UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.7.7) Gecko/20050414 Firefox/1.0.3 IP: 65.96.172.51 URI: http://wesnoth.slack.it/?AdvancedTactics - - - - - Index: AdvancedTactics =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v retrieving revision 1.54 diff -u -r1.54 AdvancedTactics --- AdvancedTactics 7 May 2005 20:40:30 -0000 1.54 +++ AdvancedTactics 9 May 2005 04:26:41 -0000 @@ -1,277 +1,356 @@ ||Advanced Tactics|| -These tactics only work if you understand the basics first, hence the title Advanced. Just reading them and trying them -out won't work on their own. You get the best benefit from them when used within a strategical framework. Some are only -useful in specific circumstances and foolish at other times. They're also influenced by your particular style, so for -you, they may or may not work well. +This page assumes that the reader has read GettingStarted and is familiar with +the WesnothManual. +It assumes you have played enough games to be familiar with the system, and +know how to push units around, and are now looking for insight in how to +outthink the AI or a human opponent. +Some tactics +only useful in specific circumstances and foolish at other times. +Pick and choose those that fit your particular style. +Do you overwhelm your opponent with sheer numbers, or a few well-chosen +high-level units? Do you prefer to "roleplay" one race? Do you want +to play many scenarios, or replay one over and and over until you +achieve the perfect game? ||Strategy|| <h3>Fight unfair</h3> -As established in Powell et al.'s US military doctrine, do not enter a conflict unless you are substantially stronger -than your enemy. In wesnoth, this means you should always engage your enemy with superior attacking force. This is done -either by strength in numbers, by strength of powerful units, or by strength in healing power in your 2'nd line. - -Napoleon was especially skilled at maneuvering his forces so as to gain an advantage even when outnumbered. By -attacking his enemy in the center, he broke their lines and divided the enemy forces in two. Then, a small amount of -his -forces fortified their position and held off one flank, while Napoleons main force attacked the other half wich they -now -outnumbered. After finishing off the first half, Napolons forces rejoined the flank-holders and attacked the remaining -half. (This strategy is known as "defeat in detail".) In Wesnoth, where you sometimes are flanked by two or more -enemies, you can utilize a similar strategy. Let a few -very powerful units hold one flank, while the majority of your force attacks on a different front. Two red mages and -one -white has often proved successful, likewise two-three paladins. By combining healers and the healing effect of -villages, -a small force can hold for a very long time. - - +From Sun Tsu to "Shock and Awe", military writers have stressed that one +must not enter into a conflict unless you are substantially stronger than +your enemy. In Wesnoth, this means +* more units +* better (stronger, higher level) units +* superior healing power in your 2'nd line + +Napoleon was especially skilled at maneuvering his forces so as to gain an +advantage even when outnumbered. By attacking his enemy in the center, he broke +their lines and divided the enemy forces in two. Then, a small detachment +fortified their position and held off one flank, while Napoleon's main +force attacked the now outnumbered other half. After reducing the +first half, the main force would rejoin the flank-holders and destroy the +remaining half. (This strategy is known as "defeat in detail".) + +To implement this in Wesnoth, leave a few units with many hit points in +favorable terrain on one flank, while the +majority of your force attacks on a different front. +For example, two red and one white mage, or three paladins. By combining healers +and the healing effect of villages, a small force can hold off superior +numbers for a very long time. <h3>Feints</h3> -In scenarios with multiple opponents, it is useful to distract one opponent while attacking an objective, such as an -enemy leader. Sending fast units behind the enemy lines to capture villages may serve to occupy reinforcements until -your main force has won the skirmish it is currently engaged in. (Don't worry about defending the villages; move on to -the next one while the enemy recaptures each.) Flying units are particularly adept at this, as they can ignore terrain -while evading pursuers. - -<h3>Leap frog</h3> -Another principle from modern warfare, and popularized on CNN during the second gulf war, is the principle of -leap-frogging. Always have reserves in the back that moves up front to relieve the front line. In the back you keep a -healing unit, preferably a white mage, that heals the wounded units that were at the front. Also, do not always attack -with all units, sometimes it is better to move fresh units up front at the end of a turn so they can 'take a beating' -and thereby hindering the enemy to penetrate your lines. - -This approach allows you to distribute experience more evenly among your units and level about the same time. If -healers aren't avaible, use two or three strategic villages. Don't use particularly high level units (definitely not -your commander) to protect healers or villages as the enemy will focus on them and attack the wounded seeking aid. +You can misdirect