UserAgent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X Mach-O; en-US; rv:1.7.8) Gecko/20050427 Camino/0.8.4 IP: 66.189.14.56 URI: http://wesnoth.slack.it/?AdvancedTactics - - - - - Index: AdvancedTactics =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v retrieving revision 1.59 diff -u -r1.59 AdvancedTactics --- AdvancedTactics 13 May 2005 13:20:48 -0000 1.59 +++ AdvancedTactics 18 May 2005 19:47:06 -0000 @@ -121,7 +121,7 @@ <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 +as Trolls (not to mention Troll Warriors!), Orcish Grunts, and Horsemen have two powerful attacks. You can cripple them for a round by Slowing them, effectively halving their attacks. @@ -232,9 +232,9 @@ <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 +to opposing //and// friendly castles. Use villages scattered between +you and the target to influence the route to take, especially if you +can't recruit any healing units. 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.
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