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Index: AdvancedTactics
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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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