the AI (and a surprising number of human opponents) +by sending a few units towrards an objective like an enemy leader, village, or bridge. +They will overreact and position their units badly. +Similarly, you can send fast units behind the enemy lines to capture villages. +Do not attempt to hold them; +instead move onto the next while the enemy diverts front line troops or reinforcements. +Flying units are particularly adept at this since they ignore terrain. + +<h3>Bounding (or leap frog)</h3> +Every strategist throught history warns to "keep a reserve". +In Wesnoth, this means that you must not attack with all your units. +Instead, hold back units to exploit holes caused by your initial attacks. +Or, you might need to move a fresh unit with many hit points to the front line +so they can 'take a beating' and hold your lines. + +In modern times, the "reserve" concept has been expanded as follows. +Divide your main force into two groups, and attack with the first while holding +the second back. When the first group is chewed up, they retreat to healers +or villages, while you attack with the second group. +This approach allows you to distribute experience more evenly among your units + +Do not use high level units, and definitely not your +commander, to guard the healers or villages, as the enemy will focus on them and +attack the wounded seeking aid. <h3>Small and strong</h3> -Use a small and very powerful group of units. The majority of your fighters should be level 2 and 3. Most of the -fighting should be done by those on level 2. Max-level fighters should be used for protection of the flanks, and to -take -the heat in the 2-3 most decisive rounds. Use level 1 fighters to finish off dying enemy units, thereby giving them XP -and promoting them. This strategy allows you to utilize your commander, one of the most powerful units in your army on -the battlefield. Typicly, only recruit and recall for 1-2 rounds, then move off in a tight pack. - -The side effect to a small group is that each unit receives more experience and has a better chance of leveling. If you -made bad recruiting choices, you can recruit with the unused gold. With a small group you need less villages to get -income, so less distracted in recovering them. - -<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 -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. -There are exceptions to this rule, but more often than not it will be better to focus on saving HP. - -One exception is when leveling a unit because it regains full HP when it does. Another is when you're attacking an -enemy -leader, usually on its keep. It often takes several lower level units to get the job done and losses are almost -inevitable. When attacking a leader it is best to use magical attacks because most leaders have high defense on castle. +Develop a small core group of high level units. Recall a strike force +for one or two turns, then move off in a tight pack. +Most should be level 2, with a few level 3 units to hold the flanks or +commit in the 2-3 most decisive rounds. +With this strategy, +you'll need fewer villages to provide income, and thus be less distracted +with acquiring them. + +Remember to recruit level 1 units to absorb the enemy's first attacks, +as well as for feints and holding unimportant villages. +Allow those that survive to finish off dying enemy units to replace +any of your core group that make the final sacrifice. + +<h3>Rock, Paper, Sissors</h3> +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. + +<h3>Hit Point Conservation</h3> +Hit points are a unit's only non-renewable resource. +Chose the attack which causes your unit the least damage, +not deals out the most to the enemy. For example, assume you are attacking +a unit that does 6-3 close combat, and has no range attack. Your unit +has a 4-4 close combat and a 3-3 range attack. Consider the tactical +situation carefully. Do you need to kill the unit this turn? Is it +on a village or next to a healer? Do not automatically accept the +computer's recommendation. + +Remember, when a unit levels up, it regenerates its full HP allowance. + +Finally, attacking an enemy leader, especially in a castle, is an +expensive proposition, even if you use magical attacks. +Expect to lose units while attritioning its hit points down. + ||Weapon specialties|| <h3>Backstab</h3> -"Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double -damage when attacking an enemy that has an ally of the thief on the opposite side of him. Being of chaotic disposition, -thieves fight better at night -than at day." - --Thief_description - -Remember that you don't have to //attack// with another unit to get the backstab bonus, just move any unit to the -opposite side of your enemy, then attack with the thief. It can also be effective, if you already have a unit adjacent -to the target, to backstab and then move -the other unit. -If the thief doesn't kill the enemy, maybe the other unit can finish it off. This can be a very -useful tactic, especially if the other unit has a secondary target to attack if the thief makes a kill. - -A good tactic is to use thieves in pairs, and attack enemy units from both sides with the two thieves. -Both of them will get to use 'Backstab'. This can be especially lethal at night, since thieves have alignment -'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 