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Battle for Arborlon
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Scenario: The Tree of Life is dying, and the magic holding
the demons in the Great Rift is thin. The Dagda Mor has used his
black magic to break the rift, and escape with his demon hordes.
The elves must stop them until the new tree can be planted. The
demons have sheer numbers, but they will fight on the elves terms,
where and how they want it. The first line of defense is the two
mountain passes of Worl Run, and Halys Cut. If they fall, the
last defense before the capital of Arborlon is the pass of Baen
Draw, and the plains of the Sarandanon. They have nothing but
sheer determination on their side. The situation looks grim indeed.
Objective: The attackers (Black-demons) must penetrate
both the two outer mountain passes and then conquer the inner
pass and thrust through the wooded areas of the Sarandanon to
attack Arborlon, which is the second map. The defenders must stave
off this massive assualt with little hope of victory. The main
objective is to inflict unacceptable losses on the demons, which
will be a certain number described below. At all costs, the small
city near the circle of power must not be destroyed, or the demons
win, and move on to the second map. The defenders may have some
small slim chance of victory if they can kill enough pieces, but
since the demons can build 6550 troops, that is highly unlikely.
The defenders can upgrade all the units and archers and spells
for free, so do this immediatly if not sooner. The attacker has
no such upgrades...tough luck.
Special Pieces:
The attackers have only one special piece:
Cho'gall: This represents the dragon that attacked
Worl Run. It is a close up behemoth. Tons of hp, armour, and damage,
with no range. Use wisely, for it can punch through that tight
spot clogged with defenders.
Defenders have only one special piece:
Mage: This represents Allannon, the mighty druid.
He was the one who defeated the dragon at Worl Run, and later
the Dagda Mor leader. He is shown as a mage to represent his mighty
magical powers. Use with caution, for although he has extremly
high hp, armour and damage, he is still killable, and with him
dead, the demons are ever closer to victory. He doesn't have access
to polymorph since there was no magic that strong, but everything
else is available, even the mighty blizzard, to show his druid
fire.
Scenario: The demons have overrun the defenses at Worl
Run, Halys Cut, and Baer Draw. They have conquered the plains
of the Sarandanon, and march on towards Arborlon, the capital
of the elves. Arborlon, with its seven walls of defense set upon
a hillside, is the last chance for the elves at saving their people.
The Tree of Life within the city is dead, and now the only hope
is for the new seed of life to be planted and the resultant closing
of the rift. The demons still outnumber the defenders 100 to 1,
even after the massive losses in the mountain passes. If only
the elves can hang on and survive the onslaught until the seed
can be planted... the fate of the free world hangs in the balance...
Objective: The attackers in this scenario must destroy
the Tree of Life, which is represented by the Elven Runestone
within the city. The defenders must seal off the Great Rift, which
is represented by the Dark Portal. Whenever either is destroyed,
although the game will not recognize a victory, the two players
should acknowledge the others win, regardless of the remaining
pieces and buildings on the map. Since neither of these special
icons can be replaced by rebuilding it, it should be easy to see
who won the game. In the rare instance that both the Tree and
Great Rift are destroyed simultaneously, then the game is a draw,
and must be played again in its entirety. The defenders can upgrade
all units for free, so do it quickly. The attackers need to pay
for it, but it will help in the long run.
Special Instructions: Both sides have some special pieces
that must be explained here.
Defenders:
Uther Lightbringer: This icon is symbolic of
Allannon, the mighty druid of Paranor. Although I could not edit
the graphics or name of the piece, I am sure you will see the
improvement when selecting this piece. He is the leader of the
defenders and can take out a large number of enemy pieces by himself,
but be warned: don't waste him, for he can be the game winner.
Lothar: This piece symbolizes Stee Jans, the
legendary human warrior of the Border Legion Free Corps. He
was the head leader in the defense of the walls during the siege.
He is himself a powerful piece, and can take and deal some serious
punishment, but again be warned: don't waste this piece, for
he can turn the tide in a tight situation.
Zuljins: This group of pieces(24 total) are
set on passive rescue, white color, and start within the city
proper. They represent the allies of the elves, the Kershalt
Rock Trolls. They are brutish, armored to the teeth, and a walking
tank. They will be 'rescued for the purpose of mixing the humans
and trolls only. They will be of quite some value, since they
can attack air, but have a limited range of attack (3). Use
them will impunity, since they will be very defensive against
flying and melee fighters.
Attackers:
Gul'dan: This piece is the leader of the Demon
armies, the Dagda Mor. He was the powerful evil spellcaster
that opened the rift to the world, and freed the army. He is
a death incarnate. He is mean, nasty, and not-to-pleasant. He
is the equivalent of Allannon on the defenders side, although
in a one-on-one fight, Allanon would win with about 5hp left,
since he did defeat the Dagda Mor in a fight to the death. Use
him with care, since he is a death knight, and exorcism can
hurt him, though probably not kill him. His spells will come
in nicely when the need arises.
Cho'galls: These two(count em, two) ogre-mages
represent the reptilian giants that assaulted the third wall
during the siege of Arborlon. They are giant, fist wielding,
mass-smashing wall crushers. And super quick to boot. Save them
until a need arises to break through a knot of defenders, since
you have only two, and they are deadly, but not deathless.
Demons: Nine to start, and no more coming,
these represent the massive, deadly forces of Dagda Mor, and
are flying death dealers. They are heavy on the range, firepower,
and hp, but still be cautious, since they are the secret attack
force the demons used. Lose them early and the fight is already
lost. Save them to the critical rush time, and they will not
disappoint the wanton destruction to follow.
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