Mission: Make your way southeast to the cathedral. Have your journeyman pick the codex and follow him further southeast.
Note: The Journeyman will become computer-controlled when he picks up the codex and led the way out.
Difficulties:
Coordination.
Main threats: Ghôls throwing puss-packets (see manual).
Hints:
At the start, clear the world knot as quickly as possible. Not because of the ambush, but because you will get reinforcements of archers as soon as the knot is clear.
Do not pick up the codex until you have just up as many heals from the journeyman as possible.
Clear out all the ghôls near the path southeast from the cathedral before picking up the codex.
Your dwarves can pick up unused satchel charges he finds.
Film: No casualties.
Film: 1 casualty. (The screenshoots are from this film)
Walkthrough
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The Tale |
The Map |
The explanation |
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As your infantry arrive at the world knot in Covenant, hit the RETURN key to select all of them and move them out of the knot. Your archers should arrive, and they can deal with the soulless. |
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Clear out the area in the amphitheatre using archers, and infantry against any target that leaves the secure high positions. |
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The far side of the theatre provides and excellent defensive position. You can go defensively and set up a defence here or go charging in to get the enemy will they are embroiled in another fight. If going on the defense you can put your archers in high ground and cut of the approach with warriors, send one warrior forward to draw the enemy out. |
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You will hear explosions and fighting as the undead fights it out with some other party. The enemy will stream out. If going offensively hit them while they are disorganised. If going defensively lead them back to your position. |
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The codex can be found in the cathedral. Resist the temptation of picking it up. When you do your journeyman will become computer-controlled and you will unable to steer this scenario to the best outcome. |
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Waves of thrall will approach from the north and possibly the south. Prepare by placing satchel charges near the entry-points on the north and south side, with extra satchels following the wall north on the north side. |
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Keep a dwarf relatively far north, with archers and warriors backing him up. If you are sufficiently far north the soulless will throw javelins into the wall. AI=Absent intelligence. | |
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No more thrall? |
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Once the route is clear, have the Journeyman pick up the codex and follow him southeast. The road is already cleared. |