Mission 16: Grumm’s Gate or Listening Gate
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Magic Items: None
Enemy Units: 1 x Goblin Shaman Zarag, 1 x Night Goblins, 2 x Goblin Archers, 2 x Goblin Wolf Riders
Deployment: If you’re low on funds just bring the essential and free units. These include the Grudgebringer Cavalry (GC), Ragnar’s Wolves (RW) and the free units, Amber Wizard (AW), Dwarf Warriors (DW) and the Leitdorf 9th Crossbows (LC).
Strategy: I find this mission more difficult than the Listening Gate and one of my units always seems to get stuck outside. Keep the DW behind with the caravan to provide an escort as it moves north towards the gate. The DW will be the last ones through the gate and it’s quite likely you’ll lose them.
Move your AW north to take on the Goblin Shaman. A Hunting Spear or two should do the trick. If that doesn’t work send in the GC to finish him off. Make sure you target the Goblin Wolf Riders with Curse/Tangle Thorn/Flock of Doom depending on how much magic you have available and what spells you’ve learnt already. Flock of Doom is by far the best spell and only costs 2 magic. It’s powerful enough to wipe out half a unit and often causes them to fly.
Use the GC and RW to fend off the Wolf Riders and Archers and to keep the army train safe. Once the doors open quickly send your units through. Greenskin units will begin appearing from the sides of the map and will quickly close down on your position. If you’re too slow one of your units will be charged down by the Goblin Wolf Riders.
Don’t worry if you lose a unit, you’ll be hiring plenty more soon enough. From now on I will assume you’ve lost the Dwarf Warriors.
Magic Items: None
Enemy Units: 1 x Orc Boyz, 1 x Orc Big ‘Uns, 1 x Orc Boar Boyz, 2 x Orc Arrer Boyz, 3 Orc Rock Lobbers
Deployment: By this time you may be starting to run out of money so only bring along the units you really need, the Grudgebringer Cavalry (GC), Ragnar’s Wolves (RW) and the free units, Amber Wizard (AW), Dwarf Warriors (DW) and the Leitdorf 9th Crossbows (LC).
Place the GC to the top left with the AW to the left of them on the other side of the trees. Have RW just below them and follow them up with LC. Have the DW walk alongside the caravan to act as an escort.
Strategy: Send the AW forwards and cast Flock of Doom/Curse on the Orc Boyz near the Rock Lobbers. Send in the GC to finish them off. When the Orc Boar Boyz and Big ‘Uns start racing towards you from the east cut them off with the AW and cast Flock of Doom or Tangle Thorn on the nearest unit. If you need to finish them off send in Ragnar’s Wolves.
Keep the LC and DW moving north. If the crossbows get a chance have them fire off a volley of arrows. By now the GC should be finished with the Orc Boyz. Send them north to take on the northern-most Rock Lobber. Ragnar’s Wolves can take on the two on the southern side of the cliff.
Keep the AW and LC nearby for support if a unit starts heading for the Wolves. I usually ignore the Arrer boyz for this mission but you can cast Tangle Thorn if you want to stop them from chasing your army.
Once the last Rock Lobber has been taken down send your army through the gate along with the caravan. You should have plenty of time to get everyone inside.
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