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		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58221</id>
		<title>How to play Rebels</title>
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		<updated>2017-03-11T12:14:56Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. Gryphons and fighters are the best targets for their slow; whereas guardsmen are much weaker, and you don’t want to risk slowing a thunderer. A slowed ulf is a free kill, but beware that if the shaman fails to hit, she will be vulnerable to counterattack.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. However, beware of ulfs.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose of course). Fighting at night is obviously a good idea; at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent. Remember that your woses are also lawful, and will easily slaughter spearmen/bowmen/HI in the absence of mages and cavalry. The latter can easily be killed by your neutral elves, even at day.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But the archer remains a much better choice: the mage is significantly slower, its attacks aren’t as effective against cavalry, and of course it is both more expensive and more fragile than the elf. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B+.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Their magical ranged attacks are very useful against arif and hakim, but this unit is fragile and vulnerable to counterattack. They serve a very useful function, but don’t go overboard with them. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58218</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58218"/>
		<updated>2017-03-10T22:17:51Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Northerners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. Gryphons and fighters are the best targets for their slow; whereas guardsmen are much weaker, and you don’t want to risk slowing a thunderer. A slowed ulf is a free kill, but beware that if the shaman fails to hit, she will be vulnerable to counterattack.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. However, beware of ulfs.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B+.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Their magical ranged attacks are very useful against arif and hakim, but this unit is fragile and vulnerable to counterattack. They serve a very useful function, but don’t go overboard with them. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58217</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58217"/>
		<updated>2017-03-10T20:27:43Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms can kill your ulf, although at day your ulf will come out victorious.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves’ high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58216</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58216"/>
		<updated>2017-03-10T20:25:02Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms can often kill your ulf, although at day your ulf will come out victorious.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves’ high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58215</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58215"/>
		<updated>2017-03-10T19:48:05Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms will easily kill your ulf, although at day your ulf might come out victorious.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves’ high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58214</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58214"/>
		<updated>2017-03-10T19:47:00Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms will easily kill your ulf, although at day your ulf might come out victorious.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance is what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58213</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58213"/>
		<updated>2017-03-10T19:44:55Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghouls and Skeleton Archers. Beware of ghosts: at night the phantoms will easily kill your ulf, although at day your ulf might come out victorious.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.) If your opponent is smart, however, they will spam ghouls—and the dwarvish fighter really sucks against poison. Their lack of mobility is a major disadvantage; their armour is also ineffective against poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
''Alternative rating: B'' The thief ''can'' be effective against undead, depending on what units your opponent spams. Ghouls are a real nuisance for you—and the thieves high defence (= much better chance to not get poisoned) and higher mobility (= much less time to get to a village and heal) make them ideal for finishing off the toxic undead. Their combination of arcane resistances and high defence are handy against ghosts, especially at night; while against adepts, they can be surprisingly effective when paired with gryphons. Like many knalgan units, the thief is situational, and works to fill a particular niche. One niche he does ''not'' fill is killing skeletons, for which you are much better off with fighters.&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
''Alternative rating: B+'' All of the above is true, but many players still find this unit remarkably useful.&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; and they serve as good ZoC units for plains and forest hexes. Note that this unit is much more useful against ghouls and adepts than against skeletons—the latter’s 40% blade resistance are what really makes them ineffective. But their speed makes them very handy against the former, as they can threaten adepts, work in conjunction with thieves, and heal quickly after being poisoned by a ghoul.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58182</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58182"/>
		<updated>2017-03-05T15:05:55Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Knalgans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. Gryphons and fighters are the best targets for their slow; whereas guardsmen are much weaker, and you don’t want to risk slowing a thunderer. A slowed ulf is a free kill, but beware that if the shaman fails to hit, she will be vulnerable to counterattack.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. However, beware of ulfs.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B+&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B+.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Their magical ranged attacks are very useful against arif and hakim, but this unit is fragile and vulnerable to counterattack. They serve a very useful function, but don’t go overboard with them. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58167</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58167"/>
		<updated>2017-02-19T12:46:17Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Khalifate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B+&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B+.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Their magical ranged attacks are very useful against arif and hakim, but this unit is fragile and vulnerable to counterattack. They serve a very useful function, but don’t go overboard with them. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58166</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58166"/>
		<updated>2017-02-19T12:39:47Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Northerners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B+&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58165</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58165"/>
		<updated>2017-02-19T12:39:07Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Northerners */ Rewrote section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The Northerner units are your antithesis: tough instead of weak, melee orientated instead of range orientated, and fast where you are slow; slow where you are fast. When fighting them, you need to be aware of their ability to outmaneouvre you on hills and mountains—but conversely, they will struggle to reach forested hexes. Your strategy will require careful use of leadership and unit traits: without them you will not be able to do sufficient damage to kill an orc or troll outright. A strong/dextrous archer/fighter will do 20% more damage over base, and this rises further with leadership. Since grunts have 38 base HP, the extra damage will often mean the difference between a dead grunt and a still-dangerous grunt (to your shamans, mages and archers).&lt;br /&gt;
&lt;br /&gt;
The Northerner units have two special abilities you will need to counter: poison and regeneration. You need to recruit shamans and keep them behind your front lines—that way the assassins’ poison won’t activate. Since poisoned units lose 8HP per turn, while shamans heal only +4HP per turn, this is a good trade-off. As for trolls, the trick is to take out their supporting units first, and then focus your attacks on them en masse. &lt;br /&gt;
&lt;br /&gt;
'''Elvish Fighter:''' A staple unit. Their blades will kill orcish archers and assassins, and defend against grunts, wolves and trolls. They are the most cost effective unit in your arsenal; this is important when fighting Northeners, as their units are very economical. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Archer:''' Another staple unit. Their arrows will kill any Northerner foe that’s not an assassin or an archer. They are fast; they are hard to take off forest. The only real downside is their low HP, which make them vulnerable outside of good terrain. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish shaman:''' Their healing is invaluable against poison; their slow finds excellent targets in grunts, trolls and wolves. Low HP remains a problem though. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Elvish Scout:''' This unit is usually quite crummy, and while its attacks remain rather weak, they serve some very important uses in this matchup. Their extreme mobility often allows them to attack from a fourth hex; this can make the difference between a dead orc and a live one. They are fast enough to grab mountains and deny it from your enemy. They are reasonably effective against enemy wolves, and will harrass most Northerner units with their bow. Still not as good a buy as your other units, but don’t dismiss him either. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating:'' B+&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' The mage is invaluable for their ability to kill trolls and assassins; grunts and wolves also make great targets. It is often preferable to kill an assassin even if your mage gets poisoned: you can keep the poison from damaging them by placing a shaman next to them, and their ranged attacks will allow them to wound (and kill) even with 1HP. The downside to this unit is that’s very vulnerable—at night it needs to be carefully protected, or even just kept out of the way behind your lines. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Not the best buy for this matchup. Only recruit him if the enemy goes overboard with trolls—otherwise he is burned by orchish archers and cut down by grunts (and even wolves). His poor mobility and lawful alignment work against him: he’s too slow to press the attack at day, and likewise too slow to retreat at night. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
 '''Merman Hunter:''' Not a bad unit. His throwing spears will harass the enemy’s numerous melee units—sometimes this will even be enough to let one of your land units make the kill, particularly if your merman is the 4th hex attacker. He has two downsides: he fights terribly on land, and his attacks are quite weak. That’s why you should give XP to your landlubbers; it’s much more useful to have a Druid, Captain, Marksman, etc. over a unit that’s only good on water. Beware of assassins’ poison, and float the hunter next to a shaman if he does get poisoned. &amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58142</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58142"/>
		<updated>2017-02-11T20:18:48Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack—a strong one will do the same damage as a strong spearman—and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable to him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58141</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58141"/>
		<updated>2017-02-11T20:14:02Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
Your main problem when fighting loyalists is their spearmen. Relatively cheap, relatively tough, solid damage dealers (with a ranged attack and a special ability to boot) spearmen are difficult to defeat without woses. But with woses, the battle changes: it will be the loyalist opponent who will need to find ways to defeat the woses’ massive pierce resistance, high HP, damage and regeneration. Therefore, your tactics will be centred around the wose; your other units will provide the necessary mobility, village holding, and special extras to make up for the woses’ disadvantages. If it’s not already obvious: the wose is slow, and has abysmal defence on villages.&lt;br /&gt;
&lt;br /&gt;
Your enemy will spam a mix of cavalry and mages to deal with your woses, and spearmen (along with horsemen) against your other units. You may also see some heavy infrantry or fencers thrown in. Your prime target will be horsemen, as they are expensive, vulnerable to archers, but extremely dangerous to all of your units (barring the wose). Fighting at night is obviously a good idea, and that’s when you should attack hardest; but at day you should play neither defensively nor offensively, instead making use of forest and slow to survive the loyalist onslaught, and keeping the pressure on your opponent.&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Solid unit for the money, with a pretty good melee attack (a strong one will do the same damage as a strong spearman) and a pretty decent ranged attack as well. Your opponent will attempt to beat them with two strategies: either rush at you with spearmen and cavalry, at day, in order to overwhelm your fragile units with sheer force; or they may go down the heavy infantry route. Either strategy will succeed, so you will need other units to counter it. The best use you will generally have for fighters will be to hold villages and attack enemy ranged units (primarily mages).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Very effective against cavalry, good for attacking spearmen, and difficult to get off forest—mages will hurt themselves trying to kill it. (A dextrous archer may even kill a full health mage, with luck.) This unit is great; the downside is that it’s very vulnerable to horsemen charges, especially outside of forest. Spearmen will also overwhelm them without wose backup.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans are useful for their healing, and their ability to slow heavy infantry, spearmen, and horsemen. On forest they even act as frontline units: they will dodge non-magical attacks and counter with slow against mages. The downside is that they’re weak, and you can’t slow every unit your enemy will throw against you.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Not that effective in this match-up. Mages are useful for attacking heavy infantry (although woses and shamans are perfectly capable of doing that) and have magic. But they are more fragile than the archer, especially on forest; they are more expensive; and they don’t do as much damage against the mounted units. Recruit maybe one, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Against loyalists, this guy is a monster. He destroys spearmen and bowmen; he crushes heavy infantry. Even mages are vulnerable against him—two strikes from a wose will kill a mage, while three hits from a mage will not kill a wose, despite the wose’s grievious weakness to fire. Therefore, the enemy will protect his mages with impact-resistant cavalry; it will be combined arms that brings this unit down. You will need to use your other units to hold villages, destroy cavalry, and make up for this unit’s poor mobility.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''A'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is okay against the enemy’s merman fighters, and it’s effective against cavalry. Recruit according to the water. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' Useful for its mobility and ranged pierce attacks; its main use will be grabbing villages, and providing the extra hit to kill a cavalryman or mage. That said, they are torn apart by horsemen and spearmen.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58140</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58140"/>
		<updated>2017-02-11T17:22:30Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Knalgans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon. If the knalgan player does commit to a water battle, rejoice: your cheap units will tie up his gryphons and eventually deliver victory.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. Elvish archers deal significantly more damage, and quick ones will double up as scouts; however, the mounted elf’s extremely high mobility (9MP) does sometimes allow it to grab hold of a mountain, which can be very strategically useful. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58139</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58139"/>
