HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
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HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
- Introduction
Walkthrough in the official wiki is helpful but too generic in order to cater to multiple difficulties and old versions. Therefore, a new and more specific walkthrough is presented in this thread. This walkthrough is based on 3 runs of Heir to the Throne (HttT) on challenging (hardest) difficulty in version 1.14.17 under the permadeath principle, which means that not a single loading is allowed once the campaign starts. Although 1.14 is not the latest version, and many players are probably playing other campaigns today, approximately 20% of this walkthrough is general single-player Wesnoth guides. Therefore, all campaign players can benefit from reading this walkthrough.
- 5 chapters per scenario
Each scenario is described in 5 separate chapters for readability. However, scenario 2 has 10 chapters because many important universal ideas are described there. As for the diverging campaign paths, scenario 5b, 19c, and 20b are described thoroughly, but scenario 5a, 19a, 19b, and 20a are described only briefly in chapter 04-5, 18-2 and 18-3.
- For players in 1.16 or later
Major differences between 1.14.17 (played version) and 1.16.9 (latest version as of writing) are listed at the end of this walkthrough (2 posts below).
HttT in 1.14 is drastically different from 1.16 or later. Therefore, future players should ignore most of the specific numbers, especially gold amount, in this walkthrough. Instead, just keep in mind how specific strategies/tactics are in this walkthrough, and modify numbers accordingly for the newer version. Compared to 1.14, in many scenarios, 1.16 provides less gold for both Konrad and the enemies, which then translates into fewer XP (experience points) throughout the campaign. Therefore, 1.16 is less preparation-based in the prior scenarios and more strategy/tactic-based in the current scenario that is being played. Also, some notoriously difficult bottleneck scenarios such as scenario 6 and 9 are made so much easier in 1.16 that they are no longer “impossible” for new players although they may be still difficult compared to other scenarios.
- For players playing other campaigns
The following chapters (20% of this walkthrough) include mindset/knowledge/strategies/tactics that are useful even outside HttT. Any campaign player can learn a thing or two by reading these chapters:General Campaign Guides - Videos and Replays
YouTube videos of the 3 permadeath runs are available here:
Run 1
Run 2
Run 3
Timestamp links for each scenario are available in each scenario section of this walkthrough. Note that Run 3 is at normal speed, but Run 1 and Run 2 are at ×2 speed due to the YouTube video length limit of 12 hours. Run 3 is the closest to the descriptions in this walkthrough because it is the improved version of the previous 2 runs.
Replay files are attached at the end of this walkthrough (2 posts below). Run 2 Demo is a demonstration for scenario 14 as described in chapter 14-5.
- Speedrun
Although all 3 runs were speedruns just for an extra challenge, this walkthrough assumes normal gameplays; in general, what works in speedruns should always work in normal runs with extra time to think. Of course, this walkthrough presents one of the many ways to play HttT, and it is not intended to present the only way.
Due to the word limit, this walkthrough is divided into 3 posts.
00 General
01 The Elves Besieged
02 Blackwater Port
03 The Isle of Alduin
04 The Bay of Pearls
05b Isle of the Damned
06 The Siege of Elensefar
07 Crossroads
08 The Princess of Wesnoth
09 The Valley of Death — The Princess’s Revenge
Last edited by Orek on September 14th, 2023, 4:58 am, edited 5 times in total.
Walkthrough part 2 of 3
10 Gryphon Mountain
11 The Ford of Abez
12 Northern Winter
13 The Dwarven Doors
14 Plunging into the Darkness
15 The Lost General
16 Hasty Alliance
17 The Sceptre of Fire
18 A Choice Must Be Made
19c The Cliffs of Thoria
20b Underground Channels
21 The Elven Council (Dialog only)
22 Return to Wesnoth
23 Test of the Clan
24 The Battle for Wesnoth
Last edited by Orek on June 3rd, 2023, 4:36 pm, edited 1 time in total.
Walkthrough part 3 of 3
Statistics
Scenario Difficulty Order
Changes from 1.14.17 to 1.16.9
Special Thanks
EDIT on May 21, 2023: Videos and replay files in version 1.16.9 are added.
EDIT on Sept. 14, 2023: Videos and replay files in version 1.16.10 are added.
EDIT on July 26, 2024: Replay files for alternative paths (05a, 19a path, 19b path) in version 1.14.17 and 1.16.10 are added.
EDIT on Aug. 11, 2024: Replay files in version 1.18.0 are linked.


Version 1.18.0 replay files can be downloaded from the feedback post for scenario 1 linked here.
