Wesnoth strategy puzzles
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Wesnoth strategy puzzles
So, I stole was inspired by Crimson_Conure's idea on the Wesnoth discord of making Wesnoth strategy puzzles, sort of like the tactical puzzles you see in chess. Even though Wesnoth is RNG based, there are still tons of situations where there's a best move/sequence of moves.
Here's my attempt at making some (hopefully they make sense)! For convenience I labeled the important hexes.
EDIT: Added an elvish fighter to the second one, hopefully only the intended solution is possible now.
EDIT2 (4/21/2018): as mousyack pointed out adding a fighter right next to hex 5 made it unsolvable; moved the fighter back a hex.
And if anyone else comes up with puzzles, feel free to post them!
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edit: I've now made an add-on called Tactics Puzzles, now in the 1.12 add-on server!
Here's my attempt at making some (hopefully they make sense)! For convenience I labeled the important hexes.
#1. Nightgaunt trio:
You have 3 nightgaunts and want to take out the 69 HP Great Mage this turn (dusk). What's your plan of attack?#2. Ambush:
You have a quick (6 MP) grunt and a quick (9 MP) wolf rider and need to kill the 1 HP enemy leader this turn. But you know that there's an elvish ranger hiding in the forest somewhere near the leader in one of the marked hexes. Since the grunt has only 2 strikes and the wolf has 3 you'd like to attack with the wolf. Is there a way to make sure the wolf can reach the leader?EDIT2 (4/21/2018): as mousyack pointed out adding a fighter right next to hex 5 made it unsolvable; moved the fighter back a hex.
And if anyone else comes up with puzzles, feel free to post them!
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edit: I've now made an add-on called Tactics Puzzles, now in the 1.12 add-on server!
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
Re: Wesnoth strategy puzzles
One way I can see this work is if you make a scenario where players can do several challenges repetitive. The number of total tries can be taken as scores.
Re: Wesnoth strategy puzzles
#1 post NE-SW, attack with both, if still not dead attack with third.
#2 If Ranger is in 9 or 6 you cant reach him this turn. Move Grunt to 3 to see if Ranger is in 6, if yes then move wolf 10,8 else move grunt out of way then 5,3,4 with wolf.
#2 If Ranger is in 9 or 6 you cant reach him this turn. Move Grunt to 3 to see if Ranger is in 6, if yes then move wolf 10,8 else move grunt out of way then 5,3,4 with wolf.
- skeptical_troll
- Posts: 503
- Joined: August 31st, 2015, 11:06 pm
Re: Wesnoth strategy puzzles
Great idea! If we collect enough puzzles we could start a Wesnoth magazine
My solution to the first:
My solution to the first:
Spoiler:
Re: Wesnoth strategy puzzles
#1: Skeptical_troll's answer is exactly right! The idea is you want all 3 nightgaunts to backstab and you also want to avoid leaving a nightgaunt in the two eastern hexes where 3 spearmen can reach.
#2: Eagle_11s answer works! I actually overlooked that. The intended solution was to move the grunt to 3 then south to 6 to check hex 9 but turns out you don't need to do that. I'll see if I can modify it somehow so you have to check that hex.
An add-on where you can try moves sounds like a great idea, but I'm not familiar enough with WML and don't have the time to learn right now - I'll definitely keep it in mind for later though!
#2: Eagle_11s answer works! I actually overlooked that. The intended solution was to move the grunt to 3 then south to 6 to check hex 9 but turns out you don't need to do that. I'll see if I can modify it somehow so you have to check that hex.
An add-on where you can try moves sounds like a great idea, but I'm not familiar enough with WML and don't have the time to learn right now - I'll definitely keep it in mind for later though!
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
- Crimson_Conure
- 2019 Amateur Fast Champion
- Posts: 27
- Joined: March 24th, 2016, 12:15 pm
Re: Wesnoth strategy puzzles
Wow, I already learned a lot! . I totally missed that idea of moving twice with the NE nightgaunt. Yeah, this whole concept seems useful for training Wesnoth tactics. From experience playing chess, I can say that people, even grandmasters, miss simple mathematical tactics all the time.
P.s. Thank you for giving me credit on the idea of Wesnoth strategy puzzles :]
P.s. Thank you for giving me credit on the idea of Wesnoth strategy puzzles :]
Re: Wesnoth strategy puzzles
I think the solution to the second one now goes
Spoiler:
Re: Wesnoth strategy puzzles
You can definitely always reach even if he's at 10 by going up and around the fighter (maybe the puzzle was changed to allow this :>)
Re: Wesnoth strategy puzzles
Ah, mousyack is right, I accidentally made it unsolvable The wolf wouldn't be able to go around the fighter since the movement cost in forest is 2.
I think mayyybe moving the fighter back a hex fixes it?
I think mayyybe moving the fighter back a hex fixes it?
Spoiler:
Now the only way for the wolf to get to hex 5 is to pass by hex 9, so you'd need to check hex 9 with the grunt first. If hex 9 is unoccupied the wolf can go 5,3,4 and if hex 9 is occupied the wolf can go around south.Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm