Death on Campfires
Once there was a time, when bergmann’s life was defined as poverty and sacrifice. This kind of frugal life however “steeled” the characters of those men and made them one of the most hard-working and loyal subjects any sovereign could imagine.
Now we write the year 1157, hard times those days, but when it was rumoured, that there was found Gold in the Black Mountains of Wales, thousands of gold-diggers spread over the land. Nevertheless it soon turned out to be an error: Gold has been confounded with iron ore, which wasn’t very lucrative for those “soldiers of fortune”. Many gold miner camps were abandoned again, just a few didn’t give up persistently seeking. And at that time herds of wolves have been a real plague, so that life in the wilderness became a risk, too.
Actually you are Sire Archibald with the King’s order to haul that iron ore and to produce weapons for the royal armoury. But there’s one obstacle: These resources have been found on Lord De Puce’s territory. This uncomfortable guy isn’t cooperative at all and threatening miners’ life…
After some spies of De Puce have located your position, you must be prepared for the forthcoming assaults. Your miner’s camp is insufficiently protected and you’ve got a handful of military units for defence. There are a few monks on your side, coming from Landrindod Abbey for a religious assistance. The Ale that you’re able to buy will improve your fighting spirit, but that wouldn’t help for a durable resistance. So you’ve sent a dispatch to the King asking for reinforcements and he will help if you’ll make available 220 demanded stones for consolidation of his fortress until January 1162. Meanwhile you must train as many miners (tunnelers) as you can to drill them for battle. Provide your small but growing settlement with a stable supply of food and use “bad things” for more efficiency.
If the enemy should destroy your wooden bridge (which isn’t to rebuild), it might be harder for you to fulfil some of your economic goals, so keep that in mind. It could be useful to bring into action some war dog kennels and killing pits to prevent stronger hostile units.
In this ecovasion you have to test the strength of a mainly unusual military unit: the tunneler.
Find out how to handle them in struggle and wisely apply their advantages against different enemy-troops.
Here you’ve got a map with a minimum of size and a maximum of fun, so I hope. It’s scored as “normal”, but for more challenge, please play at hard (or very hard, if you like it), but you should be warned that the economical objectives won’t be easy to achieve (Time limit!)
Your comments concerning your experience with tunnelers are always welcome.
Greetings and good luck Stratego
|Author||Comments ( All | Comments Only | Reviews Only )|
Good work Stratego. Its good ecoinvasion.
But i have few comments. And my ratting isn't so high, but that is normal.
I had to play it 3times to win. Many times supprised with some things.
I hate action based on time, but you seted this wery well. No time for boredom. but first invasions are weak and boring, wolves on map i killed before they had to attack(with archers with no loss). Its pitty that I cannot recruit swordmans, because I have all things (swords shild, gold. paes.) I knew i must use tunnelers, but if I have resources, why not.
Yes its in first place econ. , but i love if I can do my own fortifion, to choose best place. in this map is almost impossible.
Perfect map, beutiful, small.
I hate reading long stories. a want to read simply points what i must do a and then longer desription.
I want to read some authors notes, full desription of the map fith few numbers. Text file not with DOC, but with siple txt(shorter, can be opened everyvhere).
You have small map that is good, but some other pictures from game can be useful.
to hints> bridge could be deleted, so every unit can pass.