- Attachments
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HttT-hardest-v1_16_10-Orek-AlternativePaths(05a-19a-19b).zip
- (510.38 KiB) Downloaded 81 times
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HttT-hardest-v1_14_17-Orek-Run3-AlternativePaths(05a-19a-19b).zip
- (458.42 KiB) Downloaded 74 times
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HttT-hardest-v1_16_10-Orek.zip
- (1.3 MiB) Downloaded 153 times
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HttT-hardest-v1_16_9-Orek.zip
- (1.23 MiB) Downloaded 186 times
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HttT-hardest-v1_14_17-Orek-Run1~3.zip
- (3.75 MiB) Downloaded 182 times
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- Posts: 53
- Joined: October 23rd, 2010, 1:57 am
Re: HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
Hi, I noticed that nobody's responded to this, so just wanted to express how helpful this guide has been, even for playing at a lower difficulty. From the times the replays have been downloaded I can conclude many others have probably also found it to be so.
Small remark: I know it's not the primary intent of this guide, which is to prove the possibility of consistent success, but it could use some modest improvements in formatting. For example new concepts are introduced at various stages, but sometimes relating to previous stages and so not as helpful as they could have been. For a relatively weak player, more basic advice even on the easier scenarios, such as unit preparation, recruiting, or gold reserves could also have been very useful, but I recognize there are many other guides covering the same content.
Also, I was randomly browsing these forums and came across a thread from 2019 about how save-loading is required in Wesnoth, with a specific challenge to consistently obtain Simyr. It seems you, at least, have actually beaten this challenge, proving that HttT's past difficulty was actually reasonable, and perhaps even more so now with 1.16.
Finally, since you HAVE played this campaign alot... What are your thoughts about the balance of various units in this campaign specifically? For instance, in the past I typically used alot more horsemen, mages, thunderers and archers, but following this guide have explored the use of scouts, gryphons and shamans more. I ended up with alot more sorceresses that never got recalled, whereas normally I might have heroes or knights that I would recall to hold the line.
Small remark: I know it's not the primary intent of this guide, which is to prove the possibility of consistent success, but it could use some modest improvements in formatting. For example new concepts are introduced at various stages, but sometimes relating to previous stages and so not as helpful as they could have been. For a relatively weak player, more basic advice even on the easier scenarios, such as unit preparation, recruiting, or gold reserves could also have been very useful, but I recognize there are many other guides covering the same content.
Also, I was randomly browsing these forums and came across a thread from 2019 about how save-loading is required in Wesnoth, with a specific challenge to consistently obtain Simyr. It seems you, at least, have actually beaten this challenge, proving that HttT's past difficulty was actually reasonable, and perhaps even more so now with 1.16.
Finally, since you HAVE played this campaign alot... What are your thoughts about the balance of various units in this campaign specifically? For instance, in the past I typically used alot more horsemen, mages, thunderers and archers, but following this guide have explored the use of scouts, gryphons and shamans more. I ended up with alot more sorceresses that never got recalled, whereas normally I might have heroes or knights that I would recall to hold the line.
Re: HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
Hi. Thank you for your comment. I’m glad to hear that this walkthrough was helpful for you and possibly for other players.
As for the writing format, I agree that it leaves much to be desired. In hindsight, the 5 chapters per scenario format rule was not necessary. It was probably better to introduce many basic concepts early, and make descriptions in later scenarios shorter. Also, using images would have made it easier to understand some concepts.
When it comes to save-loading and Simyr, this walkthrough was partially an answer to Cheating, difficulty, and a challenge to expert players. in 2011 where the OP claimed that “HttT is too hard to beat without cheating. Fix it, or prove me wrong.” The OP challenged expert players back then to get Simyr 3 times out of 5 trials there. As written in this walkthrough, I managed to get Simyr at least 100 times in a row in practice to prove that the OP was wrong and explained how to do it here. Of course, 2011 was in the days of version 1.8 to 1.9, but the difference up to 1.14 is small, so my point still stands. As you pointed out, at least 1.14 was reasonable enough.
For the unit balance, I have made a recruitable unit line tier list for HttT campaign. This tier list is for unit lines, not just for level 1 units themselves. For example, the tier for Mage also includes those of level 2~4 mage unit types, and therefore, the preferred advancement paths may be vague. Another example is that, even if I don't think Horseman itself is good, it is ranked high because Knight and Paladin are superb.

In short, I highly value slows, arcane, resistances, and gold.
As for the writing format, I agree that it leaves much to be desired. In hindsight, the 5 chapters per scenario format rule was not necessary. It was probably better to introduce many basic concepts early, and make descriptions in later scenarios shorter. Also, using images would have made it easier to understand some concepts.