		<updated>2017-02-11T17:17:10Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Knalgans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The downsides are fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. As far as possible, you should use elvish archers instead—as a quick elvish archer is fast enough to grab most villages, and does a lot more damage. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58138</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58138"/>
		<updated>2017-02-11T15:02:36Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls and Skeleton Archers.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.)&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZoC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; ''Alternate rating: B'' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58137</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58137"/>
		<updated>2017-02-11T15:01:46Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls and Skeleton Archers.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.)&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZoC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&amp;lt;br&amp;gt; '''Alternate rating: B''' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58136</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=58136"/>
		<updated>2017-02-11T15:01:15Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Knalgans vs Loyalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies==&lt;br /&gt;
&lt;br /&gt;
The Knalgans have perhaps the greatest tactical flexibility of any faction. Because of this, there is no one way to play the Knalgans. This can be a good thing or a bad thing, depending on your personality. You can use dwarves for power and defense and outlaws for movement and low prices.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarvish Fighter:'''  It can take more hits than most units, making it a great defender.  It also has two damage types, making it offensively versatile.  It shares the downsides of all dwarves: slow movement (though few terrains slow it down) and low defense on non-specialized terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Thunderer:'''  Although powerful, it can just as easily do no damage at all, making this a tricky unit to know how to use.  Fortunately, it is almost as durable as the fighter.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Dwarvish Ulfserker:''' This utility unit has value in many match-ups.  It will ensure that either its opponent or it dies.  Thus, it has a 100% kill chance against a non-melee unit such as the dark adept, and a very high kill chance against many non-melee-centric units, such as the Mage, Saurian Augur, Bowman, Elvish Shaman, and a wide variety of others.  The problem is that your opponent can very easily kill an Ulfserker: they will lose to any dedicated melee unit unless very exceptional circumstances are in play (traits, extreme defensive differences (remember that the ulf cannot get nearly as high defensive values as the Dwarvish fighter, for example), starting hitpoints, time of day, or a combination of the above).  Since it is an expensive unit, letting an elvish fighter kill your ulf out of the blue is unwise: however if he just killed a Mage and in killing the ulf the fighter is severely weakened, this is obviously a good trade for you.  When using Ulfs, plan how you want them to kill and how you want them to die.&lt;br /&gt;
*'''Footpad:'''  Opinions on the footpad vary widely.  In this guide you will not see them recommended often, but many good players consider these a staple unit of the Knalgans.  Regardless, this is not a unit you should overrecruit or your offensive power will be very low.  It has excellent defense where your dwarves might be very vulnerable and you might not want to risk your more costly riders.  Use it for it's great ZoC abilities even if its offense isn't high-powered.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Poacher:'''  Also a very useful unit for the Knalgans, this unit provides a reliable ranged attack to counterbalance the power of the thunderer, plus it fills many useful hexes (notably forests and swamps) well.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Thief:''' This unit is possibly the highest damage-dealing unit in your arsenal when used correctly.  A strong thief at night does 12-3 damage: the equivalent of a level 2's damage output.  However, they have very few hitpoints and their low resists compound this problem.  High defense and low cost offset these disadvantages.  Remember to backstab with it whenever possible.&lt;br /&gt;
*'''Gryphon Rider:'''  Possibly the best scout in the game in terms of combat, this is tempered by its high cost.  Use it as a lookout for enemy advances and pick off weak or wounded units that are retreating behind enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good first turn recruit against random would consist of a Gryphon Rider, two Dwarvish Fighters, a Dwarvish Thunderer, a Footpad, and a Poacher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that that the dwarves should stay in mountains, hills, and other high-defense terrain and the outlaws should stay in any non-grassland terrain, if possible.  Keep in mind that since your footpads and thieves have 60 defence on grassland, and your enemy will often have 40 or even 30, it can often be to your benefit if the enemy chooses to attack them on open ground.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Undead==&lt;br /&gt;
&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit a Dwarvish Ulfserker.  He will automatically kill any Dark Adept that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls and Skeleton Archers.  Here are the units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Dark Adepts, and most other undead units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an Ulfserker even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units unless you get a Ghost.  Be mindful of what can counterattack them on your opponent's next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' counters Skeletons, Skeleton Archers, and is a generally high HP unit that can soak up nighttime damage for your front line.  (Dwarvish Fighters are probably the best all-around L1 heavy infantry in the game.)&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This is a good unit to have in your front line in mountains.  His high defense and good resistances should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make it very risky for Dark Adepts to come after you.  Thunderers are also good to attack Ghosts, as 2 ranged hits will kill a Ghost - this even works at night.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Thief:''' Do not recruit this unit when fighting against Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that ''he may be useful.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skeleton Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best feature is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZoC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers,  a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarves are really what you want to use, for their high HP and decent resists.  This helps them survive the nighttime onslaught, and their neutrality will give them good damage in defense and also the ability to press the attack in daytime.  Don't be afraid to send an Ulfserker at a ghost in daytime -- make sure to check the CTK, but it should be good if your Ulfserker is at high hp: bonus if you can get great terrain. Defeat for the Ghost will be nearly certain if the Ulfserker is Strong.&lt;br /&gt;
&lt;br /&gt;
Dark adepts will, as always, be the main danger to your army: they'll knock dwarves out of their mountains, footpads out of wherever, and even gryphons are in danger from them.  Be especially mindful of where her dark adepts will most likely attack next turn.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Rebels==&lt;br /&gt;
&lt;br /&gt;
This is one of the trickiest match-ups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans may have a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfserker, but Rebel defense as well as heal, slow, and magic are serious counters.  Look for opportunities to grab mountains and hills, especially if they have no forest next to them.  ''Forests are your biggest enemy'', so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' counters Mages, Elvish Shamans, and oftentimes Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish them off, and they are 5 gold cheaper.  If you get a chance to take out a Mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your Ulfserker for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually HP in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in a mountain.  Make sure he isn't a Quick, Intelligent Ulf, and check the CTK as always.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again, these will be the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense against the high defense of the elves, but their counter-attacks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Poachers are useful to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Rebels.  It lacks both firepower and hitpoints even while in the forests Footpads and Elves both enjoy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C-''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' These monsters are incredible useful against Rebels.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks against poorly placed Elves, and if you find a hurt Wose, you may consider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentially equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a healthy dose of Dwarvish Fighters and Thunderers, along with several gryphons for map control.  An Ulfserker, perhaps a Guardsman, and some Outlaws will provide added flexibility.  Whichever chaotic units (if any) you recruit, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulfs be slowed or they are certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Drakes==&lt;br /&gt;
&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but they will require support units as well.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Good for killing Augurs, scouts, and maybe Burners.  Not really a good choice against Drakes in general (because drakes can damage it faster than it can damage them), but can serve some purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' A good unit to use against saurians, but generally the Fighter is not how you want to go against Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Guardsmen are worth the price against Drakes.  Their Pierce goes right through Drake resistances, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are a good buy, especially if you plop them on villages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' This should be your unit of choice versus Drakes.  A Thunderer does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  Thunderers have much better defense than Burners, but do suffer from having 8 less HP.  Thunderers have the benefit of costing 4 less gold.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not really useful against the Drakes, they are best used to counter Saurian Augurs, which are better countered by using Dwarvish Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: D+''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't recruit this unit when fighting Drakes.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: F''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These fliers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can pin these units far better than any other faction.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon and a good mix of Dwarvish Thunderers, Dwarvish Guardsmen, a Poacher or two, and maybe a Dwarvish Fighter.  Your opponent will likely get some Saurian Augurs to take away your high defense advantage, so having that Dwarvish Fighter around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageous defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and HP.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to get best use of their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-strong Clasher damage.  The Guardsmen also have 8 more HP than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a serious roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high HP and the resistances will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' As always, one of these utility guys isn't a bad buy.  Catch a Thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' One of these is a must.  Use it against any unit.  These guys are hard to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Use these to hold villages and frustrate your opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Use these to besiege enemy villages or poke at DFs or Gryphons.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a good buy unless used to counter Thunderers and Poachers.  Their blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use Dwarvish Fighters for melee.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' An alright cheap buy for ranged forest grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as your only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to pin a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&amp;lt;br&amp;gt;&lt;br /&gt;
''A-''&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a Guardsman, a Thunderer, a Fighter, an Ulfserker, and a mix of other useful units.  This game will be won through fighting from hills and mountains, getting and keeping a money advantage, leveling a unit, and waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and HP trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Loyalists==&lt;br /&gt;
&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters. Again, an Ulfserker can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' If you get one, don't get it until turn two or later.  Grabbing one in your initial recruit will only make him impotent during the first few turns of daytime.  Ulfserkers are what you will use to kill Mages, grind up horse meat at night, and get rid of Bowmen - though they shouldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk XP off of them with your ranged attack.  The level will come faster than you expect.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Get one or two.  Good against essentially all of the Loyalist units, the pierce ranged is even better against the two mounted units.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low HP unit.  I recommend the Poacher instead of this guy.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' A great unit to counterattack Loyalists and press the attack at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged pierce is best against the mounted units.  His attack does a modest 3-4 to Heavy Infantry at night (compared to a Thunderers 11-1), and you'll want to use this unit against Spearmen outside of day as well.  Although they are weak in daytime, they serve many purposes and are well worth the 14 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' Do not recruit this unit when fighting Loyalists.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
'''Alternate rating: B''' This unit is very useful against heavy infrantrymen, while their low cost and speed allows them to pin enemy units down and occupy terrain. When fighting as a loyalist commander, I find them annoying. Still, the lack of offensive power is a real problem. &lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
&lt;br /&gt;
Recruit a Fighter, a Thunderer, a Guardsman, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one. They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, more so than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Lieutenant behind his front line.  Because of this possibility, don't press too close to his castle until you have gained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your Guardsman up front - this will dissuade any charge attacks.  Keep a Dwarvish Fighter or Dwarvish Ulfserker nearby in case the player chooses to besiege you with Mages.  Spearmen that attack a Guardsman in day will deal nearly equal damage to each other, which can add up quickly.  Counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at Heavy Infantry with Poachers and Thunderers and you'll want to give the killing blow to a Fighter.  Upgrading Dwarvish Fighters should be your main priority as they are your best defense and counter to the easy Spearman-wave attack.  Once leveled up, the massive HP on the Steelclad will also give it the ability to withstand attacking Heavy Infantry and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counterattack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans vs Northerners==&lt;br /&gt;
&lt;br /&gt;
The biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Ulfserker:''' Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners are melee oriented, so most of their units will be able to take a majority of this unit's HP away, if not kill him outright.  Assassins' Poison will quickly erode your army's HP though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Fighter:''' Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Guardsman:''' Another good guy to have one of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Dwarvish Thunderer:''' Nice to have.  Their combination of good resistances and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B''&lt;br /&gt;
