Difference between revisions of "How to play Nightmares"

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== Loyalists ==
 
== Loyalists ==
After having got a general purpose recruitment on turn 1, when realizing nightmares of Meloen are facing Loyalists, they want to get Scornfull Watcher. Their arcane focus special is using loyalists' arcane resistance at their detriment. The Scornfull Watcher is rather fragile on melee though and you need to protect at any time of the day. The Unhatched is usually used for that job as it is quite cheap and thus does not divert too much resource from the Scornful Watcher recruitment.
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After having got a general purpose recruitment on turn 1, when realizing Nightmares of Meloen are facing Loyalists, they want to get <i>Scornful Watcher</i>. Their arcane focus special is using loyalists' arcane resistance at their detriment. The <i>Scornful Watcher</i> is rather fragile on melee though and you need to protect at any time of the day. The <i>Unhatched</i> is usually used for that job as it is quite cheap and thus does not divert too much resource from the <i>Scornful Watcher</i> recruitment.
  
<u>Unhatched:</u> get enough of those to protect your weaker units. They can engage in combat with any ranged unit and melee unit too if you make full use of Unhatched's trait. Exception for the Heavy Infantry that should not be attacked directly for fear of hard retaliation.
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<u>Unhatched:</u> get enough of those to protect your weaker units. They can engage in combat with any ranged unit and melee unit too if you make full use of <i>Unhatched</i>'s trait. Exception for the <i>Heavy Infantry</i> that should not be attacked directly for fear of hard retaliation.
  
<u>Black Cat:</u> get on or two of them to lower opponent's defence. Combined with heavy hitters Unhatched and Watcher they garrantee maximal damage. They can be use for village holding too if the number of attacker is limited.
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<u>Black Cat:</u> get on or two of them to lower opponent's defence. Combined with heavy hitters <i>Unhatched</i> and <i>Watcher</i> they guarantee maximal damage. They can be use for village holding too if the number of attacker is limited.
  
 
<u>Life Thief:</u> don't recruit those against Loyalist as their unit's all have good arcane resistance to counter his melee attack.
 
<u>Life Thief:</u> don't recruit those against Loyalist as their unit's all have good arcane resistance to counter his melee attack.
  
<u>Scornful Watcher:</u> when facing Loyalist, this is showtime for the Watcher. You have to recruit enough of them to do plenty of damage at night but make sure you can cover them when the day comes. You should consider feeding them XP so to use the level 2 at his full potential.
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<u>Scornful Watcher:</u> when facing Loyalist, this is showtime for the <i>Watcher</i>. You have to recruit enough of them to do plenty of damage at night but make sure you can cover them when the day comes. You should consider feeding them XP so to use the level 2 at his full potential.
  
<u>Howling Darkness:</u> you can recruit one of those to help the Unhatched to clear the way for Watchers without taking too much retaliation. His own ranged attack can be of some help to weaken units that don't resist cold. Timing his attack is important as as soon as he as fired, you can't use his skirmisher for further support.
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<u>Howling Darkness:</u> you can recruit one of those to help the <i>Unhatched</i> to clear the way for <i>Watchers</i> without taking too much retaliation. His own ranged attack can be of some help to weaken units that don't resist cold. Timing his attack is important as as soon as he as fired, you can't use his skirmisher for further support.
  
<u>Unstable Elemental:</u> recruit some of them zocing out your opponent's troops at dawn and trap them in at dusk. When put in water they can restrain Mermen's mobility, however they should not engage in combat due to their bad resistance. The Unstable Elemental can also help holding the line when put on hill or forest. In the later terrain, the slow special can keep the mages away.
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<u>Unstable Elemental:</u> recruit some of them zocing out your opponent's troops at dawn and trap them in at dusk. When put in water they can restrain <i>Mermen</i>'s mobility, however they should not engage in combat due to their bad resistance. The <i>Unstable Elemental</i> can also help holding the line when put on hill or forest. In the later terrain, the slow special can keep the <i>Mages</i> away.
 
