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 1.56 diff -u -r1.56 AdvancedTactics --- AdvancedTactics 9 May 2005 21:04:13 -0000 1.56 +++ AdvancedTactics 9 May 2005 22:49:11 -0000 @@ -20,8 +20,7 @@ your enemy. In Wesnoth, this means * more units * better (stronger, higher level) units -* superior healing power in your 2'nd line - +* superior healing ability 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 @@ -99,49 +98,11 @@ Expect to lose units while wearing down it's hit points. -||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 - -Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab. A Thief -costs 12 gold and has base attack of 4-3. But with a backstab, it does -an impressive 8-4, the equivalent of most Level 2 units. Backstabbing at -night with a Strong Thief does 12-3. After 24 Experience Points, they level -up to a Rogue doing 6-3... - -You don't have to //attack// with another unit to get the backstab -bonus -- there just needs to be a unit on the opposite side of the enemy. -The ally can even move after the backstab. Thieves work well in pairs -against weak or unsupported units. They can surround a unit and attack it -turn after turn. - -<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. - -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. +||Weapon Specials|| + +See AbilitiesWML for a concise list of all unit abilities and weapon specials, +as well as tactical advice. -<h3>Poison</h3> ||Recruiting||
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