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Index: AdvancedTactics
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RCS file: /home/wesnoth/cvsroot/wikiroot/AdvancedTactics,v
retrieving revision 1.76
diff -u -r1.76 AdvancedTactics
--- AdvancedTactics     5 Aug 2005 21:09:25 -0000       1.76
+++ AdvancedTactics     5 Aug 2005 22:53:49 -0000
@@ -238,8 +238,8 @@
 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.
+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>
@@ -261,17 +261,18 @@
 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.
+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.
+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 towards
+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
@@ -279,10 +280,10 @@
 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
-fewer turns to move around slow terrain than through it. In slow
-terrain, it is tougher to encircle units and immobilise them, so
-drive them toward better suited terrain (using ZoC, see
-elsewhere) and encircle there.
+fewer turns to move around slow terrain than through it.
+In slow terrain, it is tougher to encircle units and immobilise them,
+so drive them toward better suited terrain (using ZoC, see elsewhere)
+and encircle there.
 
 ||Zone Of Control ||
 ||(ZoC)||
@@ -305,16 +306,17 @@
 and terrain types. Combine the ZoC of your units 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.
+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 reinforcements arrive. It is often as important to hold a
-ZoC as it is a village or passage.
+until reinforcements 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,
@@ -352,13 +354,13 @@
 
 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
+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
@@ -368,7 +370,7 @@
 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
+from each other, since in battle units can quite suddenly die, and you don't 
want
 that one to be your leader.
 
 <h3>Encirclement</h3>
@@ -385,21 +387,21 @@
 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.
-
-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.
+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.
+
+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. 
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.
+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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