 &lt;br /&gt;
'''Thief:''' Not a great buy against Northies.  His melee-only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: C''&lt;br /&gt;
&lt;br /&gt;
'''Poacher:''' Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Footpad:''' This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Gryphon:''' Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&amp;lt;br&amp;gt;&lt;br /&gt;
''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be poison; this cannot be overemphasized.  If you get a good foothold on mountains and hills, poison will be the weapon of choice to knock you off your perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.  If you know you're going to be facing poison on the next turn, have a plan for how you will be rotating units to villages to detox and heal.&lt;br /&gt;
&lt;br /&gt;
Recruit a Dwarvish Fighter and a mix of other good units.  Stay on villages or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and Thunderers if you have them - even a Guardsman's ranged attack will add up.  Send Ulfserkers against Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.  If the northerner overrecruits assassins, you should be able to power through his ranks, so normally eliminating an assassin removes the immediate threat of poison.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulfserker is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  Thus it is best to ignore them and kill others than to only do a minimal amount of damage to Trolls each turn.  Their regeneration will give them essentially limitless HP if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only one.  You won't want any Gryphons you get to be pinned, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners fast, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Loyalists&amp;diff=58135</id>
		<title>How to play Loyalists</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Loyalists&amp;diff=58135"/>
		<updated>2017-02-11T14:45:43Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: Added loyalists versus knalgans section&lt;/p&gt;
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&lt;div&gt;==General Loyalist Strategy==&lt;br /&gt;
Loyalists are considered to be the most versatile faction in the game. They have most available unit types to recruit ( 8 ), more than any other faction. Loyalists are mostly melee oriented faction, with only two ranged unit types, the '''mage''' and the '''bowman''', but their ranged units play a significant role in the loyalists strategy and have to be used effectively. About the melee troops the loyalist player gets to choose among:&lt;br /&gt;
* '''Heavy Infantrymen''': few strikes, high damage per strike, slow, higher hitpoints, good resistances, low defenses, deals impact damage which is good against undead&lt;br /&gt;
* '''Spearman''' average strikes, average damage per strike, average movement, medium hitpoints, normal resistances, average defenses, deals pierce damage which is good against drakes, has a weak ranged attack&lt;br /&gt;
* '''Fencer''': high number of strikes, low damage per strike, quick, low hitpoints, bad resistances, good defenses, deals blade damage which is good against elusive foots or wose, deals less total damage than the other two, is a skirmisher.&lt;br /&gt;
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The loyalists unit price ranges from the cheap spearmen and mermen (14 gold) to the expensive horsemen (23 gold).&lt;br /&gt;
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Loyalist units generally have good hitpoints and they deal good damage, even the cheap spearmen and bowmen. Even their scouts have high hitpoints and better melee attack compared to most of the scouts of the other factions. But OTOH, the loyalist scouts have lower defences than most of the other scouts and they do not have a ranged attack.&lt;br /&gt;
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The loyalists have some units with good resistances, like HI or Cavalryman, which can be very good for defending if you notice that your opponent doesn't have the proper units to counter them. Other units, like the bowman, who is more vulnerable than the previous two, but is also good for defense because it has better defense, is cheaper and it deals solid damage back in both melee and range. Similar goes for the spearman.&lt;br /&gt;
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'''When attacking''', Loyalists have units which can be pretty devastating, like the horseman for attacking enemy magi and other ranged units, magi against the entrenched melee units, fencers for killing enemy injured and valuable units trying to heal behind their lines. But the mentioned units are also very vulnerable and they can die very easily if not properly supported.&lt;br /&gt;
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The loyalists as a faction generally have average '''defenses''' ( they do not get 70% defense anywhere, with the exception of the fencer, which is a special case ) and they are not a terrain dependent faction ( like the Elves or Knalgans are ). Therefore, even if it good to put spearmen and bowmen on mountains, villages and castles where they get 60% defense, you should also take the faction you are facing into account when deciding where to place your units. For example, if you are fighting knalgans, you should try not to move your units next to hills and mountains and/or take the hills and mountains with your units and leave the forest to the dwarves.&lt;br /&gt;
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All the loyalist units are lawful, which obviously leads to the conclusion that the loyalists should be more aggressive and attack at day ( or even start at dawn, because your opponent in most of the cases will be reluctant to attack too aggressively and leave units on bad ground when the morning arrives ) while at night the loyalists should at least play conservatively, or in some cases even run away. Of course, that is also dependent upon the faction of your opponent.&lt;br /&gt;
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'''The greatest weakness''' of the loyalists is their limited mobility. The loyalists' units have normal movement, some of their units like the horseman,cavalryman,merman fighter and the fencer are pretty quick when they are in their favorable environment, but all their units get slowed over rough terrain a lot compared to the other factions' units . Half of the loyalists units can not even move on/over mountains, and their scouts get significantly slowed in forest, for example. This lack of mobility will often give your opponent an opportunity to outmaneuver you in the game.To prevent that, sometimes it is good to attack hard on a certain point and defend only with minimal amount of units elsewhere, rather than uniformly spreading your units around the front.&lt;br /&gt;
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When you don't know '''which faction you are facing''', it is good to get a mixture of units. On most of the default 1v1 maps, this initial recruitment list would be good : spearman, bowman, fencer, mage, merman fighter, cavalryman. As always, you should carefully consider about the exact placement of each individual unit from the initial recruits on the castle to come up with the most optimal combination that will allow you the quickest village grabbing in the first turns of the game.&lt;br /&gt;
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==Loyalists vs. Undead==&lt;br /&gt;
When fighting undead, your recruiting pattern will depend on whether your opponent spams Skeleton Archers or Dark Adepts for ranged attacks. If you see lots of skeletons, you'll have to focus heavily on HI and Mages. If you see lots of DAs, you'll want some Cavalry, Horsemen and maybe some Spearmen.&lt;br /&gt;
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* Bowman - '''D-''' - Almost entirely useless. You might use them to poke at Walking Corpses, Ghouls, Vampire Bats and Ghosts, but Mages are much better at all of these things. I would only buy a Bowman to counter a large zombie horde.&lt;br /&gt;
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* Cavalryman - '''B+''' - You'll want some Cavalry for scouting and dealing initial damage to DAs so that a Horseman can finish them. They are also decent at fighting Skeletons in the daytime, because Cavalry are blade-resistant. However, the cheap Skeleton Archers will really ruin Cavalry quickly at night, so if there are any Skeleton Archers on the other side you won't be able to use Cavalry to hold territory. If your opponent over-recruits DAs, however, you can use cold-resistant Cavalry to hold territory against them. They are also decent for holding territory against Ghouls because they can run away and heal (unlike your HI).&lt;br /&gt;
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* Fencer - '''C-''' - Fencers are a bad recruit in this matchup because they are vulnerable to the blade and pierce damage of skeletons and cannot damage them much in return. They also are incapable of holding territory against DAs, who cut right through the high defense of Fencers. However, you may want to have a Fencer or two around for trapping DAs or getting in that last hit. With luck, they may also be able to frustrate non-magical attacks from skeletons and the like.&lt;br /&gt;
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* Heavy Infantryman - '''B+''' - You need Heavy Infantry to hold territory against Skeletons and Skeleton Archers, and they will be your unit of choice for dealing melee damage, especially to the cheap Skeleton Archers. Any HI in the daytime can kill a full-health skeleton archer in two hits, while a strong HI in the daytime can kill a full-health skeleton in two hits, dealing 18 damage per strike (even a Mage in daytime cannot kill a skeleton in one round, unless supported by a Lieutenant). A fearless HI may be dangerous even at night. If you don't have enough HI to go around, you can get your initial hits in on a Skeleton Archer with an HI and finish him with a Mage. Just keep HI away from DAs, and only let Ghouls hit HI if the HI is on a village (or has a White Mage or other healer next to him), since HI can't easily run away to heal. Also beware Walking Corpses, which deal a surprising amount of damage at all times of day since HI can't dodge and impact damage goes around their resistances, and the ranged cold attack of Ghosts. The biggest problem with HI is they are slow, which means they're hard to retreat at night and hard to advance in day. Without shielding units they'll get trapped and killed, and if you have to shield a unit maybe it should be a Mage instead.&lt;br /&gt;
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* Horseman - '''B''' - Because they deal pierce damage, Horsemen may not be very useful when faced with Skeletons. However, if your opponent over-recruits Dark Adepts, Horsemen can be extremely useful, as DAs deal no return damage to the normally risky charge attack. Horsemen can even be used to finish Skeleton Archers, their nemesis, in the daytime. However, if your opponent recruits enough Skeleton Archers you will have a hard time shielding your Horsemen from their devastating pierce attacks, and Skeleton Archers are dirt cheap. Horsemen can also one-shot bats and zombies, which can be useful if you need to clear out a lot of lvl 0 units quickly. I would want to have at least one Horseman around to keep my opponent from getting too bold with DAs, if not more. Your opponent will be forced to recruit DAs if you have HI in the field.&lt;br /&gt;
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* Mage - '''A+''' - Mages are an absolute necessity against Undead. If you do not have Mages it will be almost impossible for you to kill Ghosts, but with Mages it's a piece of cake. Mages are the best unit for killing almost everything Undead can throw at you, and can even be used to finish Dark Adepts in the daytime. Your main problem is that Dark Adepts are cheaper and deal almost as much damage, so your opponent can spam DAs while you cannot afford to spam Mages. You will also have the difficult task of shielding fragile, expensive mages against lots of cheap Undead units. Your opponent will use Skeletons and Ghouls to attack your Mages when he can, but bats, zombies or just about any other unit will do for killing your Mages in a pinch. Shield your Mages well, surround them with damage soakers and if you can deliver them safely to their targets you'll be able to clear out the Undead quickly. &lt;br /&gt;
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* Merman Fighter - '''C-''' - Mermen make a decent navy against Undead, since bats and Ghosts will have a hard time killing them with their high defense. Even Dark Adepts will find Mermen annoying because of their 20% cold resistance. However, Mermen will have a hard time hurting anything the Undead have with their lame pierce weapon. Generally Mermen are only good for holding water hexes and scouting, but don't underestimate how useful that can be. Some well-placed Mermen on a water map can prevent bats from sneaking behind your lines and capturing villages or killing injured units.  Even on mostly land maps, a Merman in a river can help hold a defensive line, or a quick Merman can use a river to slip behind the enemy to trap DAs or other units that are trying to escape at daytime.&lt;br /&gt;
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* Spearman - '''C-''' - Spearmen are mostly useful as cheap units for holding villages and occupying space when faced with Dark Adepts or Skeleton Archers. (You'll want to avoid letting DAs hit your Heavy Infantrymen because of their vulnerability to cold.) However, you don't really want Spearmen to take hits from DAs, it would be better to let the cold-resistant Cavalry absorb the damage. The only units Spearmen are good for attacking are Dark Adepts and Walking Corpses. Spearmen are completely useless against skeletons unless you level one into a Swordsman, and even then they're pretty mediocre. However, if there are lots of Skeleton Archers you won't be able to use much Cavalry or Horsemen, so a Spearman or two may be necessary as defenders and damage soakers even if they are lousy at dealing damage to Undead.&lt;br /&gt;
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==Loyalists vs Knalgans==&lt;br /&gt;
Dwarves are tough and have high defence on their preferred terrain, while their counterparts—outlaws—are mobile and benefit from high defence on non-dwarf terrain, such as flat, forest and swamp. As in the other matchups, an important part of your strategy will be countering their versatility with yours: your mages can defeat high defence ratings, your cavalrymen can outrun (and kill) outlaws, while your heavy infantry can act as road blocks. Nonetheless, the knalgan faction ''does'' have superior tactical flexibility, and you must be aware of that.&lt;br /&gt;
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Terrain is very important in this matchup, as dwarves are much weaker out in the open. Your units move poorly on rough terrain; it is important that you take note of terrain placement and avoid placing your units in such a way that they can be outmaneouvred. You don’t want your spearman to be forced to fight a dwarvish fighter on a hill or mountain. And if you can grab a mountain, hill or forest hex before your opponent—great. Your enemy has no way to bypass a good defence rating.&lt;br /&gt;
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'''Spearman: A''' The meat of your army, as usual. Their first strike ability is especially useful against thieves and dwarvish fighters.&lt;br /&gt;
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'''Bowman: B''' The bowman doesn’t have enough damage potential to break tough dwarves—a spearman will do 7–3 or (if strong) 8–3, and that rises to 9–3 and 10–3 at day; your bowman will only do 6–3 and 7–3 respectively. Mages deal more damage and with higher accuracy. But, mages are fragile and spearmen are melee units, so there are some uses for this unit.&lt;br /&gt;
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'''Heavy infrantryman: B+''' This unit’s resistances make him awesome against the knalgan faction, but he’s too slow (and can’t even occupy mountain hexes!) Avoid over-recruiting, as your enemy will be able to outmaneouvre you and force you to fight on unfavourable terrain. That said, this unit is hard to kill; he can really buttress your force if correctly placed and supported.&lt;br /&gt;
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'''Mage: B+''' The mage’s magical fire attacks are very useful against dwarvish and outlaw units, but they are very vulnerable to ulfs; they also should not be used to attack thunderers. An important utility unit, but don’t go overboard.&lt;br /&gt;
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'''Cavalryman: B+''' This unit is useful for countering outlaw forces (even poachers: you can attack them before they can attack you) and can hold ground against dwarvish fighters. Unfortunately, thunderers really mess this guy up.&lt;br /&gt;