When it comes to save-loading and Simyr, this walkthrough was partially an answer to Cheating, difficulty, and a challenge to expert players. in 2011 where the OP claimed that “HttT is too hard to beat without cheating. Fix it, or prove me wrong.” The OP challenged expert players back then to get Simyr 3 times out of 5 trials there. As written in this walkthrough, I managed to get Simyr at least 100 times in a row in practice to prove that the OP was wrong and explained how to do it here. Of course, 2011 was in the days of version 1.8 to 1.9, but the difference up to 1.14 is small, so my point still stands. As you pointed out, at least 1.14 was reasonable enough.
For the unit balance, I have made a recruitable unit line tier list for HttT campaign. This tier list is for unit lines, not just for level 1 units themselves. For example, the tier for Mage also includes those of level 2~4 mage unit types, and therefore, the preferred advancement paths may be vague. Another example is that, even if I don't think Horseman itself is good, it is ranked high because Knight and Paladin are superb.

In short, I highly value slows, arcane, resistances, and gold.
- Slows by Elvish Shaman line units is by far the best weapon special. Without it, this campaign wouldn't be Novice level.
- Arcane attacks are crucial because scenario 6 and 9 are difficult bottleneck scenarios with undead enemies. The biggest mistake new players almost always make is advancing Elvish Fighter and Elvish Archer line units in early scenarios only to find out that these 2 scenarios are impossible due to skeletons’ high resistances against their blade and pierce attacks.
- High resistances often guarantee that the unit survives even with bad RNG. For example, Dwarvish Lord and units with steadfast ability rarely die due to their high resistances. In permadeath, these guaranteed results are very important.
- Gold is often earned by fast units grabbing villages early. Therefore, Elvish Scout line units can make the “next” difficult scenario easier by having more carryover gold, which is sometimes more important than trying to devise a good strategy within the difficult scenario.
- Healers are overrated. Because Moremirmu exists in HttT as a loyal healer, 1 more White Mage would suffice, and all Elvish Shaman can advance to Elvish Sorceress. Also, enough villages are around the battlefield in most HttT scenarios.
- High defense value is useless when low resistances come along with it for Footpad and Thief line units. The survival of these nimble yet fragile units relies too much on RNG. In permadeath, it is too risky to use these types of units.
- Non-magical ranged attacks don’t have many places to shine in HttT because Delfador, Elrian, Moremirmu, Kalenz, Elvish Sorceress/Enchantress/Sylph, and the Sceptre of Fire already have enough ranged firepower. Also, if I have to name the most useless unit line in HttT, it would be Dwarvish Thunderer line because there is no scenario where they play a crucial role. Although they can be used somewhat effectively in scenario 16, 17, and 23, other units can easily fill their role.
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- Posts: 53
- Joined: October 23rd, 2010, 1:57 am
Re: HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
Thank you for the reply. Some quick follow-up questions, if that's alright:
I've been trying a run with a greater emphasis on scouts, and although I can see that they're useful for collecting villages, are they really worth using for that considering their cost? For instance, their combat usefulness has always seemed very limited, and while they're good at collecting villages, could another unit better at fighting, such as the Elvish Archer, be a better substitute? At the least I wonder if they qualify as S tier.
I'm also somewhat surprised how you highly you rate the Horseman. Although I do think it's very good, the randomness of results with it are why I often favor mages for an attacking unit.
Finally, aside from Moremirmu, what do you think the benefits are going to Isle of the Damned instead of Muff Malal's Peninsula? I've typically use it as a level to pick up some Thugs and Footpads, only to find that I never end up recalling them. Even in the best-use scenario, Highwaymen can always be replaced by Dwarf Lords, and like you said, I never find a reliable use for Footpads or Poachers.
What would your tier list for 1.16 (or 1.18 if that's any different) be?
I've been trying a run with a greater emphasis on scouts, and although I can see that they're useful for collecting villages, are they really worth using for that considering their cost? For instance, their combat usefulness has always seemed very limited, and while they're good at collecting villages, could another unit better at fighting, such as the Elvish Archer, be a better substitute? At the least I wonder if they qualify as S tier.
I'm also somewhat surprised how you highly you rate the Horseman. Although I do think it's very good, the randomness of results with it are why I often favor mages for an attacking unit.
Finally, aside from Moremirmu, what do you think the benefits are going to Isle of the Damned instead of Muff Malal's Peninsula? I've typically use it as a level to pick up some Thugs and Footpads, only to find that I never end up recalling them. Even in the best-use scenario, Highwaymen can always be replaced by Dwarf Lords, and like you said, I never find a reliable use for Footpads or Poachers.
