In general, healing capability is purposely limited, so shielding wounded units and managing experience for advancements at the right time will be important elements, in my intentions. I am well aware that Khalifate units suffers in the darkness, however there are options to use (artificial) illumination as an important strategic element to make battles more interesting, very beneficial for the characteristic liminal unit of this faction. There are several underground scenario, mainly in the first part. The campaign features the standard Wesnoth gameplay, but many scenarios present additional elements which will affect the fight and hence the strategy, for example water tides, sandstorms, randomly spawned enemies (used very frequently), or map split in different sections. For example, in some scenarios of the first part the player can use, beside the Khalifate infantry, also dwarves and orcs. You will anyway have the opportunity to recruit units from allied sides leaders which do not enter this calculation. If you have played the campaign I'd be very interested in knowing how many recruits left you have at the end, for balance purposes. There is a limit on total recruits: the division under your command has 100 infantry units (on medium), so you won't be able to recruit more than that in the whole campaign. It is divided in three parts, each with 6 playable scenarios, plus several cut scenes. The story is set later than mainline campaigns (except UtbS) but before the fall and the two suns, so the tyme cycle is standard, except obviously for the underground scenarios. The campaign is about his efforts to find the way back home across both the underground and the surface worlds. 'Return from the Abyss' is a story of a Khalifate/Dunefolk officer who, after taking part to a disastrous military expedition, is forced to seal a pact with a powerful dwarvish king and to fight at his service, in exchange of his protection.
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