7b. Ogre Crossing
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7b. Ogre Crossing
(1) What difficulty levels and game versions have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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Re: 7b. Ogre Crossing
(1) Invasion, 1.18
(2) 3 (with Hahid/Dunefolk and the Undead leaders from the previous scenario mostly slain)
(3) Clear
(4) It's a cool detail that Tarek (the allied horseman) reappears later in the campaign. Hahid's sales pitch and Grug considering the player's offer to join them are funny.
(5) Fighting Saurian skirmishers in numbers is always a nuisance.
(6) 7
(7) Hahid delivers his first potion (waterwalking) and it completely changes the scenario. You can pay 10 gold to give it to a different unit than Hahid but I don't think there's any reason to do that; it's at best equivalent because other units lose a turn to drink the potion and Hahid is a healer with 20% pierce resistance.
I let Hahid drink the potion of waterwalking, cross early and take control of the Ogres which made it a very straightforward win.
The Saurians have 21 base income and only 100 starting gold, so without Hahid, the river bank would be swarming with them and most of the Ogres would be dead before the player's units arrive in force.
There wasn't any point in recalling the Dune soldier, but the cavalryman is there to fetch the Plague Staff item (a reward for keeping Yannic alive, it lets the unit raise walking corpses but is mostly useful for changing the bearer's alignment to Chaotic) and then run away from the Undead.
(2) 3 (with Hahid/Dunefolk and the Undead leaders from the previous scenario mostly slain)
(3) Clear
(4) It's a cool detail that Tarek (the allied horseman) reappears later in the campaign. Hahid's sales pitch and Grug considering the player's offer to join them are funny.
(5) Fighting Saurian skirmishers in numbers is always a nuisance.
(6) 7
(7) Hahid delivers his first potion (waterwalking) and it completely changes the scenario. You can pay 10 gold to give it to a different unit than Hahid but I don't think there's any reason to do that; it's at best equivalent because other units lose a turn to drink the potion and Hahid is a healer with 20% pierce resistance.
I let Hahid drink the potion of waterwalking, cross early and take control of the Ogres which made it a very straightforward win.
The Saurians have 21 base income and only 100 starting gold, so without Hahid, the river bank would be swarming with them and most of the Ogres would be dead before the player's units arrive in force.
There wasn't any point in recalling the Dune soldier, but the cavalryman is there to fetch the Plague Staff item (a reward for keeping Yannic alive, it lets the unit raise walking corpses but is mostly useful for changing the bearer's alignment to Chaotic) and then run away from the Undead.
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Re: 7b. Ogre Crossing
Invasion, 1.18.0
I recruited lightly because there was only one undead leader remaining. A couple chocobones arrived near the end, otherwise easy to ignore.
Fencers are nice to have here because they move through water more quickly.
Saurians as enemies rather than orcs is good for variety, and fighting them to end the scenario is better than simply reaching the shore.
For the achievement I recalled a big army and fought the undead near their spawn locations. A few units went through the water to assist the ogres. The saurians swarmed around their targets and left a path to assassinate the leader without killing the rest. But the reliability wasn't great.
Next time I'll try killing no leaders in s6 and rushing to kill the saurian leader here before the undead catches up. Overall it seems like this scenario varies depending on your result in the previous level, as it should.
I recruited lightly because there was only one undead leader remaining. A couple chocobones arrived near the end, otherwise easy to ignore.
Fencers are nice to have here because they move through water more quickly.
Saurians as enemies rather than orcs is good for variety, and fighting them to end the scenario is better than simply reaching the shore.
For the achievement I recalled a big army and fought the undead near their spawn locations. A few units went through the water to assist the ogres. The saurians swarmed around their targets and left a path to assassinate the leader without killing the rest. But the reliability wasn't great.
Next time I'll try killing no leaders in s6 and rushing to kill the saurian leader here before the undead catches up. Overall it seems like this scenario varies depending on your result in the previous level, as it should.
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Re: 7b. Ogre Crossing
(1) What difficulty levels and game versions have you played the scenario on? Invasion (Difficult) 1.18.4
(2) How difficult did you find the scenario? (1-10) 7
(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, wow we get some cold dialog from Dacyn about enslaving ogres.
(5) What were your major challenges in meeting the objectives of the scenario? I recruited 2 fencers, who are the only units with 3 MP in water, one of whom grabbed the plague staff as well, and everyone marched north. The nibblers weren't a problem, but it was a bit dangerous pushing onto the shore at night. I couldn't afford to delay either since the ogres were already nearly all dead. Got a bit lucky finishing off the saurian leader at the end.
(6) How fun do you think the scenario is? (1-10) 4, not much fun crossing the river with Dacyn and Owaec, and there's no way to save more ogres (they don't fight defensively).
(7) What, if any, are changes you would have made to the scenario to make it more fun? Make the ogres faster to ally with, make the river easier to cross maybe. The deep water chokes make crossing very slow.
(2) How difficult did you find the scenario? (1-10) 7
(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, wow we get some cold dialog from Dacyn about enslaving ogres.
(5) What were your major challenges in meeting the objectives of the scenario? I recruited 2 fencers, who are the only units with 3 MP in water, one of whom grabbed the plague staff as well, and everyone marched north. The nibblers weren't a problem, but it was a bit dangerous pushing onto the shore at night. I couldn't afford to delay either since the ogres were already nearly all dead. Got a bit lucky finishing off the saurian leader at the end.
(6) How fun do you think the scenario is? (1-10) 4, not much fun crossing the river with Dacyn and Owaec, and there's no way to save more ogres (they don't fight defensively).
(7) What, if any, are changes you would have made to the scenario to make it more fun? Make the ogres faster to ally with, make the river easier to cross maybe. The deep water chokes make crossing very slow.
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