UserAgent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:1.7.10) Gecko/20050716 Firefox/1.0.6 IP: 213.157.5.34 URI: http://wesnoth.slack.it/?AdvancedTactics - - - - - Index: AdvancedTactics =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v retrieving revision 1.75 diff -u -r1.75 AdvancedTactics --- AdvancedTactics 7 Jul 2005 23:32:02 -0000 1.75 +++ AdvancedTactics 5 Aug 2005 21:09:25 -0000 @@ -2,22 +2,21 @@ 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 +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. +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? +high-level units? Do you prefer to "roleplay" one race? +Do you want to play many scenarios, or replay one over and over +until you achieve the perfect game? ||Strategy|| <h3>Fight unfair</h3> -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 +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, and * superior healing ability in your second line. @@ -30,23 +29,23 @@ 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. +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> 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, +by sending a few units towards 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. Sometimes -a feint can turn into your main offensive as well, if the enemy calls a bluff -and ignores your feinting units. +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. +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". @@ -56,18 +55,19 @@ 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, +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, -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. +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 might focus on them instead, and -attack the wounded seeking aid. +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 with an all-out assault, that is also an effective strategy. @@ -89,26 +89,29 @@ <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. 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. +in melee with your fighters +and attack enemy fighters in 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. 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 -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 (it is simply the attack likely to do the most +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 +(it is simply the attack likely to do the most damage, regardless of how much you take!). 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. +Finally, attacking an enemy leader, especially in a castle, +is an expensive proposition, even if you use magical attacks. Expect to lose units while wearing down its hit points. @@ -120,11 +123,11 @@ opposite side. Being of chaotic disposition, thieves fight better at night than during the 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 8-3, 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 base... +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 8-3, 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 base... 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. @@ -135,23 +138,24 @@ <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!), Orcish Grunts, and Horsemen have two -powerful attacks. You can cripple them for a round by Slowing them, effectively -halving their attacks. +used carefully, but don't dismiss their offensive ability. +Many enemy units such 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. -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. 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 -unit. Your Druid or White Mage will cure the poison before it has time to work, +freedom to use them in combat when appropriate without having to retire +to a 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 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. @@ -160,31 +164,33 @@ ||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 +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. +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 this enemy out, use their Castle as your new base. +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 +this enemy out, use their 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 are essential on maps with many -opponents, for example against the AI on multiplayer map 'Dwarven Doors'. +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 are 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. +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 @@ -194,8 +200,8 @@ 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 +* 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. @@ -230,20 +236,22 @@ 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. +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 knowledge 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 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. If you have +are the most important. +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. 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. @@ -252,8 +260,9 @@ from where your units are (your castle at start of play) 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. +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. If one route proves difficult, switch to another. Get to know
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