Talk:How to play Knalgans

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General Knalgan strategy

Old one On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation. A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit. When you discover what faction your opponent is, go to the appropriate section below for more advice.

Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village. With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains. Use Gryphons to plug other hexes with his 50% defense.

Neutrality and high defense, hp and resists make your Dwarves a powerful force. There is no time they are weak if they are on the right terrain. Your units can endure more blows, and more attempted blows than most other units in the game. Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can. Ulfs are great utility killers against any unit with weak or no melee attacks. Remember they cost 19, so use them wisely.

With Knalgans, generally counter-attacks are the best attacks. They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units. This will allow you to pick off particular units you wish to get rid of before your opponents next turn. Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.


New one The Khalgans have the greatest flexibility of any race. So, there is no single opening for the Khalgans. This can be a good thing or a bad thing, depending on your personality (creativity, etc.). You can choose Dwarves for power and defense. Choose the outlaws for movement and low prices.

However, there is a general strategy. During the first turn, get a Gryphon Rider, Footpad, 2 Fighters, Bandit, and Thunderer. The Gryphon allows you to go very far. Furthermore, you can leave it as a lookout for enemy advances; plus, they can pick off weak or wounded units that are retreating behind enemy lines...The footpad is another useful scout and its amazing defense makes it very useful as well.

The fighters are for the main combat lines; they can take more hits than most units, making them great defenders.


Keep in mind that that Khalgans should stay at the mountains with the Dwarves, and at non-grassland type terrain for the Outlaws.