Bagrada.

"Tromp, Tromp, Tromp"

Accessed times since
Updated 11 january 98.

Mission: Kill all patrols and especially the big clay giant - the Trow - making the pass insecure. You can ignore the soulless on cliffs.

Difficulties:

Unit usage
Planning
Coordination.

Main threats: The Trow.

Hints:
Use your journeyman to heal wounded units.
Find a reasonably secure position as a base.
Try to set a satchel trap for the Trow.

Film: No casualties.

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Film weirdness:

At one point I have four archers on a ledge running away. This is what happens if you press the wrong presets.
Later some berserkers approaching said ledge slash with their swords in the air, thats an accidental CTRL-click (attack ground)
Watch the very final explosion in the game. (Well I though it was nice)


Walkthrough

The tale.

The Map

The explanation

What started as an adventure looks more and more like snowy hell. I wish I was back home, sometimes I even wish I was dead. We were sent on a recon mission. The berserkers, who never seem to loose their cool, rushed headlong after a few Myrmidons.

 

Do your presets quickly, and move into position about between the stone statues, Archers in middle on high ground, berserkers on the left, warriors on the right, journeyman in the back, dwarves in front. If you see some Myrmidons, send your berserkers against them. They should be just so much berserker targets.

More enemy approached and those dwarves rushed forward, and ignoring the barbed javelins of the soulless, placed charges in the ground. This done the dwarves retreated back while tossing grenades, the enemy simply melted away. They routed when the berserkers came back.

 

When the first wave of thrall and soulless comes, harass them with the dwarves, and shoot the soulless with the archers when they come into range. Pre-placing a few satchel charges can help also. Make sure you pull the dwarves back in case they get badly hurt. The berserkers available to charge in the flank.

The healer ran around healing the dwarves when the berserkers warned of us more enemy approaching. The Captn got us into position and again the enemy was routed. The Captn had spotted a ledge that look like a defensible position, so he rushed us over there.

Heal up your troops for the second wave, dwarves and archers get priority in that order. Receive the second wave very much as the first: Dwarves harassing, archers shooting, warriors standing by to protect the missile troops and berserkers ready to charge the flank. When you have dealt with it, rush your troops to the nice ledge due east. You can see the third wave as dots approaching here. They will probably pass you by, but come back later. I guess it's perfectly possible to run to the ledge after the first wave.

When we got there the archers and dwarves dealt with a soulless and a few Myrmidons.
"We're supposed to meet Brenainn coming in from the south. You men go fetch him. The rest of us will defend this position"

Heal up any red/yellow missile troops, and any red berserker if you got heals to spare. Send all green berserkers east to the mouth of the southern entry, and reinforcements should arrive. Join them, since a larger Myrmidon patrol will approach. This will tip the odds in your favour.

Soulless came back and the rushed right towards our archers, and we dealt with them with a quick charge. Finally some sword-play. Soulless are truly ugly up close. Then came the Thrall lumbering after and were just target-practice. I heard that the other force meet some Myrmidons. Good thing they had those Berserkers.

First crisis, third wave returns to the ledge as the Myrmidons get near the eastern force at the mouth. A combination of wisely used missile troops and a last moment charge of the melee troops should deal with both threats. Just do not forget to pull the dwarves back so that they do not toss grenades into the back of your own troops while they chop down the last thrall or Myrmidon.

The Berserkers came back with Brenainn's men:
"We've seen tracks. Tracks of something big walking in strides. Could be there's a damned Trow here".
Captn had the dwarves prepare an exploding trap and sent some berserkers east to scout.
"Our best chance is defending here. We will draw him here if he is still in the valley. Hopefully the Trow has left the valley"


Placing the trap.

Preparation time. Pull ALL your troops except a few berserkers back to the ledge. Have your dwarves place all their remaining satchel charges below the corner of the ledge. (Middle of yellow area on the right). Heal up missile troops. Put your dwarves at the corner on top of the ledge and the archers to the right of them. All set. Put the dwarves back on top of the ledge corner. Send those berserkers east till they find the smoking campfire. After a while Myrmidons should approach. Run back, but make sure they follow.

"He's here. They are right behind us". The ground shook as the Trow approached. "Fire at will, men!" The got closer and closer, the Trow was so huge that even at the bottom of the ledge he was as tall as me, and I'm not a small man. Luckily the Captn's plan worked perfectly. The Trow disappeared in a horrific explosion. But it only stunned him. The dwarves got him with a few more grenades. Lucky for us.

 

They followed. Get all berserkers at the rear base of the ledge, in a spread out formation. The enemy will be drawn towards you If all troops are "behind" the ledge, as seen from the enemy, they will approach the ledge and even stop at its forward base. I was lucky as Mr Trow not only approached but stopped on top of the satchel trap. BOOM. No more Mr Bad Guy. If you are not so lucky you will have to charge your berserkers forward as the Trow rounds the base. Again, watch those dwarves. Victory!