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Index: AdvancedTactics
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RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v
retrieving revision 1.53
diff -u -r1.53 AdvancedTactics
--- AdvancedTactics     7 May 2005 20:40:09 -0000       1.53
+++ AdvancedTactics     7 May 2005 20:40:30 -0000
@@ -145,23 +145,18 @@
 Elvish Fighter with an Elvish Archer.
 
 <h3> Unit Choice </h3>
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 * 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.
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 * 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.
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 * 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.
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 * 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.
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 * 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




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