 
<u>Creeper:</u> you can use some of them to hurt mages and archers. When your time of the day is done, you can also use them to shield more important units by forcing your opponent to some unit to clear them out. Keep them in pack to lower upkeep.
 
  
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<u>Creeper:</u> you can use some of them to hurt <i>Mages</i> and <i>Archers</i>. When your time of the day is done, you can also use them to shield more important units by forcing your opponent to some unit to clear them out. Keep them in pack to lower upkeep.
  
 
== Undead ==
 
== Undead ==

Revision as of 04:29, 20 February 2010

General Nightmares Strategies

Generally speaking, Nightmares of Meloen is a faction made of fast units that lack of resilience. In order to win, you have to keep your troops mobile and follow the day-night cycle. Some of Nightmares' units are relatively expensive which makes them unable to compete in number with most of default faction, but on the other hand they got a lot of abilities and specials that make them deadly when used right.

They don't have a typical village holder and it is most of the time better to leave a village open than to sit on it waiting for your opponent's attack. If holding a village is of paramount importance, good candidates are the Unhatched and the Black Cat, the former should be use to hold village threatened by melee oriented units while the later can hold against ranged units. Given his poor resistance the Black Cat can't hold well against more than 2 units, so make sure to zoc out the other possible attackers. On hill and cave villages, the Unstable Elemental may be considered too.

As Nightmares of Meloen are quite fast units, the village grabbing should not be a problem in the early game: Unhatched, Black Cat, Unstable Elemental and Floating Darkness all have 6 or more movement points. However as the last 3 units are rather weak and expensive, make sure you keep enough cash to buy units to protect them later. A typical first turn recruitment could be: 2 Unhatched, 1 Black Cat, 1 Unstable Elemental and a Life Thief or a Scournful Watcher .

Unhatched: for his high resists and his low price, the Unhatched is the tank unit of Nightmares' faction. It's good to have some for any of the matchups in mainline's. As they are very efficient in taking damage in defense, they also have a major role in most offense strategies. When attacking with them, mind the trait who gives them an edge against some damage type.

Black Cat: it is the magi of Nightmares. He helps reduce the defender defense when pushing an offensive, hence boosting every unit's damage per cost ratio. While having strong defense overall, it suffer of poor resistance making it quite weak in one versus some combats.

Life Thief: while it can be compared to the Ghost by some, it differs in its statistics. Even if it has more HP and better attack than the Ghost, it has worst defense and resistance. This overall make him less like a tank and more like an offensive weapon. This is particularly true against factions with bad arcane resistance. It can make an upset to a push of chaotic units with low defense too.

Scornful Watcher: if it can be considered as the archer units of nightmares, his role is major against any faction that have good arcane resistance. As it turns any arcane resistance into a weakness, this Nightmares' unit is Loyalists' and orcs' nightmare. The Scornful Watcher is just a support unit against both Drakes and Undead, where, when you have one, you wish you had none and use it to make retaliation damage to the opponent's cold ranged.

Howling Darkness: a 7 movement point flying skirmisher with leadership is what we talk about. Lacking a melee attack and low hitpoints, the Howling Darkness can't take care of itself. In exchange of their protection, other units will receive lower damage from opponent's attacks with the Howling Darkness. Keep in mind that to give that bonus, it should get next to the opponent's unit.

Unstable Elemental: this is the game's most volatile unit. Most of its stats change according to the terrain it is standing on. With a very high movement point and a flyer movetype on its basic form, this can be used as Nightmares' scout. However be aware than in some of its variations, the Unstable Elemental trades most of its mobility for some resist bonus.

Creepers: a strategy changing unit. When all your attempts with Unhatched or Life Thief have failed, this is the time to bring the Creepers in. Low cost and low upkeep, you can mass them to block opposition's advance. They have very high damage as long as you use the banding ability when attacking. If they can't win a game, they can save your day.

