13. Spoils of War
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13. Spoils of War
(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: 13. Spoils of War
(1) Invasion, 1.18
(2) 5
(3) Clear
(4) Good
(5) Liberating prisoners on the north bank since Owaec is too slow to travel back across. The bats are also a threat if they can swarm a weaker unit like the Mage or Orc Archer.
(6) 7
(7) The turn limit could be slightly more generous since Owaec's best attack is only one strike it isn't even that unlikely that it could miss 3-4 times in a row.
The Deathblade guards' movement allow them to ignore ZoC and break flanks. The player also can't easily see how many hexes they'll actually move.
I assume the gold carryover is intended as minor compensation for if one of the survivor units is killed early. If the player has gold carryover from Evacuation though, it'll be reduced by 60% again. I think it would be better to set the player's gold from Evacuation aside and add to S14's minimum gold alongside this scenario's carryover gold (the player's hero is even seperated from the main army here).
The pacing is a good break from the large scale fighting and provides the player some veterans in case Evacuation went really badly.
The Orc Slayer's poison stops the AI from attacking with its leader, even while flanked, making it much safer to give the kill to a weak unit.
(Even if the Slayer misses every strike and gets killed, it doesn't really matter.)
(2) 5
(3) Clear
(4) Good
(5) Liberating prisoners on the north bank since Owaec is too slow to travel back across. The bats are also a threat if they can swarm a weaker unit like the Mage or Orc Archer.
(6) 7
(7) The turn limit could be slightly more generous since Owaec's best attack is only one strike it isn't even that unlikely that it could miss 3-4 times in a row.
The Deathblade guards' movement allow them to ignore ZoC and break flanks. The player also can't easily see how many hexes they'll actually move.
I assume the gold carryover is intended as minor compensation for if one of the survivor units is killed early. If the player has gold carryover from Evacuation though, it'll be reduced by 60% again. I think it would be better to set the player's gold from Evacuation aside and add to S14's minimum gold alongside this scenario's carryover gold (the player's hero is even seperated from the main army here).
The pacing is a good break from the large scale fighting and provides the player some veterans in case Evacuation went really badly.
The Orc Slayer's poison stops the AI from attacking with its leader, even while flanked, making it much safer to give the kill to a weak unit.
(Even if the Slayer misses every strike and gets killed, it doesn't really matter.)
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