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'''Horseman: B''' This unit’s usefulness is debatable. On the one hand, he is a powerful damage dealer at day: thunderers, poachers, gryphons and even fighters will fear him then. On the other hand, the poachers’ and especially thunderers’ pierce attacks are devastating; at night he is a liability rather than asset. Also, he is very risky to attack dwarves or outlaw units on 60% or more defence.&lt;br /&gt;
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'''Fencer: B+''' Another debatable unit. Skirmish and good mobility (especially on those important hill and mountain hexes) allows him to finish off weakened dwarves or hold key terrain. His high defences allow him to dodge the enemy’s attacks. On the other hand: he lacks the damage ability needed to break the opponent’s defences. Personally, I like this unit, but not all players agree.      &lt;br /&gt;
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'''Merman fighter: C+''' Good on water. But he he has no other virtues.&lt;br /&gt;
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==Loyalists vs. Rebels==&lt;br /&gt;
[comments by elvish_sovereign] Elves are a very versatile faction like the Loyalists. So you need to counter their versatility with yours. Their weakest trait is low hitpoints. That is compensated somewhat by relatively higher defenses and mobility, so you'll need a combination of hard-hitters and speed. Mages are also nice for their magical attacks. Anyways, the key for a Loyalist general is to effectively use his hard-hitting units and kill as many units as he can at day. And at night, to defend well as elves ignore the TOD.&lt;br /&gt;
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[comments by nelson] The smartest thing you can do upon discovering that your opponent is playing Rebels is to assume that your opponent has Woses and recruit accordingly. Woses are a necessary counter to Loyalists' daytime attacks and as soon as your opponent realizes that you are Loyalists he will almost certainly recruit Woses. Remember that just because you don't see any Woses doesn't mean there aren't a couple hiding in the forest! To fight Woses you will need Cavalry as meat shields, Mages to deal damage, and maybe Fencers to get the last hit in. Sadly, Cavalry are very vulnerable to Elvish Archers, so you'll need to make sure that the Archers die, which can be difficult if they are in forest. Get Horsemen which can one-shot Archers (despite their high dodge) and keep up with your Cav. If one horseman misses, follow up with another one, it's a lucky archer that can dodge 4/4 one-shot attempts. HI are also great against everything but Woses and Mages, and will reduce the effectiveness of Archer spam. Spearmen are useless against Woses, recruit them sparingly and keep them away from unscouted forest.&lt;br /&gt;
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[comments based on ParadiseCity and psychic] An alternative way of playing this match-up is to maximize the mobility offered by the Loyalists' fastest units, namely the two horse units. By using them to outrun the Rebel units you can achieve some devastating rushes. Some matches require use of both styles of playing. Again, their versatility must be countered with yours.&lt;br /&gt;
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* Bowman - '''C-''' - Rebels in general are effective in both melee and ranged attacks, so recruiting a ranged unit is less beneficial than most factions because most of the Rebels' units can retaliate against you. They can be useful for taking out an Scout or two, but otherwise, this is not really a smart buy.&lt;br /&gt;
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* Cavalryman - '''B+''' - A good scout and an effective counter to Woses. Watch out for Archers, though, they can really tear horses to shreds. And as always, they are effective against ranged oriented units like the mage.&lt;br /&gt;
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** Alternate - '''A''' - If you're going for some faster action, Cavalrymen are vital in the attack. They do great damage during the day, and combined with their dangerous mobility, they can be a fearsome unit indeed. Just be careful of archers ZoCing you and tearing the unit to shreds.&lt;br /&gt;
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* Fencer - '''B+''' - The Fencer shares the 70% defense in the forest like most of the elves, but it has negative resistances. Theoretically, they should be effective against Woses, but more often than not Woses will crush them easily. In spite of this, Fencers still have skirmsher, which means that they can sneak behind an injured unit and finish them off. Do not over-recruit them, as enemy Mages will tear though their high defense.&lt;br /&gt;
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* Heavy Infantryman - '''C-''' - Usefullness similar to an archer. It's too slow to deal with most of the Rebel units, and it is owned by Mages, Woses, and even Archers. Even though it has a high damage potential and good resistances, because of its inherently low defense Shamans can easily get hits on it and turn it into a piece of metal for a turn.&lt;br /&gt;
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* Horseman - '''B''' - One Horseman may be nice, but no more than that. Enemy Archers will tear them apart and Shamans totally mess them up. They're expensive too. Their greatest use is probably killing Mages or an Archer that has gone slightly off-track.&lt;br /&gt;
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** Alternate - '''A-''' - Again, when mobility is required, these units need to come and do serious damage. Since Rebels are mostly comprised of low-hp units, horsemen at day can usually rip them apart. Again be careful of archers, for this unit is worth 23 gold. Shield him properly if he is damaged.&lt;br /&gt;
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* Mage - '''A-''' - You'll need these guys to tear though those high elvish 60-70% evasion in the forest; but be careful, Archers and Shamans will retaliate and some pretty nasty things may come from that. One purely positive thing though, they just absolutely destroy Woses. 13-3 at day. Ouch. Mages are expensive and fragile though, so keep them protected.&lt;br /&gt;
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* Merman Fighter - '''B+''' - If the map has a lot of water, maybe recruit a few to prevent the Rebel's Mermen Hunters from taking over the waters. Otherwise they don't really contribute much else.&lt;br /&gt;
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* Spearman - '''A''' - A necessity. To defend at night, to kill pretty much anything except for Woses, and to be cheap and cost only 14 gold. These guys pretty much tear though most of the Rebel units, if it were not only for the high-defense Archer and Shaman. Get a bunch, and move them like a wall against the enemy units.&lt;br /&gt;
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At the start of the game, recruit 1-2 Cavalrymen, depending on the map size, 1 Mage, (1 Merman Fighter if you need some water coverage), maybe 1 Fencer, and the rest Spearman. Later on you maybe can recruit some Horseman if you opponent recruits mass Mages, or more Cavalrymen and Mages if he masses Woses. Otherwise, Spearmen and Mages should help you get through most of the match.&lt;br /&gt;
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If you're going for speed, recruit 2-3 Cavalrymen, depending on the map, 1 Horseman, maybe 1 Fencer, and the rest Spearmen. Use your Spearmen to fill the holes and consolidate the territory that the horses took over. Use the horses to outrun the archers and attack when they can.&lt;br /&gt;
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==Loyalists vs Northeners==&lt;br /&gt;
The main problem you will have when facing northeners are two things: poison and numbers. If northeners didn't have assassins, it wouldn't be much of a big deal; you could out manoeuvre them with your superior scouting units and skirmishers to grab their villages and then finish them off one by one with spearmen/bowmen. Thing is, assassins poison makes defending at night extremely difficult, and by poisoning your units, they often force you to retreat and heal, or die due to retaliation. The key to winning this matchup is to use your superior versatility; the northeners greatest weakness is that ALL of their units are very average and don't often have many special abilities; you have masses. Use your first strike in spearmen to defend against grunts, trolls and wolfriders (even at night), use your magic to finish off wounded assassins, and you can charge any of their wounded units and kill them with one hit. Since all of your units are lawful and theirs are chaotic, you'll want to press your advantage at day and kill as much as possible (but don't attack assassins with bowmen; you don't want to be poisoned and be forced to retreat in your daytime assault). Another problem the northeners have is that all though their units are many in number, they do not have a very high damage per hex ratio. Use this to your advantage; travel in packs and use ZoC lines to prevent your units from being swarmed too easily, and keep your vulnerable units like mages behind damage soakers like spearmen or HI. If you can, try and make night time defenses near rivers; northeners will hurt themselves when they attack you, as they have low defense in water and are very annoyed by deep water, because it prevents them from easily swarming you.&lt;br /&gt;
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* Spearmen - '''A-'''  Pretty much your best unit against northeners. Their first strike ability is great in defence and their attack power to cost ratio is quite high. They also have good health and can retaliate in ranged. As in many matchups, the bulk of your army.&lt;br /&gt;
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* Mage - '''B+'''  The mage is fragile and expensive and has a weak melee attack, which is the exact opposite of northeners. Not a great defender unless your opponent goes mad with assassins. However, they have lots of attack power at day and are very useful for nocking trolls of their perches and finishing off those damn assassins. You'll want a few of these, but make sure you keep them protected.  &lt;br /&gt;
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* Bowmen - '''B'''  Good unit to have. They can attack grunts and trolls (although you'd want mages to attack trolls) without retaliation, and can defend against assassins in the night. They can also take out any wolves that stray too far from the main orchish army. They're not as good as mages, but they're cheaper and tougher.&lt;br /&gt;
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* Cavalryman - '''B'''  Cavalryman are superior to their wolves and can hold ground against grunts and trolls reasonably well. It's also a good idea if your opponent likes to spam lots of assassins, to let them be the target of their poison; cavalryman and can run away and heal. Your HI? Not so much. Beware though, of the cheap orchish archer, as cavalrymen are weak to pierce. &lt;br /&gt;
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* Heavy Infantryman - '''B-'''  Heavy infantryman are heavily resistant to physical attacks like blade, pierce and to a lesser degree, impact. You'd think this would make them great units against northeners, if the orchish archer didn't have a ranged fire attack... HI are also much too slow too effectively deal with poison, and that's a 19 gold unit that can't fight. However, they are useful in defence if you opponent hasn't spammed many archers, and they can even be useful in attack to crush up injured grunts and what have you. &lt;br /&gt;
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* Horseman - '''B'''  The horseman is a little controversial in this matchup. Northeners are cheap and melee orientated, which is exactly what horseman do badly against. They're also quite tough, which means one hit kills are rare. However, they have one very important advantage over the northeners- high damage per hex. A horseman is very useful for softening up units or outight killing them (particularly when paired with a mage) which will be important in breaking ZoC lines, which can be a real pain with all the units northeners can field. Get one or two, but no more, else it quickly produces diminishing returns.   &lt;br /&gt;
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* Fencer - '''C+'''  The fencer is a melee based unit that is fragile against blade attacks of grunts, which means they don't have an awful lot of fighting effectiveness with them. On the other hand, the fencer's skirmisher ability is really valuable with the many northener units, and can finish off injured archers or go on sneaky village grabbing incursions. One or two might be useful, but no more- this unit is not a serious fighter! Make sure you keep them on 70% terrain if you can as well- two hitter grunts can have trouble taking them out.&lt;br /&gt;
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* Merman Fighter - '''C+'''  Water based melee unit that doesn't do well against the orc nagas, recruit only if there's lots of water and keep them in defendible terrain, else they'll quickly be killed.&lt;br /&gt;
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As usual, recruit cavalrymen and mermen depending on map (3-4 cavalryman for larger maps, 2-3 for medium sized ones and probably no more than one or two for small maps like Isar's cross). Recruit plenty of spearmen and attack at day.&lt;br /&gt;
Speaking of that, make sure you travel in large groups and do not attack with small numbers even at day- northeners will swarm you too easily. Also, make sure you don't overextend yourself at day, as northeners do a lot more damage come night. Pay careful attention to your mages- they will be the one the northies will be going after, so retreat them quickly. When defending, try to avoid attacking units that can retaliate- unless you have a reasonably high chance of killing them that turn. Avoid attacking trolls if you can't heavily damage them or outright kill them- they're regenaration will quickly mean they can heal from any scratches your bowmen might have dealt them.&lt;br /&gt;
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==See also==&lt;br /&gt;
[[How to play Horseman]]&lt;br /&gt;
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[[How to play Mages]]&lt;br /&gt;
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{{Factionbox}}&lt;br /&gt;
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[[Category: How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58133</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58133"/>
		<updated>2017-02-05T19:06:03Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 1 - The Elves Besieged */&lt;/p&gt;
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&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
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Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
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The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
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There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
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There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
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'''Warning - spoilers ahead!'''&lt;br /&gt;
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== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
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Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
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* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
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* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
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* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
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* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
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* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
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Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
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Early finish bonus: 32 gold per turn.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
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[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
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That said, this scenario isn’t great for getting experience. If you do manage to level something, I would focus on levelling a shaman into a druid; a L2 healer is a valuable asset. Sorceresses also come useful later on, though their role can be met by mages.]&lt;br /&gt;
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== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
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'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
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Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
