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Downloads Home » Scenarios » Against all odds

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Against all odds

Author File Description
implementor
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: No
Multiplayer Online?: No
# of Wizards: 8
# of players: 1
Skill Level: Expert
Password Protected: No
Surface Minimap:
Cavern Minimap:
This scenario is for EXPERT! players who want a challenge.

Requires patch 1.4
Max 5 heroes (can get more from events)
Max level 30
Some 100 custom items
56 custom heroes
100 custom events
You can NOT build teleportation gates

----- STORY -----

After your father "Grond the Hammer" died you swiftly "took care" of your relatives while they slept and announced yourself as the new King of the Goblins, this rash move angered many of the Goblins outside of the capital of Goblingate and they announced the independence.

To make sure that the Dwarves did not interfer with your plans you decided to give their capable leader the same gift that you hade given to your relatives, death by assassination.
The Dwarfking's bodyguards foiled your plans and exposed your plot, which of course led to war!

Now you must hurry, unite all of the Goblins that lives west of the great underground river and strike at the Dwarfs before they can muster their armies.

Your only ally in this mess is the weak Orc King "Graw" who lives to the north east of you, he has always been at feud with the dwarfs about who owns the right to the rich mines across the river, but you know that he underestimates the dwarfs and without your swift help he will surely fall to the dwarf armies.

The dwarfs have also called upon their allies from the surface, the Elves, the Halflings and the Archons, but they are currently locked in a deadly conflict with their ancient enemy "Scorn, King of the Dead" but the news from the surface are not good, as they are besigeing Scorns capital and if it falls they will come for you in great numbers.


--- SPOILER ---
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Early game is quite easy (turn 1-70) then Noda will show up and things will start to look bad, if you are not prepared. If you are lucky he will turn up around turn 100.

The game got serveral different openings, Balkmog (your 1st hero outside of Goblingate)will give you information.
All give somewhat equal rewards, but if you want to complete the Wolfgate quest you have to hurry as the Archons will capture it if you don't do it and then you can not complete the quest any more.

Try to capture ALL cities on your side of the river, fast! Across the river there are 3 neutral cities that are of strategic importance, one northern populated by humans and one to the south populated by dwarfs. You should concentrate your defensive stacks here, at LEAST 3 stacks of good troops. The central one populated by halflings is only of importance if you dig through the earth wall with a beetle, and the only important until you capture the cities behid it (the city "Emperor's Hold" will be important).
Don't try to hold anything else, just loot and raze. "Back Door" will sometimes get assaulted by flying units, keep some anit air there (4-7 balistas/darters and a troll will do, maybe...)

Don't let your heroes die, EVER!
Get the cloak with resurgence ability from the crypts to the north and give it to your most powerful hero, it will he his/hers life insurance.

During late game (turn 250-350) you will need 5-8 lvl 20-25 fully geared heroes or... *splat*

Try to make peace with "Bore" at any price, ally youself with all friendly wizards and post units in their capitals so you can help them during combat by casting spells.

Trade spells with allied wizards before they fall (and maybe buy some of their items too).
One of them tends to die aound turn 75-100.

Get the "Enchanted roads" spell frome the vaults in the swamp to the south west, without it movement will e too slow on this large map.

At strategic cities build wizards towers to increase your domain and build Hall of Enchantment to make defence easier.

Don't forget to scout.

You can do it (just probably not the 1:st time), it is NOT impossible, just hard.
Pages: « First « 1 [2]
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
dead007
Rating
4.6
Breakdown
Playability5.0
Balance5.0
Creativity4.0
Map Design4.0
Story/Instructions5.0
Playability: 5
Quite challenging. Defended behind river for 200 days till heroes got overpowered and fully equipped.

Balance: 5


Creativity: 4


Map Design: 4


Story/Instructions: 5
Good enough.

Additional Comments:
Andreloha
Rating
4.6
Breakdown
Playability5.0
Balance5.0
Creativity4.0
Map Design5.0
Story/Instructions4.0
Playability: 5
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 4
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Story/Instructions: 4
(Insert Story/Instructions analysis here)

Additional Comments:
I truly enjoyed that game. It took me 310 turns to win. Quite challenging, well done!!! I love to Goblins.
ERIU
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5
very difficult, but after several times playable

Balance: 5
the AI are too strong but that's the story

Creativity: 5
very good

Map Design: 5
very good
Story/Instructions: 5
very good story
Additional Comments:
I've played it several times and at least I could win at turn 292. I've build a lot of shrines of war and did not capture Wolfgate. ( to difficult to hold ) I also did not understand very well the messages about elves worshipping their gods.
Robin1 Dunno if anyone still read this, but I am playing the scenario atm and want to tell how i goes so far:

I dont consider myself an expert player, but if I get in trouble I use (and abuse) diplomacy. So till turn 60 really nothing happened, but as you wrote from turn 70 it gets rough, I used diplomacy to cause havoc on the surface, both to save me trouble and help Scorn survive. I arranged war between Xelia and Jelina plus war between Xelia and Noda. So till turn 90 it was calm and I could expand further. Then in 2 massive blows Fundin killed of Graw. And in turn 99 and 100 the almost forgotten "wrath of gods" story popped up. As I couldnt find any elvish priests in the southeast I took it I have to kill Jelina to get rid of those angel support. Meanwhile Xelia was killed by Jelina. Close after turn 100 Noda invaded the underground but within 10 turns I could kill off the whole invasion force. Now turn 130 I killed Jelina. A combo of damnation, kharrags with dark gift and enchanted roads give me the advantage over my foes. And Scorn is still doing well. As Fundin threatend twice to overrun him (but never did) I gave Scorn - diplomacy again - the Emperors Hold as a gift to make sure he stays alive. So looks like victory so far.
Watschenbaum @Robin1

In fact someone read your commment - 18 years after AoW2 come out ... I did!

The diplomacy tricks you described were completely new to me. Evaluated "unfair" at first glance, I turned to appreciate this policy as "just another method to solve a problem".

The map "Against all odds" can be mastered using conventional tactics as well. I retried in the year 2018 and it worked in a straight forward manner - as well as in 2011.
Pages: « First « 1 [2]

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HGDL v0.8.0

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Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity4.4
Map Design4.8
Story/Instructions4.6
Statistics
Downloads:2,421
Favorites: [Who?]1
Size:237.00 KB
Added:11/23/11