Drakes

Unhatched: as usual, the Unhatched is a very helpful unit. His role against Drakes goes from charging at night to covering up retreat at day. As they could be heavily hit during next day, you wants to charge at night without taking too much damage, focussing on wounded units and ranged oriented ones. At dusk, Unhatched should hunt down fleeing Drakes as fast as possible to allow Life Thieves to move in full speed while being covered well enough.

Black Cat: the Black Cat's importance against Drakes should not be underestimated. She is very useful to lower down defense of Drakes. Taking into account that Drakes defense is varying between 30 and 40%, getting them cursed nearly halves it. On top of that, more hits means also better healing for the Life Thief which is critical for their survival. The Black Cat can be used to stay in villages during Drakes' favorite time, cursing Burners on retaliation and hunting them down when night arrives, to get them ready for Life Thieves' use. You will see them die quickly, so get ready to recruit some throughout the game.

Life Thief: they are the key element when playing against Drakes. They can make vast damage at night while healing from drain in the process. However they are quite weak to Drakes' fire, so you should make sure they can retreat when day comes. Due to the fact they are slower than any drake, you should cover their retreat at day and feed them by zocing in targets when night comes.

Scornful Watcher: only recruit them in the unlikely case you face an army of Saurians. Use him to lower down their HP so Unhatched can get kills without too much retaliation.

Howling Darkness: this is the ranged unit for the Drakes' matchup. However his low HP, lack of melee and Drakes' retaliation reduce greatly his life expectation. For this reason, you should not take several of them. You will use his skirmisher ability to slow down fleeing Burners but most probably restrain this tactic to the first night. Make sure to use his terror ability when your Life Thieves start attacking as even a single HP doesn't seem much at night, it might be crucial at day.

Unstable Elemental: get some of them to help blocking the Drakes' retreat when night comes. For this reason, you should make sure that it gets its tornado form when you plan your counter-attack so you have maximum range. Don't bother to try to use the bramble form on defense at day as it is weak to blade damage Drakes are full of. The Unstable Elemental gets a much broader use when facing Saurians as its bramble form gets excellent resistance to their pierce.

Creeper: do not get them for this matchup. Leave it to the big guys.

Knalgan

Loyalists

After having got a general purpose recruitment on turn 1, when realizing Nightmares of Meloen are facing Loyalists, they want to get Scornful Watcher. Their arcane focus special is using loyalists' arcane resistance at their detriment. The Scornful Watcher is rather fragile on melee though and you need to protect at any time of the day. The Unhatched is usually used for that job as it is quite cheap and thus does not divert too much resource from the Scornful Watcher recruitment.

Unhatched: get enough of those to protect your weaker units. They can engage in combat with any ranged unit and melee unit too if you make full use of Unhatched's trait. Exception for the Heavy Infantry that should not be attacked directly for fear of hard retaliation.

Black Cat: get on or two of them to lower opponent's defence. Combined with heavy hitters Unhatched and Watcher they guarantee maximal damage. They can be use for village holding too if the number of attacker is limited.

Life Thief: don't recruit those against Loyalist as their unit's all have good arcane resistance to counter his melee attack.

Scornful Watcher: when facing Loyalist, this is showtime for the Watcher. You have to recruit enough of them to do plenty of damage at night but make sure you can cover them when the day comes. You should consider feeding them XP so to use the level 2 at his full potential.

Howling Darkness: you can recruit one of those to help the Unhatched to clear the way for Watchers without taking too much retaliation. His own ranged attack can be of some help to weaken units that don't resist cold. Timing his attack is important as as soon as he as fired, you can't use his skirmisher for further support.

Unstable Elemental: recruit some of them zocing out your opponent's troops at dawn and trap them in at dusk. When put in water they can restrain Mermen's mobility, however they should not engage in combat due to their bad resistance. The Unstable Elemental can also help holding the line when put on hill or forest. In the later terrain, the slow special can keep the Mages away.

Creeper: you can use some of them to hurt Mages and Archers. When your time of the day is done, you can also use them to shield more important units by forcing your opponent to some unit to clear them out. Keep them in pack to lower upkeep.

Undead

Rebels

Northerners

Nightmares