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There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
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If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
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Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
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The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
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A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) ''and'' rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsmen, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: The above strategy works well, but is unnecessarily conservative. Three healers is the most you’ll need (otherwise they’ll be a liability trying to keep guarded). You can, and should, attack the enemy. One good way of doing this is to use Li’sar’s scepter to burn most of a strong unit’s HP away, and then finish the target with guardsmen (or steelclads) backed by her leadership. This tactic will also leave Li’sar well protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
Knights/Grand Knights deal a huge amount of damage, and can be used to destroy enemy archers and cavalry. Even Royal Guards can be killed this way: slowing them, or wounding them with archers/mages, and then charging them is an excellent tactic. Halbediers are the one exception to this.&lt;br /&gt;
&lt;br /&gt;
If you have Mages of Light, manipulating their illumination is very effective against the orcs, although loyalist units require more caution. Tactically, the units you should be worried most about are duelists (dangerous skirmishers), halbediers (a real problem for most of your units; use mages and finish them off with lords/steelclads) and cavalry, which can sneak past your flanks or engage in suicide charges. Strategically, you’ll want to pay attention to your flanks, and ensure you have enough guardsmen to cover gaps. Avoid losing valuable units; it’s better to keep your Grand Knights/Elvish Marshalls/Dwarvish Lords/healers alive, even if it means passing up on killing high level enemies. You have plenty of gold to replace guardsmen, but you can’t replace a healer or leader.   /END   &lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58132</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58132"/>
		<updated>2017-02-05T19:05:21Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 1 - The Elves Besieged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
&lt;br /&gt;
That said, this scenario isn’t great for getting experience. If you do manage to level something, I would focus on levelling a shaman into a druid; a L2 healer is a valuable asset. Sorceresses also come useful later on, though their role can be met my mages.]&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) ''and'' rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsmen, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: The above strategy works well, but is unnecessarily conservative. Three healers is the most you’ll need (otherwise they’ll be a liability trying to keep guarded). You can, and should, attack the enemy. One good way of doing this is to use Li’sar’s scepter to burn most of a strong unit’s HP away, and then finish the target with guardsmen (or steelclads) backed by her leadership. This tactic will also leave Li’sar well protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
Knights/Grand Knights deal a huge amount of damage, and can be used to destroy enemy archers and cavalry. Even Royal Guards can be killed this way: slowing them, or wounding them with archers/mages, and then charging them is an excellent tactic. Halbediers are the one exception to this.&lt;br /&gt;
&lt;br /&gt;
If you have Mages of Light, manipulating their illumination is very effective against the orcs, although loyalist units require more caution. Tactically, the units you should be worried most about are duelists (dangerous skirmishers), halbediers (a real problem for most of your units; use mages and finish them off with lords/steelclads) and cavalry, which can sneak past your flanks or engage in suicide charges. Strategically, you’ll want to pay attention to your flanks, and ensure you have enough guardsmen to cover gaps. Avoid losing valuable units; it’s better to keep your Grand Knights/Elvish Marshalls/Dwarvish Lords/healers alive, even if it means passing up on killing high level enemies. You have plenty of gold to replace guardsmen, but you can’t replace a healer or leader.   /END   &lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58131</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58131"/>
		<updated>2017-02-05T17:27:56Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Knalgans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The only downsides are of course their fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. As far as possible, you should use elvish archers instead—as a quick elvish archer is fast enough to grab most villages, and does a lot more damage. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58130</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=58130"/>
		<updated>2017-02-05T17:26:32Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Knalgans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical. Note that although you enjoy maximum defence on forests, it is generally preferable to occupy a hill/mountain hex even if there is forest nearby: dwarves have only 30% defence on forest, whereas you have 50% defence on hills. If you occupy forest instead, you will have the same defence as the dwarves—and they’re tougher. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, another effective strategy is attrition: use your slow to cripple the enemy’s hard hitting melee units, make use of healing to recover from the damage you receive, and feel free to take pot shots at your opponent when you can.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Shamans, as always, are very useful for their healing and their slowing abilities. They remain fragile, however—this is especially true against dwarvish thunderers, which can take an injured shaman down in one hit, and also ulfserkers, which can melee them to death. You should try and slow gryphons and fighters; thunderers deal massive counterattacks and guardsmen are too weak to bother with.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Very useful for finishing off dwarves on good terrain, also effective against gryphons and outlaws. The only downsides are of course their fragility and cost. And ulfs, of course.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Good staple unit; you need a couple of these to hold the line and guard your shamans/mages. They are superior to poachers—they deal more damage and, importantly, can grab forest hexes faster—and they are also effective aganinst thunderers and fighters, provided that the latter are slowed. Still, without the backup of shamans and mages these guys will succumb to your opponent’s tougher units.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Perhaps not as effective in this matchup. You’ll want to focus on tougher and cheaper fighters (which can hold those important hill hexes better). You’ll also be making use of slow a lot; there is less need for the archers’ ranged attacks. Still, 70% defence on forest and 6MP give them some important uses.  &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' The main use for this guy is attacking thunderers; he is also very effective against slowed gryphons. However, Dwarvish Fighters are cheaper, have much better defence, and deal 7–3 against your wose’s 10–2. Woses are also very slow—they’re not good for terrain denial. A utility unit, no more.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' This unit is weak, and a gryphon will beat it even in water. Only recruit if there’s a lot of water on the map; and if so, recruit at least 2 or 3 in order to surround a gryphon.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' A weak unit, but may be necessary to grab far-flung villages. As far as possible, you should use elvish archers instead—as a quick elvish archer is fast enough to grab most villages, and does a lot more damage. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As their name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58129</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58129"/>
		<updated>2017-02-04T17:04:13Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 24 - The Battle for Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
&lt;br /&gt;
You should really focus on giving Konrad XP in this scenario, since there isn’t much opportunity to level any other units. If you do manage to level something, I would focus on levelling a shaman into a druid. Sorceresses also come useful later on. I also find that fighter level-ups are more useful than archer level-ups over the course of the campaign—particularly heroes, which are the best front-line units you’ll have at your disposal—although the early scenarios are better fought with a focus on level 1 archers.]&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) ''and'' rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsmen, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: The above strategy works well, but is unnecessarily conservative. Three healers is the most you’ll need (otherwise they’ll be a liability trying to keep guarded). You can, and should, attack the enemy. One good way of doing this is to use Li’sar’s scepter to burn most of a strong unit’s HP away, and then finish the target with guardsmen (or steelclads) backed by her leadership. This tactic will also leave Li’sar well protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
Knights/Grand Knights deal a huge amount of damage, and can be used to destroy enemy archers and cavalry. Even Royal Guards can be killed this way: slowing them, or wounding them with archers/mages, and then charging them is an excellent tactic. Halbediers are the one exception to this.&lt;br /&gt;
&lt;br /&gt;
If you have Mages of Light, manipulating their illumination is very effective against the orcs, although loyalist units require more caution. Tactically, the units you should be worried most about are duelists (dangerous skirmishers), halbediers (a real problem for most of your units; use mages and finish them off with lords/steelclads) and cavalry, which can sneak past your flanks or engage in suicide charges. Strategically, you’ll want to pay attention to your flanks, and ensure you have enough guardsmen to cover gaps. Avoid losing valuable units; it’s better to keep your Grand Knights/Elvish Marshalls/Dwarvish Lords/healers alive, even if it means passing up on killing high level enemies. You have plenty of gold to replace guardsmen, but you can’t replace a healer or leader.   /END   &lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58128</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58128"/>
		<updated>2017-02-04T16:56:53Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 24 - The Battle for Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
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'''Warning - spoilers ahead!'''&lt;br /&gt;
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== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
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This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
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Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
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Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
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* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
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* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
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* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
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* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
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* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
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Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
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Early finish bonus: 32 gold per turn.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
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[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
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You should really focus on giving Konrad XP in this scenario, since there isn’t much opportunity to level any other units. If you do manage to level something, I would focus on levelling a shaman into a druid. Sorceresses also come useful later on. I also find that fighter level-ups are more useful than archer level-ups over the course of the campaign—particularly heroes, which are the best front-line units you’ll have at your disposal—although the early scenarios are better fought with a focus on level 1 archers.]&lt;br /&gt;
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== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
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'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
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Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
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There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
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If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
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Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
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The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
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A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
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During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) ''and'' rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: The above strategy works well, but is unnecessarily conservative. Three healers is the most you’ll need (otherwise they’ll be a liability trying to keep guarded)—and you can attack the enemy. One good way of doing this is to use Li’sar’s scepter to burn most of a strong unit’s HP away, and then finish the target with guardsmen (or steelclads), backed by her leadership. This strategy will also leave Li’sar well protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
Knights/Grand Knights deal a huge amount of damage, and can be used to destroy enemy archers and cavalry. Even Royal Guards can be killed this way: slowing them, or wounding it with archers/mages, and then charging them is an excellent tactic. Halbediers are the one exception to this.&lt;br /&gt;
&lt;br /&gt;
If you have Mages of Light, manipulating their illumination is very effective against the orcs, although loyalist units require more caution. Tactically, the units you should be worried most about are duelists (dangerous skirmishers), halbediers (a real problem for most of your units; use mages and finish them off with lords/steelclads) and cavalry, which can sneak past your flanks. Strategically, you’ll want to pay attention to your flanks, and ensure you have enough guardsmen to cover gaps. Avoid losing valuable units; it’s better to keep your Grand Knights/Elvish Marshalls/Dwarvish Lords/healers alive, even if it means passing up on killing high level enemies.   /END   &lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58112</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=58112"/>
		<updated>2017-01-16T18:20:03Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 19C - The Cliffs of Thoria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
&lt;br /&gt;
You should really focus on giving Konrad XP in this scenario, since there isn’t much opportunity to level any other units. If you do manage to level something, I would focus on levelling a shaman into a druid. Sorceresses also come useful later on. I also find that fighter level-ups are more useful than archer level-ups over the course of the campaign—particularly heroes, which are the best front-line units you’ll have at your disposal—although the early scenarios are better fought with a focus on level 1 archers.]&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) ''and'' rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57824</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57824"/>
		<updated>2016-07-22T13:43:42Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 1 - The Elves Besieged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[AS: I disagree with some of the advice given here. In my experience, it is perfectly possible—and indeed desirable—to move Konrad with Delfador, in order to use Delfador to weaken enemies and finish them off with Konrad. Konrad is a weak level 1 unit but gets a lot stronger once he rises to level 2. In the easier difficulties, you can even kill the north-west Orc this way. &lt;br /&gt;
&lt;br /&gt;
