Rive of Blood
"Do you kiss your mother with that mouth?"

Accessed times
since 8 february 98.

Mission: Capture the bridge across the river of blood in the north central part of the map.

Difficulties:

Sticking to the mission.

Main threats:

30+ Trow which will charge you if you do it wrong.
2+ Trow which will charge you if you do it right.

Hints:

Read the mission specs. "go around". Go through the gate first.
Your tree giants are your shock troops, they are also good for scouting.
The AI will go for the nearest of your. It might seem like cheating, but this can be used to fool them.
The large force north of the gate will attack if they spot you, but break of the attack if none of your forces are close to them nor north of the gate. You will die if you let that horde follow you close on your heals to the gate.

Film: No casualties

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Walkthrough

The Tale

The Map

The explanation

We were going to capture a bridge somewhere behind a wall. Our dwarves moved forward and cleared away the debris covering the only entrance we could find.

You will need to clear away a row of stakes. Use the dwarves to and Ctrl-click on the ground. It might seem like a good idea to leave some stakes, but this might result in dwarven grenades bouncing back, which could spell disaster.

"The enemy could be anywhere, you two, out and scout"

Send out two berserkers scouts, one in each direction. This will pay of bigtime later.
You can fight it out with the enemy if you like, I will outline a more cautious approach:
Stay on the side of the gate you are at and place 1 forest giant on each side of the gate and one directly in front of it, 2 archers flanking him and have 4 archers advance through the gate and shoot at any enemy in range.
Dwarves close to the gate might be usefull, IF you can control them.

Keep your eyes open! When the enemy charges your archers, pull them back through the gate. The enemy should turn back and you can repeat. If they get close you can have the dwarves and/or giants deal with them.

When the first wave is dealt with a new wave with a Trow will line up. You can repeat the above procedure taking shoots at the Trow. Only the myrmidons will pursue your archers.At some point the Trow will move. This is the signal of a general charge, so pull back and prepare. Your giants should be able to deal with the enemy with some support. Just watch the friendly fire.

Keep everybody south of the wall and end out a lone giant scouting. You can try sending him north to see what happens. Just have him run back through the gate when he is spotted. See why you cant take the northern route? When things calm down send him east close to the wall. He should spot a group of Myrmidons. Run back when they follow him.

This group will try to attack the nearest of your units, which should be the berserker scout. You can move him slowly west to get the enemy closer.

 

Marsch your troops through the gate. Leave the berserker scout where he is.

Picking of the enemy.

The archers should be able to pick of the enemy while they are staring at the wall.

Move all your units east on the northern side of the wall.

When you reach the far east side, move north with the giants up front. You should spot a group of fetch. Archery fire should deal with them. Keep a giant to the side but closer to the fetch as a target for fetch fire. If you lost to many archers you will have to charge the fetch with giants.
You will also meet 2 groups of 4 myrmidons and 1 fetch. Shoot the fetch and the myrs should be no problem.

Continue north along the east side and go west along the south bank of the river. You will reach the bridge, but it is defende.
Prepare a good defense. Lay charges on south side of the bridge. Put the giants and dwarves up front - but out of range of the charges - berserkers close behind and archers on the flanks where they can cover the bridge.

Send a single archer forward. Have him target the Trow and put him in Guard when he fires the first arrow. He will damage the Trow. When the Trow tires of the stings he will send fetch forward. If your archers are intact they should be able to deal with them. Next comes Mr Trow himself. Pull back the dwarves and have the giants backed by the berserkers deal with him.
Have the dwarves set of the minefield when the myrmidons comes, then charge with berserkers and giants.
The bridge is yours.