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 -the following turn, you can re-encircle. This means you can hold the unit until reinfocements arrive and then adopt a +"Thieves are deft of foot, and elusive, +making them difficult to hit. Being skilled at backstabbing, thieves do double +damage when attacking an enemy that has an ally of the thief on the opposite +side of him. Being of chaotic disposition, thieves fight better at night than at +day." --Thief_description + +Remember that you don't have to //attack// with another unit to get the backstab +bonus, just move any unit to the opposite side of your enemy, then attack with +the thief. It can also be effective, if you already have a unit adjacent to the +target, to backstab and then move the other unit. If the thief doesn't kill the +enemy, maybe the other unit can finish it off. This can be a very useful tactic, +especially if the other unit has a secondary target to attack if the thief makes +a kill. + +A good tactic is to use thieves in pairs, and attack enemy units from both sides +with the two thieves. Both of them will get to use 'Backstab'. This can be +especially lethal at night, since thieves have alignment '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 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 the following turn, you can re-encircle. +This means you can hold the unit until reinfocements arrive and then adopt a leap-frog approach against very strong units. <h3>Slow</h3> -Shamans, being slow, weak, and of limited firepower, need to be used carefully, but don't dismiss their offensive -ability. Many enemy units such as Trolls (not to mention Troll Warriors!), Pikemen, and Horsemen have two powerful -attacks. You can cripple them for a round by Slowing them, effectively halving their attacks. +Shamans, being slow, weak, and of limited firepower, need to be +used carefully, but don't dismiss their offensive ability. Many enemy units such +as Trolls (not to mention Troll Warriors!), Pikemen, and Horsemen have two +powerful attacks. You can cripple them for a round by Slowing them, effectively +halving their attacks. -Of course this tactic is even more useful for your higher-level units: Druids, Shydes, and Goblin Pillagers. +Of course this tactic is even more useful for your higher-level units: Druids, +Shydes, and Goblin Pillagers. <h3>Healing and Curing</h3> -Move your healers in pairs so that you retain the freedom to use them in combat when appropriate without having to -retire to a village afterward. - -Don't forget that with a Curing unit nearby, you needn't fear poison. An assassin's darts are only a serious threat if -they can poison an unsupported unit. Your Druid or White Mage will cure the poison before it has time to work, -(However, -they cannot remove damage from a unit on the same turn they cure poison from that unit). and they can cure poison from -//every// adjacent unit - irrespective of damage they have to heal. +Move your healers in pairs so that you retain the +freedom to use them in combat when appropriate without having to retire to a +village afterward. + +Don't forget that with a Curing unit nearby, you needn't fear poison. An +assassin's darts are only a serious threat if they can poison an unsupported +unit. Your Druid or White Mage will cure the poison before it has time to work, +(However, they cannot remove damage from a unit on the same turn they cure +poison from that unit). and they can cure poison from //every// adjacent unit - +irrespective of damage they have to heal. ||Recruiting|| -Remember that your commander may recruit units when standing on //any// Keep tile, not only the one you -start on. If you have two enemies, where one is some distance beyond the other (like in 'The Siege of Elensefar'), -you recruit enough units to take out the first enemy Commander (and posssibly hold off the second enemy's front -troops), -then you move onto the slain Commander's Keep, and recruit the units you need to take out the remaining opposition. -This saves you money in the long run, and keeps your Commander closer to the action so he may level up sooner. - -If there are several enemies with significant difference in their strength of arms, first concentrate on the weakest, -or else the one with the highest income potential. Move your Commander along with your troops, and after you have wiped -him out, use his Castle as your new base. This has the added benefit of protecting your Commander, often a target of -enemy troops, so you don't need to recruit units only for protecting him, while your main force is engaged somewhere -else. In the end, this will save you lots of gold. Such tactics is essential on maps with many opponents, for example -against the AI on multiplayer map 'Dwarven Doors'. +Remember that your commander may recruit units when standing on //any// Keep +tile, not only the one you start on. If you have two enemies, where one is some +distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough +units to take out the first enemy Commander (and posssibly hold off the second +enemy's front troops), then you move onto the slain Commander's Keep, and +recruit the units you need to take out the remaining opposition. This saves you +money in the long run, and keeps your Commander closer to the action so he may +level up sooner. + +If there are several enemies with significant difference in their strength of +arms, first