
The Wild Hunt is an Endgame scenario in Immortal Empires. It can be set to fire on player's Long Victory or on a random turn in between the limits specified at the start.
Description[]
Vengeance descends upon the living and dead alike, as a new Wild Hunt springs to life. These restless spirits must be stopped, lest you and your people become a sacrifice to Kurnous.
Effects[]
- All of the following Wood Elf factions turn permanently hostile to the player: Talsyn, Argwylon, Heralds of Ariel, Wargrove of Woe, Bowmen of Oreon, Laurelorn Forest, Torgovann, Wydrioth. If any of these factions were wiped out, they respawn.
- Wood Elf factions that were confederated will not respawn.
- Spirits of Shanlin do not turn hostile. Magic forests that do not start under the control of Wood Elf factions are unaffected.
- Four full gold vet armies are given to each of these factions. Stacks are immune to attrition until wiped out. They can contain:
- Infantry: Eternal Guard x 8, Eternal Guard (Shields) x 12, Dryads x 4, Wardancers (Asrai Spears) x 8, Wildwood Rangers x 4, Glade Guard (Starfire Shafts) x 12, Deepwood Scouts (Swiftshiver Shards) x 8, Waywatchers x 6.
- Cavalry: Wild Riders (Shields) x 6, Glade Riders x 6, Glade Riders (Hagbane Tips) x 2, Hawk Riders x 1, Sisters of the Thorn x 1.
- Monsters: Tree Kin x 4, Treeman x 4, Great Eagle x 1, Forest Dragon x 2.
- Wood Elf factions are distinct in that they will typically raze captured settlements, rather than occupy them.
Strategy[]
- A fun scenario, if a bit annoying to complete. Wood Elves are a highly centralised faction, meaning they will be a huge problem to anyone near Athel Loren, but not so much anywhere else, in flavour making this not so different from The Black Pyramid (endgame scenario). As is the case with that one, if you are playing on harder difficulties do not lull yourself into a false sense of security if you happen to be a long distance away from any magic forest: the AI can and will march its stacks a very long distance overland just to pick on you.
- Wood Elf factions in the Empire heartland are typically pruned early and will only be a problem due to the bonus stacks that go and pillage the rear areas. This is annoying, but manageable, especially if you have AI support available. The biggest problem is for Dark Elves and Lizardmen, since this turns Heralds aggressive in the rear area, and for Bretonnia, due to the proximity of Laurelorn and Orion.
- Wood Elves are quite weak on defense, so aggressively pursuing them works well, especially taking settlements. The biggest challenge is completing the set: As the Empire, it means going overseas, which can be a bother if you expanded in every direction but Dark Elves' party lands.