Identity
| WML ID | 17b_Lizard_Beach |
|---|---|
| Returns to | 16_The_Kalian |
| Map | 17b_Lizard_Beach.map, 37 × 27 hexes |
| Turns | 30 / 27 / 24 |
| Schedule | Default |
| Carryover | 40%, early-finish bonus |
| Archetype | Coastal assault / reinforcement race |
|---|---|
| Story importance | Moderate |
| WML complexity | Moderate |
| AI complexity | Moderate defensive leaders |
| Signature system | Naga reinforcements when humans reach the beach |
Story and premise
Haldric reaches a sunny beach where Saurians are trading metal to their Naga allies. The Saurians call the refugees “monsters,” while Jessene points out the irony. The tactical premise is straightforward: defeat both leaders before their maritime support overwhelms the landing.
Map description
The 37 × 27 map places ocean and beach terrain along the western edge, with sand, grass, forest, swamp, villages, roads, and two Saurian keeps inland. The refugees approach from the east. Reaching x-coordinate 16 or farther west represents breaking onto the beach and triggers the Naga counterlanding.
| Map element | Design role |
|---|---|
| Western ocean edge | Provides a believable entry lane for Naga reinforcements. |
| Two inland keeps | Creates a paired leader objective with mutual financial support. |
| Long east–west approach | Makes the reinforcement trigger a visible threshold in player progress. |
| Mixed swamp and forest | Supports Saurian movement and Mudcrawler pressure. |
Sides and AI
| Side | Leader | Gold / income | Behavior |
|---|---|---|---|
| 1 | Haldric | 210 / 180 / 150; income 4 / 2 / 0 | Human controlled |
| 2 | Tirasch — Saurian Flanker | 100 / 125 / 150; income 3 / 5 / 7 | Passive leader; mixed scout/archer/fighter/healer pattern |
| 3 | Ssirk — Saurian Flanker | 100 / 125 / 150; income 3 / 5 / 7 | Passive leader; mirrors side 2 |
Easy uses Naga Fighters, Skirmishers, Mudcrawlers, Giant Mudcrawlers, and Augurs. Higher difficulties add Ambushers, Giant Scorpions, and advanced Saurian healers. Each enemy side is limited to 1 / 2 / 3 simultaneous Giant Mudcrawler recruits.
Beach reinforcement event
The first side-1 unit entering x 1–16 triggers a fake Naga arrival from the western edge and creates:
| Difficulty | New units |
|---|---|
| Easy | Riaa, a loyal Naga Warrior for side 2; one Naga Fighter for each side |
| Normal | Easy group plus one extra Naga Fighter for each side |
| Hard | Riaa plus three Naga Fighters for each side |
Riaa states the economic reason for the alliance: the Naga need the Saurians’ metal.
Mutual leader funding
| Leader killed | Surviving side receives |
|---|---|
| Tirasch | Side 3 gains 140 / 160 / 180 gold. |
| Ssirk | Side 2 gains 140 / 160 / 180 gold. |
This makes the second leader substantially harder and prevents the battle from collapsing after the first keep falls.
Mudcrawler split
Every Giant Mudcrawler death creates one Mudcrawler for each enemy side at the death location. On Easy they are created without traits; on Normal and Hard they are loyal. The first split triggers Haldric’s warning line.
Hub-state write
{VARIABLE_OP num_done add 1}
[set_variable]
name=a_beach
value=1
[/set_variable]
[set_variable]
name=last_done
value="Beach"
[/set_variable]
The branch then ends with bonus victory and 40% carryover.
Lessons for campaign authors
| Pattern | Reuse lesson |
|---|---|
| Reinforcements tied to geographic progress | Escalate when the player reaches the strategically important zone. |
| Passive leaders at a trade site | Keep both objectives anchored while recruited units defend outward. |
| First leader funds the survivor | Preserve tension in paired-leader battles. |
| Faction alliance explained economically | Let reinforcement composition communicate worldbuilding. |