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AoW1 General Discussion & Strategies
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Topic Subject: campaign - 1st map
posted 07-11-01 01:10 PM EDT (US)   

This is really embarrassing to admit but I keep getting beaten, and very quickly, on the easier difficulty level. The goblins attack and raze my cities (the most cities I ever managed to have at one time were four) and they attack from two directions at the same time from the south and the south east - my leader can only be in one place. The furthest I have been is to the bridge. Defeat follows shortly after.

What am I doing wrong? What should I concentrate on? Should I expand asap or not (I have been trying to expand asap to get more funds). Any tips gratefully received

posted 07-11-01 02:06 PM EDT (US)     1 / 14  
Well, I can tell you what I did, and see if that helps. I've played that map so many times I've practically got it memorized.

You start in the northwest corner. Send a halfling north, because just the other side of a hill there's a "seeking refuge" unit waiting for you. Everyone else heads southeast. Everyone you get from refugee stacks, send them to the limit of their movement south and east, grabbing farms, a tower, heading toward that life node. By Day 2, your leader should be able to get to the 2-hex city on the south road, and one unit should be able to get the life node by day 3 for you. I grab the city near the mid-map bridge early, and just fortify it, usually with slingers, swordsmen and the cleric you get.

All the pony riders head along the south road. There's a pile of gold to the west of the road, south of the 2-hex city - grab it. There are some more troops along there as well. Take the whole kit and kaboodle south with you, and don't bother leaving anyone to guard - you'll need them for those elven towns that are being attacked by the goblins. If you can get down there really quickly, you can drive out the goblins that are there, and sticking two stacks at the bridge will stop attacks, since the opponent can't bring more than one stack to bear at a time.

Build slingers and elven archers, ignoring others. Don't worry about upgrading, since level 2 units won't help that much. Maybe add walls to the towns closest to the bridges, but otherwise don't bother. Send an extraneous unit along the pass to the elven town in the southeast corner - it's unlikely the goblins will attack it, since it's got some units defending it and walls. Consolidate, take a force and get what you can out of the ruins west of the elven villages, build a couple of battering rams, then, when you've got 12 or so units ready to go, head across the south bridge into Goblin territory. Once you're taking the battle to the enemy, things should go well. Remember that your ultimate goal is just to kill the goblin leader (and that the only way you can lose is to have your leader die).

This isn't the only way to approach the scenario, but it works, and usually doesn't take that long. Your leader can get only two levels in the scenario, so go ahead and work on getting that experience.

Your problem may be dealing with tactical combat. Look for hints on how to handle it. As a human player, you should be able to destroy superior AI forces in tactical combat, as long as you are careful and load up on missile weapons. The AI "damn the torpedoes" approach doesn't work all that well...

posted 07-11-01 07:07 PM EDT (US)     2 / 14  
Wow! Thanks a lot Govmint Helper. I think my problem was not spreading the troups out but rather keeping everyone together and also using up units to defend the cities and...well I think I was going about it all wrong, basically, lol!

Many thanks again

posted 07-12-01 03:30 AM EDT (US)     3 / 14  
At this point during the campaign you can gain a lot by customizing your leader. Certain abilities such as entangle or dominate can only be chosen before you start the campaign. During the first scenarios when there are no level 3 or level 4 troops around (at least not a lot of them) this can be really helpful. Good luck!

posted 07-12-01 10:45 PM EDT (US)     4 / 14  
Be sure you stop by the Strategy section and read the "beginner tips" and also "little known gameplay tips" articles.
posted 07-21-01 01:42 PM EDT (US)     5 / 14  
Many thanks to Fisenflycht and Angel Draco for your replies I will check out the the articles you recommend.

Thanks again

posted 07-22-01 00:28 AM EDT (US)     6 / 14  
One of the things you need to look out for are the Goblin Bombers. Fortify your cities once you get them, and when they're attacked, use tactical combat. In my experience, the Goblins prefer to use bombers to destroy city walls on this map, and they don't always bomb the same section. Thus, you can get attacked by 4 bombers, who all pick a different section of wall, and when they all fail to get through, the rest retreat.

But, inspite of your difficulty, I find this map to be pathetically easy. And you want some good news? YOU WILL TOO! Eventually.

I remember how hard it was to beat the first Cult scenario. Now it's a cakewalk.

Always use TC. Group your forces. Sacrifice some units, like for a stack of level 1's against a Warlord: send a single swordsman up to the Warlord, but don't attack. On his turn, the Warlord will attack (probably Round Attack, and if your swordsman doesn't die, it'll keep the Warlord busy next turn), meanwhile, your archers are safe (and shooting at the Warlord).

So my final advice is: Enjoy the challenge that's facing you now. Because once you get experienced at the game, you'll learn tricks and tactics to make yourself invincible. You'll look back and wonder how could you ever have had trouble with this map?

