UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322; .NET CLR 1.0.3705) IP: 24.16.103.41 URI: http://wesnoth.slack.it/?AdvancedTactics - - - - - Index: AdvancedTactics =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v retrieving revision 1.74 diff -u -r1.74 AdvancedTactics --- AdvancedTactics 21 Jun 2005 06:46:35 -0000 1.74 +++ AdvancedTactics 7 Jul 2005 23:32:02 -0000 @@ -44,7 +44,9 @@ 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. +Flying units are particularly adept at this since they ignore terrain. Sometimes +a feint can turn into your main offensive as well, if the enemy calls a bluff +and ignores your feinting units. <h3>Bounding (or leap frog)</h3> Every strategist throughout history warns to "keep a reserve". @@ -57,10 +59,14 @@ 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. +This approach allows you to distribute experience more evenly among your units, +particularly useful in a longer campaign. However, selecting which units deliver +the blow levels units faster, if you need the higher-level units. This way, +you are less likely to lose units with higher exp, resulting in more units succeeding +in levelling up. 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 +to guard the healers or villages, as the enemy might focus on them instead, and attack the wounded seeking aid. However, if it is a favorable time of day and you can quickly achieve victory @@ -84,11 +90,13 @@ <h3>Rock, Paper, Scissors</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. +ranged with your archers. Useful when combined with ZoC, otherwise the +enemy's archers will attack your fighters, vice versa, and your advantage with +this tactic will be minimalized. <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, +Choose 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 @@ -138,7 +146,8 @@ <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. +village afterward. Remember the difference between healing and curing, put your better healers where they will be more +needed. 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 @@ -229,12 +238,14 @@ <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 +are the most nt. 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 opponents can use to -trap you: of course, you can do likewise to your opponents. +trap you: of course, you can do likewise to your opponents. If you have +saved some of your starting gold, you can also decide which units will +be better for reinforcements based off a more common terrain. <h3>Transport - Know the Pathways</h3> Try to link advantageous terrain areas together in your mind @@ -268,6 +279,8 @@ ||(ZoC)|| The Zone Of Control allows you to build artificial barriers at will. +With it, you can reduce the likelyhood that a weaker, injured unit will +be killed, by reducing the number or kind of enemies that can reach it. 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 @@ -367,11 +380,17 @@ your healers are in front and moving toward better terrain where you can make a final stand. +Being prepared for, and knowing when to retreat, is also important. Too often a player +tries to retreat, but has no reinforcements to halt the retreat. Try to leave a "safe zone" +on a flank, protected by ZoC, where you can pull back. + 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. +turns to find them. Once the group is safe, they can slip away unnoticed. Sometimes +sending out a unit or two as a kamikaze works to slow them down - if the exp they gain +matters less to them than saving more of your units does to you. ||See Also||
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