Campaign: Tough people

Discussion and development of scenarios and campaigns for the game.

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shevegen
Posts: 601
Joined: June 3rd, 2004, 4:35 pm

Campaign: Tough people

Post by shevegen »

I found the campaign "Tough people" yesterday. I tried to find a thread here - is the webforum search working? I
could not find a thread via either google or the webforum search here, yet the campaign appears to have
been recently updated. Anyway.

I like the general setup. That undead show up is also ok-ish.

I did not finish the first scenario in time though. It required 24 turns. On turn 24 I had two zombies left
and thus failed. As that was my second try, and I was essentially only missing one turn, I decided it
may not be ideally balanced so I gave up.

Extending the first scenario to 25 turns would be not bad; also perhaps allow for one recruitment
slot. I had around 50 or 80 golds or so at turn 20 or 18, so having one or two extra fodder units
would have been nice. The wolf unit was nice as an idea but basically useless.

I liked the idea that the bandits had unique abilities such as that torch wielding guy or the poison
throwing girl or something like that. The zombie spawning slowed my units down a LOT though.
Perhaps only some orcs could spawn undead? But the number #1 issue for me was the number
of turns; and only second number was that I could not recruit units. Or, if you don't want to allow
for recruitment, perhaps on turn 10 some additional unique bandit could show up, like he was
herding some sheep and brings in a dog. The idea for the campaign is quite nice though.
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Argesilao2
Posts: 141
Joined: February 18th, 2020, 9:28 pm
Location: Piciule Patrie

Re: Campaign: Tough people

Post by Argesilao2 »

Hi, he's the author here.
shevegen wrote: November 8th, 2025, 2:59 pm Extending the first scenario to 25 turns would be not bad; also perhaps allow for one recruitment
slot. I had around 50 or 80 golds or so at turn 20 or 18, so having one or two extra fodder units
would have been nice.
I'd rather increase the forces available to the human player than extend the number of turns; but first I'd like to know what difficulty level you played on.

All orcs become zombies after being killed; the reason for this will be explained later.
shevegen wrote: November 8th, 2025, 2:59 pm Or, if you don't want to allow for recruitment, perhaps on turn 10 some additional unique bandit could show up, like he was
herding some sheep and brings in a dog. The idea for the campaign is quite nice though.
The idea of ​​reinforcements arriving could be a good sostitute for increasing the initial strength of the human player.

I'll take some time to think about this. :hmm:
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