UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.7.5) Gecko/20041107 Firefox/1.0 IP: 24.230.102.80 URI: http://wesnoth.slack.it/?AdvancedTactics - - - - - Index: AdvancedTactics =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v retrieving revision 1.51 diff -u -r1.51 AdvancedTactics --- AdvancedTactics 30 Apr 2005 17:02:04 -0000 1.51 +++ AdvancedTactics 7 May 2005 20:39:34 -0000 @@ -144,6 +144,29 @@ their maximum movement without impeding each other. So recruit an Elvish Fighter together with a Horseman, or even an Elvish Fighter with an Elvish Archer. +<h3> Unit Choice </h3> + +* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are +skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will +not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts. + +* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past his troops and +conquering his villages, either cutting off his gold supply and sometimes forcing him to split up his troops. + +* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as +Duelists to easily cross the river and surroud your opponent or use airborne units like Gryphons to use the river +squares without being at a great disadvantage. + +* If crossing large body of shallow water, mountains, or other difficult terrain is necessary, use units whos moves are +divisible by their water movement so moves don't go to waste. For example, if a unit takes three moves to get through +one water tile, make sure he has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the +right ones. + +*Units such as Elvish Fighters, which are especially good because they're cheap to produce in masses, that have both +decent melee and ranged attacks can often be good for holding your front lines, because they will cause harm to their +opponents no matter what they are, while a front line or horsemen is not good for holding a position, for they will fall +like prey to elvish marksmen, and probably will never like to strike back. + ||Know the Battlefield|| <h3>Reconnaissance - Know the Map</h3> @@ -237,6 +260,10 @@ For skirmishing units who ignore ZoC, you have little choice but build a solid wall of units. Alternatively, you may make a ZoC to block the typical units and prepare a welcoming party for the skirmishers. + +In a campaign scenario, where the objective is to move a unit to a certain point on the map (often specified by a +signpost) you can use more unimportant units and ZoC by placing them a space or two away from your leader and a space +apart from eachother, since in battle units can quite suddenly die, and you don't want that one to be your leader. ||Retreating||
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