concentrate on the weakest, or else the one with the highest income +potential. Move your Commander along with your troops, and after you have wiped +him out, use his Castle as your new base. This has the added benefit of +protecting your Commander, often a target of enemy troops, so you don't need to +recruit units only for protecting him, while your main force is engaged +somewhere else. In the end, this will save you lots of gold. Such tactics is +essential on maps with many opponents, for example against the AI on multiplayer +map 'Dwarven Doors'. <h3>Plan placement of units</h3> -Place recruited and recalled units manually. Choose the best castle tile for a unit to be placed by clicking on the -tile before recruiting or recalling. This way you can often capture villages a turn earlier, or move units to critical -map squares before your opponent. - -For maps with narrow passages leading out of the castle (like Bay of Pearls or some of the random underground maps in -Heir to the Throne), recruit or recall pairs of slow and fast units. Both units in such a pair will then be able to -use -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. +Place recruited and recalled units manually. +Choose the best castle tile for a unit to be placed by clicking on the tile +before recruiting or recalling. This way you can often capture villages a turn +earlier, or move units to critical map squares before your opponent. + +For maps with narrow passages leading out of the castle (like Bay of Pearls or +some of the random underground maps in Heir to the Throne), recruit or recall +pairs of slow and fast units. Both units in such a pair will then be able to +use 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. +* 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> -While attack is influenced by the time of day, defense is affected by terrain. First find all the castles and note the -different kinds of terrain immediately surrounding them. If you're playing under Shroud, send out two or three scouts -to -locate the castles. This is also often worth it on Fog of War, because you learn what faction your enemy is (if you -don't know already) and how defended their castle is. Expect to recruit more when they die. The knowlege they provide -is -worth more than their cost. +While attack is influenced by the time of +day, defense is affected by terrain. First find all the castles and note the +different kinds of terrain immediately surrounding them. If you're playing under +Shroud, send out two or three scouts to locate the castles. This is also often +worth it on Fog of War, because you learn what faction your enemy is (if you +don't know already) and how defended their castle is. Expect to recruit more +when they die. The knowlege they provide is worth more than their cost. <h3>Survey - Know the Terrain</h3> -Take an overall look at the size of each terrain type and note which are the most dominant. This affects what units -to select and their overall effectiveness. Then examine whether the main terrain is evenly distributed, scattered, or -in a few large areas. Note what terrain you want to avoid and why. Mountains and deep water are bad for all but a -few unit types. These act as walls which the opponent can use to trap you, but of course, you can do likewise. +Take an overall look at the size of each +terrain type and note which are the most dominant. This affects what units to +select and their overall effectiveness. Then examine whether the main terrain is +evenly distributed, scattered, or in a few large areas. Note what terrain you +want to avoid and why. Mountains and deep water are bad for all but a few unit +types. These act as walls which the opponent can use to trap you, but of course, +you can do likewise. <h3>Transport - Know the Pathways</h3> -Try to link advantageous terrain areas together in your mind from where your units are (your castle at start of play) -to opposing //and// friendly castles. For factions that don't provide healing units, use villages scattered between you -and the target to influence the route to take. Decide which terrain is most favourable for your units and less -favourable for the enemy. If you goal is to reach an object or hex, then do the same for that. - -If one route proves difficult, switch to another. Get to know which routes work best for different units and locate -meeting places to regroup units. Try to keep the opponents guessing what you're going to do next. By using several -adjacent routes to a target, the opponents will have a tougher time stopping your advance. In some cases it is -easier to send a main group directly toward the target and use fast units to circle around behind. +Try to link advantageous terrain areas +together in your mind from where your units are (your castle at start of play) +to opposing //and// friendly castles. For factions that don't provide healing +units, use villages scattered between you and the target to influence the route +to take. Decide which terrain is most favourable for your units and less +favourable for the enemy. If you goal is to reach an object or hex, then do the +same for that. + +If one route proves difficult, switch to another. Get to know which routes work +best for different units and locate meeting places to regroup units. Try to keep +the opponents guessing what you're going to do next. By using several adjacent +routes to