But that's not a bad thing. There's also an equal pleasure in defeating 3 stacks of enemies with only 1 stack.

posted 08-21-01 06:28 AM EDT (US)     7 / 14  
Two things -first of all about this map.

the small city just south-west of a bridge (northern half of map) was attacked by several parties of goblins. it had a wooden wall and to counter thhis they would bring 1 bomber. hehe select tactical, the bomber dies and they have to retreat, but at the same time you get free shots at their units! same with any city where they only have 1 bomber and you select tc, i have almost killed leaders this way...

2nd, the keeper campaign, United Cities - how do you get peace with the frostlings? also how do you choose where you will go as to regards to making peace with elves, dwarves, humans etc? i am very confused and in dire need of help...

===================================== Alphax =====================================
============= LASFS Operative #4 =============
The VoW Inn
"I'll bribe you to change the inn link in your sig." -- TDK
posted 08-21-01 09:55 AM EDT (US)     8 / 14  
Getting AI players to sign peace treaties can be a bit tricky. Few people have had any success with bribing, no matter how much gold they give them. If the AI player doesn’t offer you peace as soon as you come in contact with him chances are that he never will (and he is unlikely to accept your offerings either). In that case you will have to kill that side too (but if you do kill the leader of a fraction with alignment similar to your own you can often bribe most of the troops to fight for you when the leader is gone). The best way to improve relations with a race is to capture a city from another race and let it migrate to the first race (the second race will hate you for it but I guess you can’t make everyone happy )

[This message has been edited by Fisenflycht (edited 08-21-2001 @ 09:57 AM).]

posted 08-21-01 12:12 PM EDT (US)     9 / 14  
Yup, don't make peace with the Frostlings. Just kill 'em. It's better that way.
Kill the Goblins, kill the Orcs, kill the Frostlings, stay allied with the Elves, and the scenario's over.

Alliances and wars in one scenario don't have any impact on the next scenario in the campaign, so don't worry about that. When you win United Cities, the Dwarf route is interesting and challenging - most people go that way.

posted 09-14-01 10:28 PM EDT (US)     10 / 14  
I just got this game about a week ago and I have to admit the AI is pretty damn hard to compete with. So, I can feel your pain zephyr. I came here searching for an answer about this, and it didn't take long to find.

Co-Developer, Realms of Mystara

[This message has been edited by Tathar (edited 09-14-2001 @ 10:49 PM).]

posted 06-01-02 11:34 AM EDT (US)     11 / 14  
I still love playing AoW1 and have one or two questions on the first scenarios of the Keeper campaign.

I always wondered that the evil campaign gives you the possibility to conquer a level 4 city in the first scenario, allowing you to carry level 3 units along to the next scenarios, whereas the keepers are obviously intended to work with level 1 and 2 units only.

Also a Cult of Storms player can choose to either recruit Gorthak on the trade route or a troll in the caves (it makes a pretty good bodyguard against all those petty swordsmen attacking your hero, but since you can easily build a troll in Aldor, there's hardly a point in it). It seems, however, that there is no sense whatsoever in exploring the caves as a Keeper, for you will not get Devon nor any unit to substitute him.

Now my questions are:

Do I miss anything in the caves as a Keeper? Is there any sense going that way?

Is there any chance of building a level 3 unit in the first Keeper scenario? That is: do any of you know a way to trick that Gobbo chieftain out of his level 3 city without killing him? I would so much like to build my beloved Eagle Riders prior to United Cities...

posted 06-02-02 10:02 AM EDT (US)     12 / 14  
If you choose the caves as the Keeper #2 map, then there is a centaur at the very beginning on the surface that you can recruit. It, plus pony riders, are great speed escorts since this map (and the alternate overland route) is the only map that is capped (at 20 turns).

On the first map once I had my leader and some pony riders just out of goblin sight near the 3 hex city. I took one of the nearby mines with a ram, and the AI sent his entire leader stack out to kill the ram and recover the mine! My leader had wall climbing, so we rushed in and took the 3 hex city with no movement points to spare. I migated to halflings and took an eagle rider with my to the next campain, overland). Imagine my dismay when I sent my eagleriders on turn one to take the city, only to be met my dragons! Hehe, I never tried THAT again, lol


posted 06-03-02 06:07 PM EDT (US)     13 / 14  
Many thanks, that is just what I wanted to know. I thought I knew the scenario well, but I never saw that centaur! But I'd still prefer an Eagle Rider... next time I will try that lure with the ram!
posted 06-04-02 00:23 AM EDT (US)     14 / 14  
> Do I miss anything in the caves as a Keeper? Is there any sense going that way?

Besides the Centaur/Troll there is a lair in the Caverns for either campaign. In it is a guarenteed magic pike which gives you First Strike. There is no such item in the Overland route, the only things that will appear in the exploration sites there are minor attack/defense items. First Strike is one of the most powerful abilities in the game, and not available as a hero upgrade so getting it pretty well compensates for passing up the chance of getting to Devon (Spell I) before he bites it, and more then compensates for Gorthak the Worthless.

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