I just completed level 5, "In the wasteland", of my latest Settlers II play-through, although sadly I'm looking with avaricious eyes at some other games I bought from GoG over the weekend. Perhaps next time instead of going for despoil-the-land-and-annihilate-everything, I should just try to win each map as quickly as possible then I might actually finish the game.
I had forgotten that on map 5 you were still allied with all opponents by default, so I decided to see if I could do another catapult victory. Once I start the maps where I'm automatically at war with all opponents this isn't a strategy I'm interested in following in. Catapults to weaken or hold at bay, but not to solely advance with! Not to mention it takes much longer this way.
This map was a little harder to do; the amount of territory I had to carve through was much greater. In addition, there were more enemy catapults that caused me to be very circumspect in how I advanced. I ended up playing "leap frog" with catapults, as well as building (and demolishing) many wooden barracks to try and clear the field. The Read Team was sneaky, capturing Yellow territory that I was clearing, but where I was unable to advance into due to their catapults. And then, while I was beating Red back, the Yellow Team built a new catapult which started attacking one of my fortresses and I wasn't willing to back down as that would cause me to lose other structures. Challenging, in a different way!
Just like ships, catapults occasionally exhibit bizarre behaviour too. Sometimes you'd be adamant that the catapult had a clear line of sight to a target, but your minion would be "nope". Or in this case, I had been happily pounding a Red Team Watchtower when the wheat field in front of the tower matured and the catapult wouldn't fire again. Argh!
Still, I won. And that's all that matters, isn't it?
This post was first published Sunday 30th of August 2020 and was last modified Sunday 30th of August 2020 at 20:40:06.
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