a target, the opponents will have a tougher time stopping your +advance. In some cases it is easier to send a main group directly toward the +target and use fast units to circle around behind. <h3>Features - Know the Traps</h3> -Note carefully where favourable terrain on either side of unfavourable reach their closest point. These are defense -positions for you to ambush approaching opponents (with or without a thief) and provide protection for friendly units. -Sometimes the terrain forms passages for units to pass through quickly. Check whether it takes less turns to move -around slow terrain than through it. In slow terrain, it is tougher to encircle units and immobalise them, so drive -them -toward better suited terrain (using ZoM, see elsewhere) and encircle there. +Note carefully where favourable terrain on +either side of unfavourable reach their closest point. These are defense +positions for you to ambush approaching opponents (with or without a thief) and +provide protection for friendly units. Sometimes the terrain forms passages for +units to pass through quickly. Check whether it takes less turns to move around +slow terrain than through it. In slow terrain, it is tougher to encircle units +and immobalise them, so drive them toward better suited terrain (using ZoM, see +elsewhere) and encircle there. ||Zone Of Control|| -The Zone Of Control allows you to build artificial barriers at will. It is hard to measure who has Movement Control -because it depends on where the units are positioned more than how many there are. Although this is a tactical device, -it is more strategically significant than tactical because Movement Control applies before and after encounters, rather -than during. Establishing and maintaining good Movement Control gives you better mobility and control over most other +The Zone Of Control allows you to build artificial barriers at will. It is hard +to measure who has Movement Control because it depends on where the units are +positioned more than how many there are. Although this is a tactical device, it +is more strategically significant than tactical because Movement Control applies +before and after encounters, rather than during. Establishing and maintaining +good Movement Control gives you better mobility and control over most other aspects of the game, even against stronger units less well positioned. -Your units influence space beyond the hex they're standing on. The total area of influence includes the hexes adjacent -to the units and //this// is the Zone Of Control. When strong opposing units approach your weaker ones, pay particular -attention to the ZoC and terrain types. Combine your units ZoC to form a solid barrier. Your goal is to rearrange your -units such that the opponent's attack occurs where your units are well positioned defensively and at the worst time of -day for opposing units. Check that none of your units can be attacked by more than two enemy units //and// that no -enemy -unit can pass between them. In this case, you spread your units out, extending your ZoC and forcing the enemy to select -one or more targets. - -In most cases, the opponent will target one unit. You should ensure that each of your units is within the ZoC of at -least two others. So when the enemy hits one unit, you can close in (encircle, encircle..) until reinfocements arrive. -It is often as important to hold a ZoC as it is a village or passage. - -While ZoC isn't very important against slow moving units, it is very effective against fast ones, such as horsemen, -bats, ghosts, and wolf riders. The approach to handling these is assign two or three of your fastest units, target one -long range opposing unit and spread yours out defensively between its target (usually villages) and itself in a -semi-circle or line. Move these units toward the enemy so that it has increasingly less space to move. When it is -within -your ZoC, encircle and kill. Move on to the next long range unit and repeat. - -After the first round (when everyone as recruited), all the units are grouped, so try to create a ZoC against all of -the -long range units as quickly as you can. In this way you can prevent them from spreading out, while you systematically -encircle and kill each one. Since the opponent won't have occupied enough villages, there is a good chance all you'll -have left are short range units to deal with. - -Under FoW and Shroud, it is impossible to know what the opponent has recruited, but it is good practice to check your -ZoC around your villages so you are not surprised by a sudden invasion. Early on, long range units are used to occupy -villages, so the sooner you engage them, the less villages they can possess. Creating a ZoC quickly around unoccupied -villages allows you to possess them at your leisure and keep them. - -Another use in ZoC is deciding when and where battles will be fought. If the opponent moves into your ZoC, but -positioned near unfavourable attack terrain, you have several choices. Either attack anyway, which is mostly bad, -wait for the opponent to attack on its next turn, which gives it the choice of target, or move your units out of -its ZoC to favourable terrain. You can check how far forward the units can move and place guard units to -maintain your ZoC and centralise the others behind and protecting the guards. This forces the opponent to commit -itself and gives you time to