
(5) What were your major challenges in meeting the objectives of the scenario?
Saurians doing end runs.
Recalling a few L2/3 mages and you have the enemy so out gunned this is terribly easy. The only challenge is the first wave of saurians getting around your line and swarming any L1/2s you recall/recruit to level. Once you blast them away, it's straight forward.
(6) How fun do you think the scenario is? (1-10)
5
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The enemies could use some beefing up.
- Attachments
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TRoW-Lizard_Beach_replay.gz
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- Aldarisvet
- Translator
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- Joined: February 23rd, 2015, 2:39 pm
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Re: The Rise of Wesnoth: Lizard Beach
Here are replays of an unthinkable thing - passing The Rise of Wesnoth campaign on hardest difficulty recruiting only Mages.
The game version is 1.12.6
Cursed Isle was the next.
The game version is 1.12.6
Cursed Isle was the next.
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TRoW-Lizard_Beach_replay.gz
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facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
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- Posts: 216
- Joined: September 30th, 2018, 7:31 am
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels and game versions have you played the scenario on?
- 1.14.5, Easy
(2) How difficult did you find the scenario? (1-10)
- 5
(3) How clear did you find the scenario objectives?
- Heh, clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
- While there isn't too much of it, "Dragonbane" moment is pretty amusing
(5) What were your major challenges in meeting the objectives of the scenario?
- Those mudcrawlers... and saurians
(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?
- None come to my mind
- 1.14.5, Easy
(2) How difficult did you find the scenario? (1-10)
- 5
(3) How clear did you find the scenario objectives?
- Heh, clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
- While there isn't too much of it, "Dragonbane" moment is pretty amusing
(5) What were your major challenges in meeting the objectives of the scenario?
- Those mudcrawlers... and saurians
(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?
- None come to my mind
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels and game versions have you played the scenario on?
1.14.5, Hard
(2) How difficult did you find the scenario? (1-10)
4
(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 liked it.
(5) What were your major challenges in meeting the objectives of the scenario?
Arriving anywhere despite the amount of swamps and sand on the map.
(6) How fun do you think the scenario is? (1-10)
5
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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1.14.5, Hard
(2) How difficult did you find the scenario? (1-10)
4
(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 liked it.
(5) What were your major challenges in meeting the objectives of the scenario?
Arriving anywhere despite the amount of swamps and sand on the map.
(6) How fun do you think the scenario is? (1-10)
5
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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- Attachments
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TRoW-Lizard Beach replay.gz
- (52.19 KiB) Downloaded 793 times
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels and game versions have you played the scenario on?
1.14.9 Hard
(2) How difficult did you find the scenario? (1-10)
3
(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 liked the (sigh) remarks.
(5) What were your major challenges in meeting the objectives of the scenario?
I had plenty of gold from the previous scenario which made this one very easy.
(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?
Less scorpions and more Saurians. The scorpions were very easy to defeat by using mages. It was good for leveling up though.
1.14.9 Hard
(2) How difficult did you find the scenario? (1-10)
3
(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 liked the (sigh) remarks.
(5) What were your major challenges in meeting the objectives of the scenario?
I had plenty of gold from the previous scenario which made this one very easy.
(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?
Less scorpions and more Saurians. The scorpions were very easy to defeat by using mages. It was good for leveling up though.
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.15.14, Commander (Challenging) (i.e. medium); blind playthrough.
I did the elvish quests in the order CABD (Trolls > dragon > beach > undead)
267 starting gold here.
(2) How difficult did you find the scenario? (1-10)
5/10. It was a relief to find an easy scenario, especially with the well-levelled merfolk (from Rough Landing) and the levelled footpads/outlaws (from The Dragon).
(3) How clear did you find the scenario objectives?
Perfectly clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
The banter between Jessene and Haldric during the elvish quests is very entertaining, and adds that little bit extra to their characters.
The nagas popping up and revealing a similar arrangement for metal with the saurians also reinforces the merfolk dialogue from A Final Spring and develops the world as a whole. Even this single line of dialogue for a throwaway enemy unit is an effective one.
(5) What were your major challenges in meeting the objectives of the scenario?
