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MISSION NUMBER 14 – LAND OF THE ARAB
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This mission sees you and the Pig take o­n Saladin, a Caliph and a Sultan. You have 2000 gold and limited supplies.

Extend your stockpile (6 squares) and place a granary, hovel, market and mercenary tent. Recruit 40 slaves and get them to dig a narrow moat o­n three sides of your settlement. The moat should start just past your western stone deposits, then run in front of your keep and finally enclose a sizeable portion (enough for 5 or 6 farms) of the arable land to the east of your settlement. You will get “the keep is enclosed” message o­n successful completion. If any of your ally’s farms should block your progress, use your spearmen with the “attack here” option to destroy them.

Meanwhile, purchase 150 wood and place three woodcutters, o­ne hops farm, two wheat farms, o­ne dairy farm, o­ne apple orchard, o­ne hovel, o­ne brewery, o­ne inn, o­ne mill and three bakeries within your settlement to be bordered by the moat. Now site your armoury, barracks and engineers’ guild. Purchase 45 stone and site two round towers adjoining your keep. Place manned ballistae and braziers and get your archers to the towers. Site a fletcher’s workshop and raise taxes to +8 o­nce the inn is in operation. If desired, the completed moat can be widened from the outside o­nce the keep is properly enclosed and secured. Recover your slaves to the centre of the enclosure when the moat is finished.

Wood stocks should now allow you to place two quarries, 6 oxen, two iron mines, two hovels, a second inn, a bakery, a fletcher (producing crossbows) and a tanner. Recruit bowmen to man the towers as their equipment is produced. Fire ballistae are a potent weapon inside this moat as there is nothing to hamper their line of sight or accuracy. If you can ensure that 5 or 6 are always sited near your towers, these will prove invaluable.

When stone arrives, site three small gatehouses and drawbridges o­n each side of your boundary, as far away from each other as possible. You may need to fiddle around between the “dig moat” and “delete” commands to get each drawbridge to fit the moat outline, whilst still retaining the all-important “enclosed keep” message. Put archers o­n each gatehouse as resources permit. Surplus stone and iron can be sold for cash. Further round towers with ballistae can be placed for additional security, but these are not strictly necessary. With the economy in full swing, you can now site weapons buildings of choice and build up your attacking army.

Disposing of Sultan Abdul is a relatively simple matter, but beware of the Caliph’s hidden pitch ditches (your original slaves will prove useful), and make full use of your horse archers to destroy Saladin’s dangerous tower equipment. Personally, I wouldn’t venture anywhere near Saladin’s stronghold without at least 150 horse archers and 50 swordsmen for company. Don’t forget to place “good things” and ask your ally to attack with you. He might just agree o­ne time.


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