prepare a tactical counter-attack. Keep your guards guarding! If the ZoC crumbles your -units will be overwhelmed. - -The ZoC is effective when wounded units need to pass through hostile areas Rather than closing in, form a large circle -around the wounded presenting a much wider perimeter. This makes it harder for opposing units to attack all yours -and allows you to keep healthy units within the ZoC and leap-frog when needed. - -On approaching an opponent's castle, ZoC can be critical to your success. In some scenarios events are triggered when -you occupy hexes directly next to a castle hex. Make sure the approaching units keep their distance from the castle, +Your units influence space beyond the hex they're standing on. The total area of +influence includes the hexes adjacent to the units and //this// is the Zone Of +Control. When strong opposing units approach your weaker ones, pay particular +attention to the ZoC and terrain types. Combine your units ZoC to form a solid +barrier. Your goal is to rearrange your units such that the opponent's attack +occurs where your units are well positioned defensively and at the worst time of +day for opposing units. Check that none of your units can be attacked by more +than two enemy units //and// that no enemy unit can pass between them. In this +case, you spread your units out, extending your ZoC and forcing the enemy to +select one or more targets. + +In most cases, the opponent will target one unit. You should ensure that each of +your units is within the ZoC of at least two others. So when the enemy hits one +unit, you can close in (encircle, encircle..) until reinfocements arrive. It is +often as important to hold a ZoC as it is a village or passage. + +While ZoC isn't very important against slow moving units, it is very effective +against fast ones, such as horsemen, bats, ghosts, and wolf riders. The approach +to handling these is assign two or three of your fastest units, target one long +range opposing unit and spread yours out defensively between its target (usually +villages) and itself in a semi-circle or line. Move these units toward the enemy +so that it has increasingly less space to move. When it is within your ZoC, +encircle and kill. Move on to the next long range unit and repeat. + +After the first round (when everyone as recruited), all the units are grouped, +so try to create a ZoC against all of the long range units as quickly as you +can. In this way you can prevent them from spreading out, while you +systematically encircle and kill each one. Since the opponent won't have +occupied enough villages, there is a good chance all you'll have left are short +range units to deal with. + +Under FoW and Shroud, it is impossible to know what the opponent has recruited, +but it is good practice to check your ZoC around your villages so you are not +surprised by a sudden invasion. Early on, long range units are used to occupy +villages, so the sooner you engage them, the less villages they can possess. +Creating a ZoC quickly around unoccupied villages allows you to possess them at +your leisure and keep them. + +Another use in ZoC is deciding when and where battles will be fought. If the +opponent moves into your ZoC, but positioned near unfavourable attack terrain, +you have several choices. Either attack anyway, which is mostly bad, wait for +the opponent to attack on its next turn, which gives it the choice of target, or +move your units out of its ZoC to favourable terrain. You can check how far +forward the units can move and place guard units to maintain your ZoC and +centralise the others behind and protecting the guards. This forces the opponent +to commit itself and gives you time to prepare a tactical counter-attack. Keep +your guards guarding! If the ZoC crumbles your units will be overwhelmed. + +The ZoC is effective when wounded units need to pass through hostile areas. +Rather than closing in, form a large circle around the wounded presenting a much +wider perimeter. This makes it harder for opposing units to attack all yours and +allows you to keep healthy units within the ZoC and leap-frog when needed. + +On approaching an opponent's castle, ZoC can be critical to your success. In +some scenarios events are triggered when you occupy hexes directly next to a +castle hex. Make sure the approaching units keep their distance from the castle, but within their ZoC. When assembled, move directly on to the castle. -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. +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|| -Sometimes the battle doesn't go your way. Either you battle to the last unit, or retreat. The purpose of retreating is -to regroup your units more effectively and give them time to heal. Retreating can be organised with a reverse leap-frog -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 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 -safe, they can slip away unnoticed. +Sometimes the battle doesn't go your way. Either you battle to the last unit, or +retreat. The purpose of retreating is to regroup your units more effectively and +give them time to heal. Retreating can be organised with a reverse leap-frog +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 +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 safe, they can slip away unnoticed. ||See Also||
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