This is pretty frustrating - personally, I'd have required someone to move onto the nest to take the eggs, rendering the "my enemies killed the griffin so I lose out" frustration moot. In a mission where you're trying to steal some griffin eggs, it's actually in your best interest to let your opponent attack the mother griffin first so you can deliver the killing blow (as if you weaken her enough to let your opponent kill her, you lose out on the eggs). That said, while the mechanics of the game are good, there are occasional hiccoughs in the internal logic of its scenarios. white mages & paladins, two advanced units) or blunt weapons and magic to deal with skeletons in an efficient manner, making a lot of the units that I've built up (like elves, who fight with pointy things and don't use holy magic) less than useful. Tactical movement & building a defensive line are vital skills, as is matching your force composition to your opponents' units - the undead missions have been kind of a pain, because you need holy damage (i.e. The Hex grid and the alignment/time of day system (Lawful characters get +25% damage during the day & -25% at night, while Chaotic ones get the opposite) combine to make combat fairly deadly, though if you use the Zone of Control system to your advantage, you can minimize the number of characters that can attack any one of your units. Actually, there's something to be said for using low-level, high-evasion characters (like Thieves) as meat shields for your more advanced characters - you'd rather that the easily replacable low-level character die than your Knight/Paladin/White Mage, and if by some freak of chance they don't get expunged, they'll be that much closer to levelling into something useful. It's like Advance Wars in that, until a unit has accumulated enough xp to level/change into a new class (or is at least get within spitting distance of doing so), you're not going to go back to an autosave if they happen to die. It's like Fire Emblem because all the units you create have names, gain experience, and if they're killed, they don't come back. I said that it was a blend of Fire Emblem and Advance Wars in my previous post, and that's not far off. Battle for Wesnoth is a very enjoyable strategy RPG.
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