Lifetime of Stones - new trolls/dunefolk campaign!

Discussion and development of scenarios and campaigns for the game.

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Duke_Anax
Posts: 50
Joined: March 29th, 2024, 10:50 pm

Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Duke_Anax »

holypaladin wrote: April 6th, 2024, 8:29 pm I only didn't understood why trolls were leaving caves at the begining and at the end, was there a threat?
In the past, it was a threat, but at the point of the campaign, it has become a tradition. Every new generation would move, that's why they call themselves the Rolling Stones.
Bravd
Posts: 16
Joined: August 25th, 2023, 3:15 pm

Re: Lifetime of Stones - new trolls/dunefolk campaign!

Post by Bravd »

Hello

i'm currently doing you campaing in nightmare. the "oasis of blood' scenario seems to be impossible. i'm againts 50 nomad with 10 troll & 10 humain who suicide in the first turns. The problems are :
The oasis seems to be a stronghold, but the rocks don't stop the riders at all. They got 8 movement point and they go over one with 3. And i don't have enough troll to stop them. Also they have a good defence there and they have ranged attacks.
Last part is their gold, they have enough gold to buy more unit than i can kill.
I must defend a leader alone or he will be dead since i'm surrounded. and when the leader is fully healed (turn 10), i'm deade because the stronghold is in fact a trap for I
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