AdvancedTactics

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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 outthink the AI or a human opponent. Some tactics are only useful in specific circumstances and would be 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 over until you achieve the perfect game?


Strategy

Strategy Before Tactics

Tactics relate to move-by-move decisions relating to the units on the map. When tactics are not related to a sound strategy, they may be sometimes overcome by a weaker or less tactically advanced force which is better able to craft such a strategy.

In general, before you begin a scenario or battle, you should survey the map. The following considerations are important:

  • Areas where your forces can/cannot move quickly
  • Areas where your forces have defensive advantages
  • Areas where your opponents' forces can/cannot move quickly
  • Areas where your opponent has a defensive advantage.
  • Size of the map (larger maps stress scouting and mobility while smaller maps stress close fighting more.

Often maps will have areas where opposing forces will have to cross slow terrain (such as a river) and be vulnerable except for small channels (such as a bridge or a ford), Because it is difficult to mount an attack across these choke points, they can be controlled with fewer units while the rest of the army is elsewhere. Once you have a full flow plan relating to where you want to hold the enemy and where you want to overrun, you can proceed to the next step.

Broad Opening Strategy Categories

Depending on the size of the map, the distance between you and your nearest opponent, and mobility considerations you may want to decide to open make your initial opening stress a specific competency of your force. In general these can be divided into the following categories:

  • Scouting Game. In this case, one recruits a large number of scouts in order to control as many villages as possible as soon as possible. This works best in large maps where the distance to the nearest opponent is quite large. Scout games tend to end up being large army games where all sides amass substantial numbers of units.
  • Formation Game. In this case one recruits slower moving heavier fighters followed by more mobile forces. The goal here is to have a line which can withstand an initial attack solidly and then have other, swifter forces enter the battle to overrun the enemy. For example, a line of spearmen could have horsemen behind them, so that the horsemen get to attack enemy troops which have already been wounded in the fight with the front-line. This is a specialized form of leap-frogging (see below) where the relief troops actually expect to break through the opponent's line. This is most effective on small maps or where the distance to the nearest opponent is small.
  • Vanguard Game. This strategy is somewhere between the above strategies. In this case, heavy, fast moving troops are recruited first (for example a combination of knights and horsemen or dragoons and cavalry). These forces advance rapidly and then hold an area long enough for heavier infantry to arrive. The original vanguard can then retreat to heal if necessary. This is most effective on mid size maps.

Tactics

Fight unfair

From Sun Tzu to "Shock and Awe", military writers have stressed that one must not enter into a conflict unless substantially stronger than your enemy. In Wesnoth, this means

  • more units
  • better (stronger, higher level) units, and
  • superior healing ability in your second line.

In general, a good rule to follow is 3-1. If you can fight with three times the power, you can overrun your opponent quickly. A smaller numerical advantage can allow you to create focused points where that ratio exists.

Napoleon was especially skilled at manoeuvring his forces so as to gain an advantage even when outnumbered. By attacking his enemy in the centre, he broke their lines and divided the enemy forces in two. Then, a small detachment fortified their position and held off one flank, while Napoleon's main force attacked the now outnumbered other half. After reducing the 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 favourable 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.

Feints

You can misdirect the AI (and a surprising number of human opponents) 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.

Against human opponents, remember to guard against this kind of tactic. If you see an enemy mounting an attack that doesn't seem to make sense, then it's likely to be a diversion. This doesn't mean that you should ignore it, however - instead, try to counter and contain the attacking force until your opponent's plan becomes clearer, but do not use your entire army - you might wipe out several enemy units, but that won't help you if another detachment corners your leader without support.

Bounding (or leap frog)

Every strategist throughout history warns to "keep a reserve". In Wesnoth, this means that you must not attack with all your units. Instead, hold back units to exploit holes caused by your initial attacks. Or, you might need to move a fresh unit with many hit points to the 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, withdraw it 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, if you need ... \n

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