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Index: AdvancedTactics
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RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v
retrieving revision 1.50
diff -u -r1.50 AdvancedTactics
--- AdvancedTactics     26 Apr 2005 19:16:27 -0000      1.50
+++ AdvancedTactics     30 Apr 2005 17:02:04 -0000
@@ -59,8 +59,10 @@
 
 <h3>Save HP</h3>
 Hit points are the only consumable resource of a unit, and as such should be 
conservered. This means you should almost
-always attack in the way that damages you the least, not in the way that 
damages the enemy the most. //On the other hand, the faster you kill your enemy,
-the less damage they can do to you. Mainly, you should try to have a mix of 
melee and ranged units, and attack enemy archers in melee with your fighters
+always attack in the way that damages you the least, not in the way that 
damages the enemy the most. //On the other
+hand, the faster you kill your enemy,
+the less damage they can do to you. Mainly, you should try to have a mix of 
melee and ranged units, and attack enemy
+archers in melee with your fighters
 and attack enemy fighters in ranged with your archers.// Ranged attacks
 with
 moderate damage against a melee-only foe is better than close-quarter fighting 
that gives both parties heavy damage.
@@ -91,7 +93,7 @@
 'Chaotic', and get additional 25% to damage, for a total of 10-3 (12-3 with 
the trait 'strong') in attack.
 (Enemy resistance to attack type 'blade' is assumed to be 0%).  Joining for a 
mere 12 gold, thieves are cheap,
 and they level up easily, needing 28 XP for level 2, //Rogue//. The Rogue has 
the added ability of skirmisher
-(ignores Zones of Control) and needs 70 XP to go to level 3, //Assassin//, 
which adds poisoned darts to it's arsenal.
+(ignores Zones of Control) and needs 70 XP to go to level 3, //Assassin//, 
which adds poisoned darts to its arsenal.
 Even without thieves, the encircling tactic by two units is very powerful, 
particularly against long range units. By
 placing two units on either side, you limit the opposing unit to 1 hex move in 
any direction. When the unit sidesteps
 in
@@ -243,7 +245,7 @@
 approach, where you give ground, encouraging the opponent to push forward. Now 
your healers are in front and
 moving toward better terrain where you can make a final stand.
 
-The real problem with retreating is putting distance between your units and 
the opponent's. If they can move faster
+The real problem with retreating is putting distance between your units and 
the opponents. If they can move faster
 than yours, you may have to setup a ZoC to last long enough for you to get 
your slow units to safety. Invisibility
 units
 are the best because they cannot be seen and will take the opponent valuable 
turns to find them. Once the group is




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