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 ||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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