You should really focus on giving Konrad XP in this scenario, since there isn’t much opportunity to level any other units. If you do manage to level something, I would focus on levelling a shaman into a druid. Sorceresses also come useful later on. I also find that fighter level-ups are more useful than archer level-ups over the course of the campaign—particularly heroes, which are the best front-line units you’ll have at your disposal—although the early scenarios are better fought with a focus on level 1 archers.]&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57823</id>
		<title>Sceptre of Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57823"/>
		<updated>2016-07-22T11:52:37Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Caverns of Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
You fight this campaign almost entirely with the four classic dwarven units: fighter, thunderer, scout and guardsman. Healers are entirely missing, and villages become a key resource for army regeneration. Given the circumstances, your levelling strategy should lean strongly to the offensive.&lt;br /&gt;
&lt;br /&gt;
In the many scenarios, the village distribution is strongly biased against you, and conquering a village cluster is the key to victory. Your main opponents are trolls, other dwarves and elves, and you are mostly fighting in caverns and mountains. &lt;br /&gt;
&lt;br /&gt;
In this campaign, Dwarvish Fighters can advance to Runesmiths as well as Steelclads. Runemasters are useful overall and absolutely essential for forcing the caves of the Shorbear clan, and you should consider training at least one or two of them in addition to the two that join you. Dwarvish Lords are critical for the rearguard action against Berserkers in &amp;quot;The Dragon&amp;quot;, and it is wise to have at least three of them in your army.&lt;br /&gt;
&lt;br /&gt;
The guardsman line is only useful early on, since their pierce attack is useless against trolls and too weak for storming the Shorbear caves or discouraging berserkers in &amp;quot;The Dragon&amp;quot;. However, having a few of them on your recall list will be useful for the final scenario. Thunderers do their share as your ranged unit, and scouts as screening forces, but make sure to keep a strong emphasis on the fighter line. Once Thursagan joins you, make it a priority to level him up all the way up to a Dwarvish Arcanister; he's the only unit able to do it, and by doing so he will become a truly frightening unit for your enemies.&lt;br /&gt;
&lt;br /&gt;
[AS: I would agree that the fighter line is very useful for this campaign, but I personally found steelclads more useful than runesmiths. You get Thursagan and two loyal runesmiths before you fight the Shorbear scenario; in my experience those three were enough. Steelclads are tougher and usually deal more damage than runesmiths—this is just as useful for the Shorbear scenario and more useful for the rest of the campaign.]&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== A Bargain Is Struck ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move the caravans and Alanin to the dwarvish castle, or..&lt;br /&gt;
** Defeat the elvish leader.&lt;br /&gt;
* Lose if: Rugnur, Haldric II, Alanin or one of the caravans die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur and Alanin.&lt;br /&gt;
* Other: It is probably easier and quicker to defeat the elvish leader.&lt;br /&gt;
&lt;br /&gt;
After a short dialogue, you have to get four caravans (five on ''hard'') to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use Alanin to guard the caravans as well as you can, until they get out of reach of the elves. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. However, unless you want to try a very unusual strategy, you probably won't have the chance to provide much experience to many units. As mentioned, two or three recruits is probably enough, so you can focus your experience on Rugnur and Alanin.&lt;br /&gt;
&lt;br /&gt;
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In 1.8.4 on hard the above seems to be terribly out of date. The elves kick the human's butt and the objective becomes for the dwarves to kill the elven leader before the elves cause a loss.]&lt;br /&gt;
&lt;br /&gt;
Don't waste time moving your dwarves to the elvish keep. Glildur receives a significant amout of gold around turn 10, allowing him to recruit wave after wave of new elves to fight you, and it can get unmanageable if you let him recruit with impunity by then.&lt;br /&gt;
&lt;br /&gt;
[WvA: On medium it is quite possible to beat the elves. Recruit maximally, I recruited two thunderers and the rest scouts, but fighters can probably also make it in time. Use Alanin to get the unclaimed villages and move the wagons mostly north. The humans should engage the elves, but if an opportunity arises to get a free kill or if an elf moves north: take the kill. When the dwarven army arrives the elven resistance should be broken. Help mop up the elves and get some experience, but the most important is to get to the elven castle. By turn 10 you need to have all 6 squares occupied to prevent the elf leader recruiting. Then kill him. I scored one thunderer hit and then hacked away at him. I didn't get a lot of XP out of it, but still have 5 units &amp;gt;10 and Alanin has 27 XP due to stealing some kills from the humans, and most importantly I start the second scenario with 285 gold, almost 100 more than what I got from running the caravans]&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard, I was able to kill the elf leader on turn 10 by recruiting only scouts. Unlike thunderers or fighters, they were able to reach the battle while most of the human units were still alive, and make the elves fight on two fronts. Then the remaining humans helped finish off the leader.&lt;br /&gt;
&lt;br /&gt;
=== Closing The Gates ===&lt;br /&gt;
* Objectives: Close the gates by having units standing on all six glyphs simultaneously.&lt;br /&gt;
* Lose if: Rugnur or Baglur die or time runs out.&lt;br /&gt;
* Turns: 15.&lt;br /&gt;
* Starting units: Rugnur, Baglur, 4 Guardsmen (5 on ''easy'').&lt;br /&gt;
* Other&lt;br /&gt;
** If there are any elves in the caves after you shut the gates, you must kill them.&lt;br /&gt;
** Any units outside the caves when the gates close will die; pull your units back.&lt;br /&gt;
&lt;br /&gt;
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move a couple of thunderers down that way as well.&lt;br /&gt;
&lt;br /&gt;
You have to activate six glyphs and, as you can notice, two of them are near the main entrance and easy to activate. You will find the other four going through the two main passages inside the cave—one directly south of your keep and one to the west. Send teams composed of about 3 or 4 dwarves (mixing fighters, thunderers and perhaps scouts if you like using them) down each passage, and focus the rest of your force on the entrance, resisting the elves. The terrain will be very advantageous to your army so the challenge should not be too complicated.&lt;br /&gt;
&lt;br /&gt;
Once the trolls are dead, place dwarves on each of those fours glyphs. You will notice that there are a couple of small additional entrances to the cave at the end of each passage. Don't worry, turning &amp;quot;on&amp;quot; the glyphs closest to those openings will seal them. You might even shut one or two trolls outside this way.&lt;br /&gt;
&lt;br /&gt;
Once those four glyphs are done you're ready to finish your mission. However, you might as well defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place soldiers on the two remaining glyphs.&lt;br /&gt;
&lt;br /&gt;
[Comment: Killing all the Elves outside will also successfully end the scenario. It is quite possible to do so (v.1.11.6 - medium difficulty).&lt;br /&gt;
&lt;br /&gt;
=== Searching for the Runecrafter ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Reach Thursagan with a non-gryphon unit.&lt;br /&gt;
*# Bring Thursagan back to the caves.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Baglur die or time runs out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Alanin.&lt;br /&gt;
&lt;br /&gt;
Once you move a unit a little far from the cave, a loyal gryphon named Krawg will show up, along with a friendly Gryphon Rider. Thursagan is hiding in a village placed at random inside the map. You have to go find him and bring him back to the signpost in your keep. He won't follow a Gryphon, so you have to send a dwarf (or Alanin).&lt;br /&gt;
&lt;br /&gt;
The monsters you'll face are Wolves, Ogres, Trolls and Woses. Maintain a defensive position in your mountain stronghold while your Gryphons scout the map to locate Thursagan's village, then send someone else to bring him back.&lt;br /&gt;
&lt;br /&gt;
The Trolls, Woses and Ogres hit hard, so concentrate on killing them quickly when they reach you. Don't let the wolves flank you and get inside your perimeter.&lt;br /&gt;
&lt;br /&gt;
It will be useful to recall/recruit scouts, who are good against woses, along with thunderers and fighters. Try not to over-recruit; this map won't have any other villages other than the ones close to your keep, and Thursagan's home.&lt;br /&gt;
&lt;br /&gt;
=== Gathering Materials ===&lt;br /&gt;
* Objective: Mine one gold deposit and two coal deposits (see below).&lt;br /&gt;
* Lose if: Rugnur or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 40/37/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Rugnur, Baglur, Thursagan and two loyal Runesmiths.&lt;br /&gt;
* Other&lt;br /&gt;
** To mine you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep.&lt;br /&gt;
** The map is randomized so your map may play slightly differently.&lt;br /&gt;
&lt;br /&gt;
The coal deposits are near the northwest troll and the southeast troll. The gold deposit is towards the middle. (The map layout is randomized, but the minerals are always in these areas). In order to mine, you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep. The mining can be done with just one Miner, but make it a priority to grab the deposits as quickly as you can. The speed of the miners will be of great help to keep them safe from harm, but still be careful and protect them whenever necessary.&lt;br /&gt;
&lt;br /&gt;
The gold reserve may be the easiest one to snatch first, and maybe the northwest coal could also be grabbed quickly before you kill the enemies up there. A sensible strategy is to recruit about 2 keepfuls of units and get to the crossroad area quickly. The goblins are numerous but weak. The trick here is to hold the northeast against Troll Whelps and Ogres, the southeast against more Whelps and Rocklobbers and still have enough units to kill all the goblins.&lt;br /&gt;
&lt;br /&gt;
The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good defensive ground. You can use this to your advantage when clogging up passageways.&lt;br /&gt;
&lt;br /&gt;
Remember to move your Miner to and from the deposits as quickly as possible. In general, the order of things to do besides that is:&lt;br /&gt;
&lt;br /&gt;
* Get your troops into the middle clearing and dig in.&lt;br /&gt;
* Kill the goblins and their leader.&lt;br /&gt;
* Kill the last of the wave from the northeast and reinforce the southeast.&lt;br /&gt;
* Move some of your forces to finish the northeast leader and the rest to reinforce the southeast.&lt;br /&gt;
* Push to the southeast (there are villages down here) and get the last leader.&lt;br /&gt;
&lt;br /&gt;
The easiest order to get the deposits is probably gold, northwest coal, southeast coal.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
In 1.8.2 on the Steelclad (Challenging) difficulty the ogres and goblins fight each other, so you can let them weaken each other while you go south and slaughter the trolls there. Once you've dealt with the south trolls you can use the villages there to heal your troops before going north to finish the survivors (most likely the ogres, as the goblins are too weak). If you choose this strategy be careful not to spend too much time waiting for the fighting in the north to end.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In my experience the enemies seemed to prefer fighting each other instead of the player's units. If you just hang back a turn or two, they will starting fighting and then you can pick off weak units for XP and wade in after a couple turns when they've weakened each other. Also, recruiting 3 miners makes things much easier in turns of time (I wouldn't be surprised if it was impossible with one miner on hard).]&lt;br /&gt;
&lt;br /&gt;
=== Hills of the Shorbear Clan ===&lt;br /&gt;
* Objectives: Defeat the dwarf leader and have all heroes in the cave while no enemies are in it.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Durstorn die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur, Alanin, Baglur, Krawg, Thursagan, Durstorn, two new loyal units—a Thunderguard and a Steelclad.&lt;br /&gt;
&lt;br /&gt;
Since Durstorn started a fight, you have to kick the dwarves out of their cave. The problem is that some elves show up and start fighting you too. So you have to take over the cave '''and''' kick everyone else out.&lt;br /&gt;
&lt;br /&gt;
You can use Krawg and another Gryphon to go around the map and flag lots of villages. You'll get lots of gold and can use that to recruit a couple of fresh units if you need after you capture the Shorbears' keep.&lt;br /&gt;
&lt;br /&gt;
The scenario is pretty straightforward. When fighting the dwarves use the terrain to your advantage. A dwarf on a mountain tile is only hit 30% of the time... unless you are attacking with a Runesmith/Runemaster. Their magical attacks (70% chance to hit) can make all the difference. Once you are in the cave and fighting off the elves, seal up the exits when you can. Now all you need to do is wipe out any stragglers and you are done.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: There is no early finish bonus in this scenario, but there is a 40% gold carryover. Due to many loyal units (especially if you recall your runesmiths from last scenario) and many villages in the cave, you can accumulate a lot of gold if you delay the ending as long as possible. The scenario ended a few turns early for me because the last elf in the cave accidentally killed himself against my Thunderer; this could have been avoided by leaving Krawg just outside the cave until turn 24.]&lt;br /&gt;
&lt;br /&gt;
=== Towards the Caves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move Rugnur to the north-east cave entrance.&lt;br /&gt;
** Move Alanin to the southern border east of the river.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Krawg, Thursagan and Alanin.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, east of the river, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).&lt;br /&gt;
&lt;br /&gt;
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units, perhaps Gryphons, for cover and village flagging), and dig in. Rotate your units and try not to lose too many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. It is also possible to win by killing all the leaders, but good luck with that.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I found just running for it worked for me. Alanin is able to make it to the southern edge before any elves can reach him by running down the west bank and crossing over. For Rugnur I recruited 6 sacrificial scouts and used them to screen the northern elves and Rugnur was able to make the cave with the elves on his heels.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0, running Alanin south down the west side of the river worked like a charm. I ran Thurgasin into the NW caves to keep him safe. The tricky part was getting Rugnur to the NE cave. Since even a single hex makes the differance, I could only recruit one keep load and then Rugnur had to start running on turn-1. Level 1 scouts as a screen didn't work because the Elvish archers slaughtered them. I used a full keep of Level 1 griffins (all ultimately sacrificed) as a screen, and had Rugnur go through the 5-hex of mountains to the East (32/10). But it was very close because I had to use Krawg at the last to help screen, yet not allow him to get zone-locked and killed. Possible, but tricky.]&lt;br /&gt;
&lt;br /&gt;
=== Outriding the Outriders ===&lt;br /&gt;
* Objectives: Reach the outpost in the south.&lt;br /&gt;
* Lose if: Alanin dies or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Alanin.&lt;br /&gt;
&lt;br /&gt;
Your mission is to run south as quickly as possible. The elvish outriders would easily catch up with you and defeat you, if it were not for the huge help you receive from villagers. Every time you capture a village, two (or three for the first village you capture) new loyalists will come out to help you against the elves. You will have them just for this scenario, so you don't have to worry too much about saving them or leveling them up. If you level a Spearman, the best choice is probably Javelineer. Pikeman and Javelineer have pierce attacks (which are best against the Outriders) but the Javelineer has the ranged attack too.&lt;br /&gt;
&lt;br /&gt;
The main goal is to slow the elves down (which you can of course do by killing them). If a unit has 2 or 3 HP, don't attack with it. Make one of the Outriders waste his turn by killing it. Try and use your units ZOC and the terrain to slow the elves down. The Outriders are slow on ice, hills and mountains. If you have the option of falling back (or moving up) and combining two villages worth of defenders, that's probably a good idea. &lt;br /&gt;
&lt;br /&gt;