What would your tier list for 1.16 (or 1.18 if that's any different) be?
Re: HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
Sorry for the late reply. I decided to make a more comprehensive tier list for 1.18, but it took me much longer than I originally thought.
Scout, Archer, and cost:
You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers.
Horseman:
My rating for Horseman itself is low (see the complete tier list below), but because Knight and Paladin are rated very high, Horseman "line" is rated high in the earlier post. Charge attacks are too risky, but Knight and Paladin have another non-charge attack.
Scenario 5a vs 5b:
- Thug
In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.
- Poacher
Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time.
- Footpad
As you pointed out, Footpad is pretty much useless after S5b. However, loyal Delurin can help from time to time.
That being said, if S6 feels too difficult without enough gold or advanced units, taking 5a path is not bad as an option.
Complete Tier List for 1.18:
This tier list includes all 75 recallable units. Each level and merfolk are rated separately. Within the same level and tier, the most left one is rated the highest. A short reason/description is added below.
Not only actual unit stats but also opportunity cost is taken into account for this tier list. Therefore, even if a unit is excellent in theory, it may be rated very low when XP should be given to other more useful units or an alternative advancement path is better.
When it comes to tier list, the difference between versions is small. For example, in a different version, a mid-B tier unit here may be rated slightly higher/lower within B, or lowest A/highest C, but never S/D. Therefore, this tier list pretty much applies to 1.14, 1.16, 1.18, and probably 1.20~, at least for my playstyle of safety and consistency first.
Scout, Archer, and cost:
You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers.
Horseman:
My rating for Horseman itself is low (see the complete tier list below), but because Knight and Paladin are rated very high, Horseman "line" is rated high in the earlier post. Charge attacks are too risky, but Knight and Paladin have another non-charge attack.
Scenario 5a vs 5b:
- Thug
In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.
- Poacher
Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time.
- Footpad
As you pointed out, Footpad is pretty much useless after S5b. However, loyal Delurin can help from time to time.
That being said, if S6 feels too difficult without enough gold or advanced units, taking 5a path is not bad as an option.
Complete Tier List for 1.18:
This tier list includes all 75 recallable units. Each level and merfolk are rated separately. Within the same level and tier, the most left one is rated the highest. A short reason/description is added below.
Not only actual unit stats but also opportunity cost is taken into account for this tier list. Therefore, even if a unit is excellent in theory, it may be rated very low when XP should be given to other more useful units or an alternative advancement path is better.
Tier List
Reason/Description
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- Posts: 53
- Joined: October 23rd, 2010, 1:57 am
Re: HttT walkthrough (hardest, permadeath, v1.14 & 1.16) + General campaign guides
Thank you for the extremely thorough reply! Your analysis continues to be outstanding, and I've become a little spoiled in that the other campaigns have comparatively so little study.
But regarding your comment on the Scout's cost efficiency, I'd never thought about it that way, though of course it makes perfect sense. On S1 then the Scout that goes south actually barely makes its own cost back, considering how few turns there are. I also tend to have issues getting experience for Scouts when they're usually busy just running around, what scenarios do you usually find room for them to level?
Also, I guess this is shown by your experience, but is the "future investment" of the Scout always worth the opportunity cost in the immediate scenario? For example you get a net gain of a few gold from S1's Scout, but potentially lose out on experience that you might have gained from another Fighter or Archer.
Again, thanks for taking an incredible amount of time on this series, and if you're still playing this game I'd be interested in any other guides you produce in the future.
Orek wrote: ↑February 13th, 2025, 9:06 am Scout, Archer, and cost:
You are right. Elvish Scout is not a good combat unit, so using Elvish Archer should be the priority wherever possible. For example, in S3, Elvish Archer recruited at the southeast of Konrad on turn 1 is fast enough to capture 3 villages on turn 2~4 and join the battle afterward. However, in many other cases, Elvish Archer etc. is just too slow compared to Elvish Scout. As for the cost, 1 Elvish Scout probably should capture at least 3 villages to be net positive. For example, if it takes 7 turns until enough villages are captured to pay upkeep for all units, 1 Elvish Scout essentially costs 18+7=25 gold, which cannot be paid by 2 villages kept for 10 turns = 20 gold. In long scenarios, capturing 2 villages may be sufficient because more gold is earned per village, but in many cases, 3 seems the minimum. Also, I highly doubt that Elvish Archer "line" is S tier. Although level 1 Elvish Archer is decent in S1~4, level 2~3 archer units are pretty much useless because the opportunity cost is too high; XP is a limited resource, and XP in early scenarios should be gained to make White Mage, Elvish Sorceress/Enchantress, Paladin etc. who are more useful in difficult bottleneck scenarios such as S6 and 9. Early part of HttT has the campaign structure of “difficult scenario = the ones with skeletons,” which significantly reduces the importance of elvish/human archers.
