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.


More notes : - If you really need to take a grassland hex and have no gryphon or he's busy elswhere, it is good to note that your elusive outlaws make a better use of them than your dwarves. It might even be a good strategy if it can attract units in grassland too, that you could kill easily with a good counterstrike. Your outlaws are cheap, if you trade one loss for one kill and a half damaged unit, that certainly worthes the deal.

- Also have in mind that your poacher has a descent 50% chance to dodge in swamps. Oftenly, your opponent will leave that slot free if he has not the appropriate unit to fill it. It might be your opportunity to have 3 free slots to attack a unit instead of the usual 2.

- If you go for a defensive strategy, dwarves will be your prefered recruit choice, as well as a few poachers who have the best durability of the faction in forests. Though, an ulfserker in backline can threat a lot your opponent and make him think twice before trying a shot with his mage or archer. An ulf can also defend against village stealing against most of the scouts, that could leave free some of your other units from that defensive job.

- If you go for offensive strategy, you'll be more oriented toward thieves and ulfserkers whose attack are the deadliest.

- A good way to improve your agressivity is to combine your main attack with a distraction. For that, you can use a cheap scout, such as a footpad, to threat villages far from the main battle, lure some opponent's units and open the game. That will make your opponent use several units and be outnumbered in the main battle. Also, you can think about positions that will make his units in reach of backstab if they come to attack your footpad with poor odds to kill.

- If you use thunderers, it's often a good idea to use them 1st and have a back plan for either if he succeeds or fail, whatever the odds to hit are. The result of a thunderer shot is more important and less reliable than with any other unit, so you can't base your strategy on his success, unless you are in a really poor shape.

This page was last edited on 24 January 2008, at 22:14.