There are two villages you can reach with your first move. Go to the southernmost one. This sums up the whole ''modus operandi'' for Alanin: move as far south as you can every turn. Deviate slightly to capture villages, but not too much. You will need most of every turn's moves to get to the outpost in time.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon ===&lt;br /&gt;
* Objectives: Get Rugnur, Thursagan and Krawg to the end of the tunnel; then move Thursagan to the forge and defend him for 9 turns&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, and Baglur.&lt;br /&gt;
&lt;br /&gt;
Strong dwarves and elves will come from the west in great numbers. As the dialogue suggests, trying to make a stand in your initial keep would be practically impossible, and your only choice is to recruit as much as you can in the first turn, and flee by going east and then south as quickly as possible, through the zigzag path.&lt;br /&gt;
&lt;br /&gt;
You have to cover a lot of terrain, but the path is easy to follow, and at its end you will reach a small section where you will find the forge where the Sceptre can be built. That is a good place to finally make your stand. Until then, your job is to move quickly, dealing with bats coming from the cave, and dealing with the dwarves from behind. The elves move much more slowly so you'll probably deal with them later on.&lt;br /&gt;
&lt;br /&gt;
Regarding the bats, they would normally be just a small annoyance, except that in this case there are lots of them, so they are challenging in their own right. The best way to kill them is with Scouts' ranged attack or Runesmiths' magical attack. They are level 0 (unless you're playing on ''hard'', where you'll find some level ones) and so don't exert a zone of control. Khrakrahs the dragon might come out but there is no special advantage in killing it. Just move past it and let the elvish army deal with it.&lt;br /&gt;
&lt;br /&gt;
As for the dwarves coming from behind, the biggest challenge is that there are many berserkers among them, and there's a good chance a few of them are quick, so they'll catch up with you in no time. Try to leave Dwarvish Lords and Runemasters with good HP on the rear of your army to deal with them.&lt;br /&gt;
&lt;br /&gt;
Once you finally reach the forge, you may choose to move Thursagan into it quickly, in which case he disappears and the rest of your mission is to survive for 9 more turns, or you can play it patiently and milk as much as experience as you can. In this case, don't move Thursagan into the forge yet, and make sure to advance him up to level 4 if you haven't done so already.&lt;br /&gt;
&lt;br /&gt;
''Note'': Apparently this scenario played very differently in versions previous to 1.10.x, and the suggestions given by this walkthrough mentioned that the elves don't follow you. This no longer applies, and the following comments left here in the past by other players reflect that.&lt;br /&gt;
&lt;br /&gt;
[Thash: Contrary to what this says, the elves and the dwarves did come after me in a big way after a few turns, but I was able to pick a good spot in the tunnel and hold them off by just plugging the tunnel - not attacking - and rotating wounded units through. Also be care of which units you send SW from starting point, beserkers can come running out of darkness and kill Krawg easily.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0 the elves and dwarves attacked immediately and relentlessly with level 2 and 3 units. I suggest running flat out until you're past the wide spot where you first see the dragon and then start delaying tactics while you race Thursagan to the forge. The best place to delay are the narrow two-hex choke points on the final SW run towards the forge. Make your main stand there. Expect to lose/sacrifice a fair number of units.]&lt;br /&gt;
&lt;br /&gt;
=== Caverns of Flame ===&lt;br /&gt;
* Objectives: Move onto the glyph that makes the volcano erupt; then kill all the elves&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: All of your available units, including your entire recall list.&lt;br /&gt;
&lt;br /&gt;
You start with your entire army and won't have any real chance to recruit any new units. What you start with is all you get. The cave is populated by Trolls and a few Orcish Warriors guarding the glyph. Your job is to get onto the glyph and then kill all the elves.&lt;br /&gt;
&lt;br /&gt;
After a turn or two a bunch of dwarves and elves appear at the mouth of the cave (so get your units moving). Just like in the last scenario the elves move very slowly so you'll fight the dwarves separately from the elves. Keep your force together. You face a lot of strong enemies and will need to rotate all your troops to prevent too much attrition. Take advantage of the fact that you are fighting so many level 2 and 3 units to level any of your troops that still can improve.&lt;br /&gt;
&lt;br /&gt;
One way to play this scenario is to move everyone to the westernmost cavern. It has a good bottleneck to hold the dwarves at and plenty of villages to heal. Once you are dug in, send Rugnur, Thursagan (who is an absolute badass now that he has the Sceptre of Fire) and a few other units south to the glyph. Kill the orc guards and step on the glyph. Once you do that you are instructed to kill all the elves before they escape. Luckily for you, stepping on the glyph also unleashes the Troll Warriors '''behind''' the elves. The elves have no chance. The trolls will quickly slaughter them. You can help if you want, but the end is inevitable. Make sure Thursagan and Rugnur don't fall in lava.&lt;br /&gt;
&lt;br /&gt;
To keep Krawg out of trouble you can move him onto one of the lava squares. There are several which are only accessible/attackable by flying units. There are no flying enemies so Krawg will be safe.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Troll Warriors. They cannot get out until you step on the glyph. By that time it probably doesn't matter.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
A much more direct approach is to simply ignore the trolls coming from the internal caves. Use a few units to slow them down (guardsmen are very effective) and move your heavy hitters south directly into the glyph chamber. Kill the guards as quickly as possible and take defensive positions around the glyph while watching the elves and trolls fight each other. When you're ready, step on the glyph and unleash the Troll Warriors on the elves. Then it's only a matter of surviving until the elves are slaughtered. You might suffer some losses, but as long as the heroes survive it doesn't matter. If the elves don't get entirely wiped out in a few turns, the cave will end up entirely covered in lava, killing everyone. Either way, you win and proceed to the campaign's Epilogue.&lt;br /&gt;
&lt;br /&gt;
-shadowblack&lt;br /&gt;
&lt;br /&gt;
[AS: I found Shadowblack’s alternative strategy to be a better one—with the first strategy you end up fighting a slow battle getting through the trolls in the west, while more trolls and the dwarves &amp;amp; elves are coming up the east and north. This puts you in a bad position made worse by the fact that you have to send Thursagan south to kill the guards and activate the rune.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57822</id>
		<title>Sceptre of Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57822"/>
		<updated>2016-07-22T11:49:28Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Campaign Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
You fight this campaign almost entirely with the four classic dwarven units: fighter, thunderer, scout and guardsman. Healers are entirely missing, and villages become a key resource for army regeneration. Given the circumstances, your levelling strategy should lean strongly to the offensive.&lt;br /&gt;
&lt;br /&gt;
In the many scenarios, the village distribution is strongly biased against you, and conquering a village cluster is the key to victory. Your main opponents are trolls, other dwarves and elves, and you are mostly fighting in caverns and mountains. &lt;br /&gt;
&lt;br /&gt;
In this campaign, Dwarvish Fighters can advance to Runesmiths as well as Steelclads. Runemasters are useful overall and absolutely essential for forcing the caves of the Shorbear clan, and you should consider training at least one or two of them in addition to the two that join you. Dwarvish Lords are critical for the rearguard action against Berserkers in &amp;quot;The Dragon&amp;quot;, and it is wise to have at least three of them in your army.&lt;br /&gt;
&lt;br /&gt;
The guardsman line is only useful early on, since their pierce attack is useless against trolls and too weak for storming the Shorbear caves or discouraging berserkers in &amp;quot;The Dragon&amp;quot;. However, having a few of them on your recall list will be useful for the final scenario. Thunderers do their share as your ranged unit, and scouts as screening forces, but make sure to keep a strong emphasis on the fighter line. Once Thursagan joins you, make it a priority to level him up all the way up to a Dwarvish Arcanister; he's the only unit able to do it, and by doing so he will become a truly frightening unit for your enemies.&lt;br /&gt;
&lt;br /&gt;
[AS: I would agree that the fighter line is very useful for this campaign, but I personally found steelclads more useful than runesmiths. You get Thursagan and two loyal runesmiths before you fight the Shorbear scenario; in my experience those three were enough. Steelclads are tougher and usually deal more damage than runesmiths—this is just as useful for the Shorbear scenario and more useful for the rest of the campaign.]&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== A Bargain Is Struck ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move the caravans and Alanin to the dwarvish castle, or..&lt;br /&gt;
** Defeat the elvish leader.&lt;br /&gt;
* Lose if: Rugnur, Haldric II, Alanin or one of the caravans die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur and Alanin.&lt;br /&gt;
* Other: It is probably easier and quicker to defeat the elvish leader.&lt;br /&gt;
&lt;br /&gt;
After a short dialogue, you have to get four caravans (five on ''hard'') to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use Alanin to guard the caravans as well as you can, until they get out of reach of the elves. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. However, unless you want to try a very unusual strategy, you probably won't have the chance to provide much experience to many units. As mentioned, two or three recruits is probably enough, so you can focus your experience on Rugnur and Alanin.&lt;br /&gt;
&lt;br /&gt;
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In 1.8.4 on hard the above seems to be terribly out of date. The elves kick the human's butt and the objective becomes for the dwarves to kill the elven leader before the elves cause a loss.]&lt;br /&gt;
&lt;br /&gt;
Don't waste time moving your dwarves to the elvish keep. Glildur receives a significant amout of gold around turn 10, allowing him to recruit wave after wave of new elves to fight you, and it can get unmanageable if you let him recruit with impunity by then.&lt;br /&gt;
&lt;br /&gt;
[WvA: On medium it is quite possible to beat the elves. Recruit maximally, I recruited two thunderers and the rest scouts, but fighters can probably also make it in time. Use Alanin to get the unclaimed villages and move the wagons mostly north. The humans should engage the elves, but if an opportunity arises to get a free kill or if an elf moves north: take the kill. When the dwarven army arrives the elven resistance should be broken. Help mop up the elves and get some experience, but the most important is to get to the elven castle. By turn 10 you need to have all 6 squares occupied to prevent the elf leader recruiting. Then kill him. I scored one thunderer hit and then hacked away at him. I didn't get a lot of XP out of it, but still have 5 units &amp;gt;10 and Alanin has 27 XP due to stealing some kills from the humans, and most importantly I start the second scenario with 285 gold, almost 100 more than what I got from running the caravans]&lt;br /&gt;
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[Mal Shubertal: On hard, I was able to kill the elf leader on turn 10 by recruiting only scouts. Unlike thunderers or fighters, they were able to reach the battle while most of the human units were still alive, and make the elves fight on two fronts. Then the remaining humans helped finish off the leader.&lt;br /&gt;
&lt;br /&gt;
=== Closing The Gates ===&lt;br /&gt;
* Objectives: Close the gates by having units standing on all six glyphs simultaneously.&lt;br /&gt;
* Lose if: Rugnur or Baglur die or time runs out.&lt;br /&gt;
* Turns: 15.&lt;br /&gt;
* Starting units: Rugnur, Baglur, 4 Guardsmen (5 on ''easy'').&lt;br /&gt;
* Other&lt;br /&gt;
** If there are any elves in the caves after you shut the gates, you must kill them.&lt;br /&gt;
** Any units outside the caves when the gates close will die; pull your units back.&lt;br /&gt;
&lt;br /&gt;
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move a couple of thunderers down that way as well.&lt;br /&gt;
&lt;br /&gt;
You have to activate six glyphs and, as you can notice, two of them are near the main entrance and easy to activate. You will find the other four going through the two main passages inside the cave—one directly south of your keep and one to the west. Send teams composed of about 3 or 4 dwarves (mixing fighters, thunderers and perhaps scouts if you like using them) down each passage, and focus the rest of your force on the entrance, resisting the elves. The terrain will be very advantageous to your army so the challenge should not be too complicated.&lt;br /&gt;
&lt;br /&gt;
Once the trolls are dead, place dwarves on each of those fours glyphs. You will notice that there are a couple of small additional entrances to the cave at the end of each passage. Don't worry, turning &amp;quot;on&amp;quot; the glyphs closest to those openings will seal them. You might even shut one or two trolls outside this way.&lt;br /&gt;
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Once those four glyphs are done you're ready to finish your mission. However, you might as well defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place soldiers on the two remaining glyphs.&lt;br /&gt;
&lt;br /&gt;
[Comment: Killing all the Elves outside will also successfully end the scenario. It is quite possible to do so (v.1.11.6 - medium difficulty).&lt;br /&gt;
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=== Searching for the Runecrafter ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Reach Thursagan with a non-gryphon unit.&lt;br /&gt;
*# Bring Thursagan back to the caves.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Baglur die or time runs out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Alanin.&lt;br /&gt;
&lt;br /&gt;
Once you move a unit a little far from the cave, a loyal gryphon named Krawg will show up, along with a friendly Gryphon Rider. Thursagan is hiding in a village placed at random inside the map. You have to go find him and bring him back to the signpost in your keep. He won't follow a Gryphon, so you have to send a dwarf (or Alanin).&lt;br /&gt;
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The monsters you'll face are Wolves, Ogres, Trolls and Woses. Maintain a defensive position in your mountain stronghold while your Gryphons scout the map to locate Thursagan's village, then send someone else to bring him back.&lt;br /&gt;
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The Trolls, Woses and Ogres hit hard, so concentrate on killing them quickly when they reach you. Don't let the wolves flank you and get inside your perimeter.&lt;br /&gt;
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It will be useful to recall/recruit scouts, who are good against woses, along with thunderers and fighters. Try not to over-recruit; this map won't have any other villages other than the ones close to your keep, and Thursagan's home.&lt;br /&gt;
&lt;br /&gt;
=== Gathering Materials ===&lt;br /&gt;
* Objective: Mine one gold deposit and two coal deposits (see below).&lt;br /&gt;
* Lose if: Rugnur or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 40/37/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Rugnur, Baglur, Thursagan and two loyal Runesmiths.&lt;br /&gt;
* Other&lt;br /&gt;
** To mine you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep.&lt;br /&gt;
** The map is randomized so your map may play slightly differently.&lt;br /&gt;
&lt;br /&gt;
The coal deposits are near the northwest troll and the southeast troll. The gold deposit is towards the middle. (The map layout is randomized, but the minerals are always in these areas). In order to mine, you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep. The mining can be done with just one Miner, but make it a priority to grab the deposits as quickly as you can. The speed of the miners will be of great help to keep them safe from harm, but still be careful and protect them whenever necessary.&lt;br /&gt;
&lt;br /&gt;
The gold reserve may be the easiest one to snatch first, and maybe the northwest coal could also be grabbed quickly before you kill the enemies up there. A sensible strategy is to recruit about 2 keepfuls of units and get to the crossroad area quickly. The goblins are numerous but weak. The trick here is to hold the northeast against Troll Whelps and Ogres, the southeast against more Whelps and Rocklobbers and still have enough units to kill all the goblins.&lt;br /&gt;