At this point (after doing Troll Hole) I had decided to focus on getting experience for veterans instead of rushing with my default strategy of lots and lots of level 1 recruits. That made this scenario far easier, although engaging the nagas in the northeast swamp at the first night was scary. Everything else was a walk in the park.
The enemy leader also gets reinforcements after one goes down (this seems to be a theme in this campaign) but I'm not complaining here - more xp, and still an early finish (turn 21/27). It's also the first scenario in this campaign where I can use mages of light in tandem to just wreck enemy troops, even at night.
(6) How fun do you think the scenario is? (1-10)
8/10. The map and terrain adds flavour and challenge to the scenario, as in many other scenarios in this campaign.
(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.
1.15.14, Commander (Challenging) (i.e. medium); blind playthrough.
I did the elvish quests in the order CABD (Trolls > dragon > beach > undead)
267 starting gold here.
(2) How difficult did you find the scenario? (1-10)
5/10. It was a relief to find an easy scenario, especially with the well-levelled merfolk (from Rough Landing) and the levelled footpads/outlaws (from The Dragon).
(3) How clear did you find the scenario objectives?
Perfectly clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
The banter between Jessene and Haldric during the elvish quests is very entertaining, and adds that little bit extra to their characters.
The nagas popping up and revealing a similar arrangement for metal with the saurians also reinforces the merfolk dialogue from A Final Spring and develops the world as a whole. Even this single line of dialogue for a throwaway enemy unit is an effective one.
(5) What were your major challenges in meeting the objectives of the scenario?
At this point (after doing Troll Hole) I had decided to focus on getting experience for veterans instead of rushing with my default strategy of lots and lots of level 1 recruits. That made this scenario far easier, although engaging the nagas in the northeast swamp at the first night was scary. Everything else was a walk in the park.
The enemy leader also gets reinforcements after one goes down (this seems to be a theme in this campaign) but I'm not complaining here - more xp, and still an early finish (turn 21/27). It's also the first scenario in this campaign where I can use mages of light in tandem to just wreck enemy troops, even at night.
(6) How fun do you think the scenario is? (1-10)
8/10. The map and terrain adds flavour and challenge to the scenario, as in many other scenarios in this campaign.
(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.
- Attachments
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TRoW-Lizard Beach replay 20210628-211756.gz
- 1.15.14, Challenging, English
- (67.06 KiB) Downloaded 278 times
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels have you played the scenario on?
1.16.1, Lord (Difficult)
(2) How difficult did you find the scenario? (1-10)
4, saurians are helpless during daytime.
(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.
(5) What were your major challenges in meeting the objectives of the scenario?
Actually none this time. I think?
(6) How fun do you think the scenario is? (1-10)
7, it's a nice break.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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Scenario stats:
1.16.1, Lord (Difficult)
(2) How difficult did you find the scenario? (1-10)
4, saurians are helpless during daytime.
(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.
(5) What were your major challenges in meeting the objectives of the scenario?
Actually none this time. I think?
(6) How fun do you think the scenario is? (1-10)
7, it's a nice break.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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Scenario stats:
Spoiler:
- Attachments
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TRoW-The Ka’lian replay 20211127-194555.gz
- Choosing a quest
- (38.77 KiB) Downloaded 204 times
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TRoW-Lizard Beach replay 20211127-201003.gz
- (56.47 KiB) Downloaded 214 times
Re: The Rise of Wesnoth 17b - Lizard Beach
1) 1.16.5 intermediate
(2) 7 the saurians skirmishers are real bastards
(3) clear
(4) The quip about the preceding scenario is good.
(5) Avoiding losing units to the skirmishers
(6) 6 - The southern leader sends units that are too lame to keep the player on edge
(7) Make the southern leader have a more varied recruitment, including the dastardly saurian skirmishers
(2) 7 the saurians skirmishers are real bastards
(3) clear
(4) The quip about the preceding scenario is good.
(5) Avoiding losing units to the skirmishers
(6) 6 - The southern leader sends units that are too lame to keep the player on edge
(7) Make the southern leader have a more varied recruitment, including the dastardly saurian skirmishers
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels have you played the scenario on?
Version 1.18.4, Biased RNG (experimental), difficulty Lord (Difficult) ( = hard)
(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?
Very clear.
