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The Rise of Wesnoth • Re: The Rise of Wesnoth 17a - The Dragon

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(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) 7, need the right strategy
(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 but could have more
(5) What were your major challenges in meeting the objectives of the scenario? Proper recruitment, I'd previously attempted this with more L1 units, but I think it's better treated like a finale scenario, where more L3s are used.
(6) How fun do you think the scenario is? (1-10) 7, not a fan of swamps and saurians, plus the bats flying everywhere stealing villages
(7) What, if any, are changes you would have made to the scenario to make it more fun? Less bats

I recalled nearly 3 keeps of a mix of veterans, splitting them into an east and a west team. The west team had Jessene, Burin, 2 healers, an archmage, and ~5 frontliners (swordsman, trapper, halb, jav, mauler). The east team had Haldric, Ruddry + a knight, 2 healers, an archmage, and ~5 frontliners (jav, halb, bandit, 2 maulers), plus a silver mage in support. Notably, the teams should not be split evenly, as most of the enemies will go towards Haldric's team. Even with my uneven split, Haldric's team ended up a bit bogged down, and I should probably have sent the swordsman with him. Each team forms a short line just outside the closest enemy leader's attack range, using forest tiles and ranged units to limit enemy flanking attempts (they overwhelmingly prefer to attack maulers/horses over javelineers/trappers, even if it's from a flat hex). The west team finished before the second dawn, lured out the leader, and killed him, then did the same with the southwest leader. The east team took until around turn 9 to clear up most of its enemies, getting to the southeast leader on turn 12. Around the same time, the west team triggered the dragon, got its gold, and killed it, sacrificing a javelineer in the process.
Previously I'd tried this relying alot more on L1 units to match the enemy L1s and L0s, thinking this would save on upkeep costs. However, comparing to the strategy used this time, with only L2 and L3 units, I found that using weaker units actually costs alot more, because the much slower finish leads to a smaller finish bonus. The slowness is mainly because a group of L1s needs to maintain a strict line to safely advance, or they will be picked apart easily by the saurians, even in the day, while L2s can advance more safely and simply threaten high retaliation damage.
I prepared 2 halbs for this scenario, thinking the dragon would target them after retaliation, but the halb got lucky and the jav was killed instead.

I replayed this because I accidentally deleted the replay, tweaking my strategy to use a royal guard instead of the knight, once again stretching my gold to recall 17 units, and putting even more emphasis on the east team, while the west team became more of an assassination team. Finished on a similar turn with similar carryover, but it was much more comfortable.

Results:
1 RG (8 total), 1 highwayman (5 total)
2 great mages, 1 MoL
1 ranger (2 total)

Replay:
1 near-advance swordsman, 1 highwayman
1 great mage, 1 arch mage near-advance
1 ranger
TRoW-The Dragon replay 20250618-182545.gz

TRoW-The Dragon replay 20250618-151239.gz

Statistics: Posted by fredbobsmith2 — Yesterday, 10:30 pm



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