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MISSION NUMBER 46 – NIGHTMARE 1095 total words in this text, 7240 Reads 
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This mission pits you against Richard The Lionheart, the Rat, the Snake, the Pig, Saladin and the Sultan. Only the Wolf and the Caliph seem to have mislaid their invites. You start with 2000 gold and limited resources and this doesn’t give much flexibility in tactics. The ‘nightmare’ refers to the suffocating neighbours from hell on your doorstep, specifically the Sultan, the Rat and the Snake.
Rush tactics at the start pay dividends here. In fact this was the last mission to fall to my non-rushing endeavours. (A description of that non-rush victory is outlined in page two of this walkthrough). I would suggest the following strategy.
Immediately destroy the stockpile and replace it behind the keep (3 squares). Place a granary, armoury, market, hovel and barracks to the north of the keep and near the stockpile. Purchase 15 maces and 15 leather and recruit your macemen. Rush the Rat and then the Sultan. You may need to restart the mission a few times before this is achieved, but the end result justifies the perseverance. 6 macemen eventually made it back to my keep.
Purchase 5 hops and 5 ale and place a brewery and an inn behind the keep. Set taxes to –8. Place three woodcutters and an iron mine. Keep them all away from the Snake’s territory. Purchase 50 stone and place two round towers adjoining the keep and facing the Snake’s compound. Place a ballista and mangonel on the towers. Build an engineers’ guild and man the tower equipment. Manually target the mangonel at the Snake’s wall and gatehouse. Purchase 5 bows and recruit 5 archers to join your original archers on the towers. Move the spearmen to protect your granary.
Place a fletcher and a water-pot as resources permit. If fire slaves destroy any buildings, replace them as a priority. Place one hops farm on arable land near the iron deposits. Reduce taxes as food runs out. Two more woodcutters and a second fletcher can be erected. Recruit archers for the towers as they become available. Manually target tower ballista at catapults as they appear.
Iron mines, pitch rigs and hovels can be placed as required. Obtain finance by selling surplus goods. Place further weapons buildings of choice as resources permit. Ensure that you always have ale on the stockpile by buying in hops as required. Place more inns and breweries as the rising population requires.

The Snake was soon taken out by 12 swordsmen. I disbanded and decommissioned the mangonel at that stage and replaced it with a ballista. I also placed a mercenary tent and started recruiting horse archers. These proved invaluable in targeting the Pig's engineers before they could do any damage from within their mysterious tents. They also took out enemy catapults pushed into action from the other direction.
It's now just a matter of building up your economy, improving your popularity by religion and 'good things' and producing an offensive army. It's still a good fight from here, but the final outcome is surely inevitable.
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