(5) What were your major challenges in meeting the objectives of the scenario?
No major challenges. Actually, this scenario is pretty easy. I didn't see this initially and recalled strong forces. I should have trained another Horseman or two instead.
(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?
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?
Only once I was all to sloppy and got a unit killed. Which is for me a reason to try again.
Version 1.18.4, Biased RNG (experimental), difficulty Lord (Difficult) ( = hard)
(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?
Very clear.
(5) What were your major challenges in meeting the objectives of the scenario?
No major challenges. Actually, this scenario is pretty easy. I didn't see this initially and recalled strong forces. I should have trained another Horseman or two instead.
(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?
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?
Only once I was all to sloppy and got a unit killed. Which is for me a reason to try again.
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- Joined: October 23rd, 2010, 1:57 am
Re: The Rise of Wesnoth 17b - Lizard Beach
(1) What difficulty levels and game versions have you played the scenario on? Lord (Difficult) 1.18.5
(2) How difficult did you find the scenario? (1-10) 4, relatively easy
(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, though the dialog in all the Kalian missions is a bit lacking
(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) 6, relaxing change of pace
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
I think this scenario is easier played almost entirely on land. I recalled the 2 loyal mermen, 4 fresh L1 mages, an extra MoL, and some frontliners (1 mauler, 1 halb, 1 jav, 1 knight), plus a silver mage to grab some north villages (not sure if this one was worth it). The land units went straight west along the south edge of the map; the tactic here was to lure the saurians into the open by presenting tanky melee units (especially the mauler and the halb), then blast them with the L1 mages supported by leadership and illumination. I triggered the naga on turn 6, engaging them and the south saurian leader on the second day. The silver and the mermen went to distract (but avoid actually engaging) the north saurians, and only one ended up arriving by the time I finished the south one. Everyone then went north and took out that leader, again relying on the now-red mages to eliminate the saurians.
I had decent starting gold going into this scenario, and came out with a little less, so I think this scenario could have gone after Troll Hole instead, which I think is the harder scenario. My Kalian order was:
The Dragon: I had good starting gold from S15, so I had just enough to comfortably beat this
Lizard Beach: I had expected to have less gold from 17a, but I think this scenario needs fairly little starting gold, and gives a decent amount
Troll Hole: This one needs a decent amount as well, and due to the difficulty of fighting the spiders, I tend to not leave with much gold
Cursed Isle: Gives alot of gold for S19 (very important) and doesn't need much going in
Results:
4 red mages (1 near-advance)
1 entangler (loyal)
120g carryover
(2) How difficult did you find the scenario? (1-10) 4, relatively easy
(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, though the dialog in all the Kalian missions is a bit lacking
(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) 6, relaxing change of pace
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
I think this scenario is easier played almost entirely on land. I recalled the 2 loyal mermen, 4 fresh L1 mages, an extra MoL, and some frontliners (1 mauler, 1 halb, 1 jav, 1 knight), plus a silver mage to grab some north villages (not sure if this one was worth it). The land units went straight west along the south edge of the map; the tactic here was to lure the saurians into the open by presenting tanky melee units (especially the mauler and the halb), then blast them with the L1 mages supported by leadership and illumination. I triggered the naga on turn 6, engaging them and the south saurian leader on the second day. The silver and the mermen went to distract (but avoid actually engaging) the north saurians, and only one ended up arriving by the time I finished the south one. Everyone then went north and took out that leader, again relying on the now-red mages to eliminate the saurians.
I had decent starting gold going into this scenario, and came out with a little less, so I think this scenario could have gone after Troll Hole instead, which I think is the harder scenario. My Kalian order was:
The Dragon: I had good starting gold from S15, so I had just enough to comfortably beat this
Lizard Beach: I had expected to have less gold from 17a, but I think this scenario needs fairly little starting gold, and gives a decent amount
Troll Hole: This one needs a decent amount as well, and due to the difficulty of fighting the spiders, I tend to not leave with much gold
Cursed Isle: Gives alot of gold for S19 (very important) and doesn't need much going in
Results:
4 red mages (1 near-advance)
1 entangler (loyal)
120g carryover
- Attachments
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TRoW-Lizard Beach replay 20250618-201908.gz
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