Oh I've no doubt that the Archer line isn't S tier. Like you said, I've also seen how Marksmen get severely eclipsed by the many magical ranged attackers that are available, and I also agree that the only time the Archer is useful as a L1 meat shield is in the very early scenarios.
But regarding your comment on the Scout's cost efficiency, I'd never thought about it that way, though of course it makes perfect sense. On S1 then the Scout that goes south actually barely makes its own cost back, considering how few turns there are. I also tend to have issues getting experience for Scouts when they're usually busy just running around, what scenarios do you usually find room for them to level?
Also, I guess this is shown by your experience, but is the "future investment" of the Scout always worth the opportunity cost in the immediate scenario? For example you get a net gain of a few gold from S1's Scout, but potentially lose out on experience that you might have gained from another Fighter or Archer.
So again it boils down to being extremely meticulous about planning for future scenarios, just like how you prioritize getting an Outrider purely to save the ally in S15, or training a Silver Mage primarily just for S9.Orek wrote: ↑February 13th, 2025, 9:06 am Scenario 5a vs 5b:
- Thug
In short, the biggest reason to take 5b path is because 1~2 Highwayman is needed in S16. One important mindset I have in permadeath HttT is that protecting Li'sar consistently in S16 is one of the most, if not the most, difficult parts of the campaign. Most players probably don't care about it because they just complain about wesnoth AI behavior and restart the scenario when suicidal Li'sar dies. With my mindset of never complaining about AI or RNG, 4 strong melee units are needed by S16. While you are right in saying that Highwayman can be replaced by Dwarvish Lord, because Dwarvish Fighter joins in S15, only 2.5 Dwarvish Lords can be realistically made in a single scenario due to limited XP available. Therefore, Thug/Bandit is recalled in earlier scenarios to make 1.5 Highwayman by S16. In 1.16~, S15 is shorter, and less XP is available, so it is more likely that 2 Highwayman are now needed instead of just 1. In addition, Uncle Somf (loyal Bandit) in S13 tells Konrad which entrance is the right one, which is not available if 5a path is taken.
- Poacher
Poacher line has a very specific role in S10. Level 3 Ranger is fast and requires less MP in some rough terrains. Therefore, a quick Ranger (7 MP) can reach the Mother Gryphon on turn 5 before most enemy units arrive. It is not a must-have, but having it along with Elvish Sylph increases the chance of killing the Mother Gryphon in time.
I'm surprised the Elvish Fighter got S while the Dwarvish one got A, along with the Elvish Archer. But I suppose there are many more scenarios where the Elvish one is the fodder of choice?Orek wrote: ↑February 13th, 2025, 9:06 am S Elvish Fighter is the best cannon fodder. It is cheap, has high HP, and has both melee and ranged attacks.
A Dwarvish Fighter serves as the main force as well as cannon fodder in caves in S15 and 17. Making 2~3 Dwarvish Lords in S15 is a must.
A Dwarvish Guardsman is very good at holding the line with its steadfast ability.
A Elvish Archer is the primary ranged damage source but only in the first 4 scenarios.
Is it that useful to build up an army of Sylphs rather than a few Great Mages? They do comparable damage and although I see the power of Sylphs and Shamans, I've still found them more challenging to level up than Mages due to their weak attack.
I'm guessing this is because there are relatively few scenarios where cavalry are useful? I often also use them in later scenarios such as S23.
Is this the only time the Rider is necessary? I employ Scouts but it's very rare they manage to advance because they rarely fight. Similar issue for Gryphon Master.Orek wrote: ↑February 13th, 2025, 9:06 am S Elvish Rider is faster than Elvish Scout. It is the only unit, if quick, that can reach the Mother Gryphon on turn 4 in S10.
A Gryphon Master is the fastest flying unit. It is extremely good at clearing the fog/shroud to find enemy units in S19c, 20a, and 20b.
I do wonder, specifically for Elrian, do you make him a Silver Mage for scouting/village flagging reasons? I end up rarely using Silver Mages for actual fighting so I'd think he'd be more valuable as a Mage of Light (or even a Great Mage) and simply recruiting a different Mage to become Silver.
So is the reason for taking 19c and 20b more gold-based than for the sake of the bonus? I typically choose the Swamp instead because of the Void Armor which I put on Li'sar.
Again, thanks for taking an incredible amount of time on this series, and if you're still playing this game I'd be interested in any other guides you produce in the future.