(In fact, they are so useful that it is possible to beat the campaign on hard recruiting only mages, although that is obscenely difficult.) Since you also need White Mages and can use Arch/Great ones, more than half my recall list will be mages throughout this whole campaign. I don't stop getting Silver Mages until I have six of them about halfway through. I recruit several mages on almost every scenario and feed them kills. It is sometimes possible to flit them to an island to assassinate an enemy leader too. There are also many scenarios on huge maps with multiple fronts where they can save the day. Keeping the above comments about gold in mind, using them to get and protect villages can make the whole campaign easier. : In my opinion, Silver Mages are the best units to have in TRoW. On the plus side, this creates a positive feedback loop: starting a scenario with a lot of gold lets you pursue more aggressive strategies, finish faster, start the next scenario with even more gold, etc. This means you can't always "play it safe", for example by waiting for the wesfolk to attack you across the river in the first scenario, because this wastes precious turns of your units just sitting around. : Some scenarios, such as Swamp of Esten, are nearly impossible on Lord difficulty with just the base starting gold, so you need to focus on not just winning the earlier scenarios, but beating them FAST for maximum early finish bonus, otherwise you will find yourself stuck later on. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Lightīecause the campaign is long and you won't be able to recall all your Level-3's in the final scenario, it pays to create some "uber-units". Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, Level-3 Commander Aethyr desirableĢ2. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)Ģ0. The Dragon - up to 4 White Mages / Mages of Lightġ9. Rough Landing - the 3 loyal Mermen from the previous scenario, Peoples in Declineġ7a. Clearwater Port - Level-3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiersġ4. Temple of the Deep - Level-3 Haldric, Level-3 Burin, 1-2 Mages of Light or several Outlaws / quick BanditsĨ. The Swamp of Eden - Level-2 Haldric, Level-2 Lady Outlaw, 2 Knights, 2 ShocktroopersĦ. The Midlands - avoid this Scenario, prefer The Swamp of Eden insteadĤb. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troopsĤa. Here are some recommended units to have obtained by specific scenarios:ģ. Due to swamps, you will sometimes be spamming Poachers, which - upon reaching Level 3 - gain the marksmanship trait (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, provide a better range of tactics in other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units. They are not as useful against the Undead, though, and don't get that +1 MP Royal Guard speed bonus.ĭue to many Undead opponents, you will want to recruit many Thugs at times, and get a few leveled up - preferably the quick ones, which will be more useful in underground levels. Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)Ī Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!Īlthough Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians use XP from the scenario The Vanguard to level-up at least two Paladins and two-or-more Grand Knights.ĭon't overlook Pikemen/Halberdiers, which are useful in many levels pierce attacks work well against Drakes and against the Dragon, and they are handy for defensive roles - especially repelling Wolf Riders.Leaders: Level-3 Haldric, Level-3 Lady Outlaw, and much later, Level-3 Commander Aethyr.Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, Level-3 Burin, and again Grand Knights.Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps). Healers: White Mages/Mages of Light (at least four).Over the course of this campaign, you will need to level up to some: (At the moment, most of the walkthrough takes the perspective of the Lord (Challenging) difficult setting.)
0 Comments
Leave a Reply. |