The Guerrillas is the third scenario in the Wulfstan's Defiance campaign of Hammers of Fate.
Walkkthrough[]
Wulfstan needs to deal a powerful blow against the Red Church. His first task is to rescue a fellow Runemage by the name of Helmar. He resides in a prison far to the south. Before that, however, he can encounter some defenders. They can either scout the path or join Wulfstan's forces. In the tunnels, Wulfstan is likely to encounter Andreas, who is a challenge to Wulfstan.
After 10 days have passed, Freyda will appear above the ground. She will seize Asbrand and go away in the tunnels, continuing her journey to rescue her father. After Helmar has been freed, Wulfstan should focus on seizing the town of Merasgar, where the Red Church's troops reside. He should first lead Helmar out of the tunnels. He has only 20 berserkers, but if Wulfstan leads him out to the road in the east (Above the ground), Helmar will give him 50 berserkers.
The journey to Merasgar is long, but Wulfstan has time to capture it. He should recruit more dwarves from the dwellings and go to Merasgar in north-west. Valeria will be there, though with some troops. After capturing Merasgar, Wulfstan should develop it, as caravans with supplies and troops of Red Church will arrive. When the caravans arrive, Wulfstan has to attack it and win.
Towns[]
Fortress: Asbrand, Merasgar
Events[]
The Red Church's troops weaken.
Strategy[]
Wulfstan has to defeat Andreas to keep himself out of trouble, then free Helmar. After Helmar is rescued (and brought to the surface), Wulfstan has to capture the mines for future uses and recruit the creatures from the dwellings.
When capturing Merasgar, after the caravans appear, Wulfstan can only go south at the crossroad, where the caravans will go to and for Wulfstan's ambush to work.