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The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good defensive ground. You can use this to your advantage when clogging up passageways.&lt;br /&gt;
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Remember to move your Miner to and from the deposits as quickly as possible. In general, the order of things to do besides that is:&lt;br /&gt;
&lt;br /&gt;
* Get your troops into the middle clearing and dig in.&lt;br /&gt;
* Kill the goblins and their leader.&lt;br /&gt;
* Kill the last of the wave from the northeast and reinforce the southeast.&lt;br /&gt;
* Move some of your forces to finish the northeast leader and the rest to reinforce the southeast.&lt;br /&gt;
* Push to the southeast (there are villages down here) and get the last leader.&lt;br /&gt;
&lt;br /&gt;
The easiest order to get the deposits is probably gold, northwest coal, southeast coal.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
In 1.8.2 on the Steelclad (Challenging) difficulty the ogres and goblins fight each other, so you can let them weaken each other while you go south and slaughter the trolls there. Once you've dealt with the south trolls you can use the villages there to heal your troops before going north to finish the survivors (most likely the ogres, as the goblins are too weak). If you choose this strategy be careful not to spend too much time waiting for the fighting in the north to end.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In my experience the enemies seemed to prefer fighting each other instead of the player's units. If you just hang back a turn or two, they will starting fighting and then you can pick off weak units for XP and wade in after a couple turns when they've weakened each other. Also, recruiting 3 miners makes things much easier in turns of time (I wouldn't be surprised if it was impossible with one miner on hard).]&lt;br /&gt;
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=== Hills of the Shorbear Clan ===&lt;br /&gt;
* Objectives: Defeat the dwarf leader and have all heroes in the cave while no enemies are in it.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Durstorn die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur, Alanin, Baglur, Krawg, Thursagan, Durstorn, two new loyal units—a Thunderguard and a Steelclad.&lt;br /&gt;
&lt;br /&gt;
Since Durstorn started a fight, you have to kick the dwarves out of their cave. The problem is that some elves show up and start fighting you too. So you have to take over the cave '''and''' kick everyone else out.&lt;br /&gt;
&lt;br /&gt;
You can use Krawg and another Gryphon to go around the map and flag lots of villages. You'll get lots of gold and can use that to recruit a couple of fresh units if you need after you capture the Shorbears' keep.&lt;br /&gt;
&lt;br /&gt;
The scenario is pretty straightforward. When fighting the dwarves use the terrain to your advantage. A dwarf on a mountain tile is only hit 30% of the time... unless you are attacking with a Runesmith/Runemaster. Their magical attacks (70% chance to hit) can make all the difference. Once you are in the cave and fighting off the elves, seal up the exits when you can. Now all you need to do is wipe out any stragglers and you are done.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: There is no early finish bonus in this scenario, but there is a 40% gold carryover. Due to many loyal units (especially if you recall your runesmiths from last scenario) and many villages in the cave, you can accumulate a lot of gold if you delay the ending as long as possible. The scenario ended a few turns early for me because the last elf in the cave accidentally killed himself against my Thunderer; this could have been avoided by leaving Krawg just outside the cave until turn 24.]&lt;br /&gt;
&lt;br /&gt;
=== Towards the Caves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move Rugnur to the north-east cave entrance.&lt;br /&gt;
** Move Alanin to the southern border east of the river.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Krawg, Thursagan and Alanin.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, east of the river, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).&lt;br /&gt;
&lt;br /&gt;
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units, perhaps Gryphons, for cover and village flagging), and dig in. Rotate your units and try not to lose too many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. It is also possible to win by killing all the leaders, but good luck with that.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I found just running for it worked for me. Alanin is able to make it to the southern edge before any elves can reach him by running down the west bank and crossing over. For Rugnur I recruited 6 sacrificial scouts and used them to screen the northern elves and Rugnur was able to make the cave with the elves on his heels.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0, running Alanin south down the west side of the river worked like a charm. I ran Thurgasin into the NW caves to keep him safe. The tricky part was getting Rugnur to the NE cave. Since even a single hex makes the differance, I could only recruit one keep load and then Rugnur had to start running on turn-1. Level 1 scouts as a screen didn't work because the Elvish archers slaughtered them. I used a full keep of Level 1 griffins (all ultimately sacrificed) as a screen, and had Rugnur go through the 5-hex of mountains to the East (32/10). But it was very close because I had to use Krawg at the last to help screen, yet not allow him to get zone-locked and killed. Possible, but tricky.]&lt;br /&gt;
&lt;br /&gt;
=== Outriding the Outriders ===&lt;br /&gt;
* Objectives: Reach the outpost in the south.&lt;br /&gt;
* Lose if: Alanin dies or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Alanin.&lt;br /&gt;
&lt;br /&gt;
Your mission is to run south as quickly as possible. The elvish outriders would easily catch up with you and defeat you, if it were not for the huge help you receive from villagers. Every time you capture a village, two (or three for the first village you capture) new loyalists will come out to help you against the elves. You will have them just for this scenario, so you don't have to worry too much about saving them or leveling them up. If you level a Spearman, the best choice is probably Javelineer. Pikeman and Javelineer have pierce attacks (which are best against the Outriders) but the Javelineer has the ranged attack too.&lt;br /&gt;
&lt;br /&gt;
The main goal is to slow the elves down (which you can of course do by killing them). If a unit has 2 or 3 HP, don't attack with it. Make one of the Outriders waste his turn by killing it. Try and use your units ZOC and the terrain to slow the elves down. The Outriders are slow on ice, hills and mountains. If you have the option of falling back (or moving up) and combining two villages worth of defenders, that's probably a good idea. &lt;br /&gt;
&lt;br /&gt;
There are two villages you can reach with your first move. Go to the southernmost one. This sums up the whole ''modus operandi'' for Alanin: move as far south as you can every turn. Deviate slightly to capture villages, but not too much. You will need most of every turn's moves to get to the outpost in time.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon ===&lt;br /&gt;
* Objectives: Get Rugnur, Thursagan and Krawg to the end of the tunnel; then move Thursagan to the forge and defend him for 9 turns&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, and Baglur.&lt;br /&gt;
&lt;br /&gt;
Strong dwarves and elves will come from the west in great numbers. As the dialogue suggests, trying to make a stand in your initial keep would be practically impossible, and your only choice is to recruit as much as you can in the first turn, and flee by going east and then south as quickly as possible, through the zigzag path.&lt;br /&gt;
&lt;br /&gt;
You have to cover a lot of terrain, but the path is easy to follow, and at its end you will reach a small section where you will find the forge where the Sceptre can be built. That is a good place to finally make your stand. Until then, your job is to move quickly, dealing with bats coming from the cave, and dealing with the dwarves from behind. The elves move much more slowly so you'll probably deal with them later on.&lt;br /&gt;
&lt;br /&gt;
Regarding the bats, they would normally be just a small annoyance, except that in this case there are lots of them, so they are challenging in their own right. The best way to kill them is with Scouts' ranged attack or Runesmiths' magical attack. They are level 0 (unless you're playing on ''hard'', where you'll find some level ones) and so don't exert a zone of control. Khrakrahs the dragon might come out but there is no special advantage in killing it. Just move past it and let the elvish army deal with it.&lt;br /&gt;
&lt;br /&gt;
As for the dwarves coming from behind, the biggest challenge is that there are many berserkers among them, and there's a good chance a few of them are quick, so they'll catch up with you in no time. Try to leave Dwarvish Lords and Runemasters with good HP on the rear of your army to deal with them.&lt;br /&gt;
&lt;br /&gt;
Once you finally reach the forge, you may choose to move Thursagan into it quickly, in which case he disappears and the rest of your mission is to survive for 9 more turns, or you can play it patiently and milk as much as experience as you can. In this case, don't move Thursagan into the forge yet, and make sure to advance him up to level 4 if you haven't done so already.&lt;br /&gt;
&lt;br /&gt;
''Note'': Apparently this scenario played very differently in versions previous to 1.10.x, and the suggestions given by this walkthrough mentioned that the elves don't follow you. This no longer applies, and the following comments left here in the past by other players reflect that.&lt;br /&gt;
&lt;br /&gt;
[Thash: Contrary to what this says, the elves and the dwarves did come after me in a big way after a few turns, but I was able to pick a good spot in the tunnel and hold them off by just plugging the tunnel - not attacking - and rotating wounded units through. Also be care of which units you send SW from starting point, beserkers can come running out of darkness and kill Krawg easily.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0 the elves and dwarves attacked immediately and relentlessly with level 2 and 3 units. I suggest running flat out until you're past the wide spot where you first see the dragon and then start delaying tactics while you race Thursagan to the forge. The best place to delay are the narrow two-hex choke points on the final SW run towards the forge. Make your main stand there. Expect to lose/sacrifice a fair number of units.]&lt;br /&gt;
&lt;br /&gt;
=== Caverns of Flame ===&lt;br /&gt;
* Objectives: Move onto the glyph that makes the volcano erupt; then kill all the elves&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: All of your available units, including your entire recall list.&lt;br /&gt;
&lt;br /&gt;
You start with your entire army and won't have any real chance to recruit any new units. What you start with is all you get. The cave is populated by Trolls and a few Orcish Warriors guarding the glyph. Your job is to get onto the glyph and then kill all the elves.&lt;br /&gt;
&lt;br /&gt;
After a turn or two a bunch of dwarves and elves appear at the mouth of the cave (so get your units moving). Just like in the last scenario the elves move very slowly so you'll fight the dwarves separately from the elves. Keep your force together. You face a lot of strong enemies and will need to rotate all your troops to prevent too much attrition. Take advantage of the fact that you are fighting so many level 2 and 3 units to level any of your troops that still can improve.&lt;br /&gt;
&lt;br /&gt;
One way to play this scenario is to move everyone to the westernmost cavern. It has a good bottleneck to hold the dwarves at and plenty of villages to heal. Once you are dug in, send Rugnur, Thursagan (who is an absolute badass now that he has the Sceptre of Fire) and a few other units south to the glyph. Kill the orc guards and step on the glyph. Once you do that you are instructed to kill all the elves before they escape. Luckily for you, stepping on the glyph also unleashes the Troll Warriors '''behind''' the elves. The elves have no chance. The trolls will quickly slaughter them. You can help if you want, but the end is inevitable. Make sure Thursagan and Rugnur don't fall in lava.&lt;br /&gt;
&lt;br /&gt;
To keep Krawg out of trouble you can move him onto one of the lava squares. There are several which are only accessible/attackable by flying units. There are no flying enemies so Krawg will be safe.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Troll Warriors. They cannot get out until you step on the glyph. By that time it probably doesn't matter.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
A much more direct approach is to simply ignore the trolls coming from the internal caves. Use a few units to slow them down (guardsmen are very effective) and move your heavy hitters south directly into the glyph chamber. Kill the guards as quickly as possible and take defensive positions around the glyph while watching the elves and trolls fight each other. When you're ready, step on the glyph and unleash the Troll Warriors on the elves. Then it's only a matter of surviving until the elves are slaughtered. You might suffer some losses, but as long as the heroes survive it doesn't matter. If the elves don't get entirely wiped out in a few turns, the cave will end up entirely covered in lava, killing everyone. Either way, you win and proceed to the campaign's Epilogue.&lt;br /&gt;
&lt;br /&gt;
-shadowblack&lt;br /&gt;
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[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57821</id>
		<title>Sceptre of Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Sceptre_of_Fire&amp;diff=57821"/>
		<updated>2016-07-22T11:48:56Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Campaign Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
You fight this campaign almost entirely with the four classic dwarven units: fighter, thunderer, scout and guardsman. Healers are entirely missing, and villages become a key resource for army regeneration. Given the circumstances, your levelling strategy should lean strongly to the offensive.&lt;br /&gt;
&lt;br /&gt;
In the many scenarios, the village distribution is strongly biased against you, and conquering a village cluster is the key to victory. Your main opponents are trolls, other dwarves and elves, and you are mostly fighting in caverns and mountains. &lt;br /&gt;
&lt;br /&gt;
In this campaign, Dwarvish Fighters can advance to Runesmiths as well as Steelclads. Runemasters are useful overall and absolutely essential for forcing the caves of the Shorbear clan, and you should consider training at least one or two of them in addition to the two that join you. Dwarvish Lords are critical for the rearguard action against Berserkers in &amp;quot;The Dragon&amp;quot;, and it is wise to have at least three of them in your army.&lt;br /&gt;
&lt;br /&gt;
The guardsman line is only useful early on, since their pierce attack is useless against trolls and too weak for storming the Shorbear caves or discouraging berserkers in &amp;quot;The Dragon&amp;quot;. However, having a few of them on your recall list will be useful for the final scenario. Thunderers do their share as your ranged unit, and scouts as screening forces, but make sure to keep a strong emphasis on the fighter line. Once Thursagan joins you, make it a priority to level him up all the way up to a Dwarvish Arcanister; he's the only unit able to do it, and by doing so he will become a truly frightening unit for your enemies.&lt;br /&gt;
&lt;br /&gt;
[AS: I would agree that the fighter line is very useful for this campaign, but I would personally found steelclads more useful than runesmiths. You get Thursagan and two loyal runesmiths before you fight the Shorbear scenario; in my experience those three were enough. Steelclads are tougher and usually deal more damage than runesmiths—this is just as useful for the Shorbear scenario and more useful for the rest of the campaign.]&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== A Bargain Is Struck ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move the caravans and Alanin to the dwarvish castle, or..&lt;br /&gt;
** Defeat the elvish leader.&lt;br /&gt;
* Lose if: Rugnur, Haldric II, Alanin or one of the caravans die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur and Alanin.&lt;br /&gt;
* Other: It is probably easier and quicker to defeat the elvish leader.&lt;br /&gt;
&lt;br /&gt;
After a short dialogue, you have to get four caravans (five on ''hard'') to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use Alanin to guard the caravans as well as you can, until they get out of reach of the elves. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. However, unless you want to try a very unusual strategy, you probably won't have the chance to provide much experience to many units. As mentioned, two or three recruits is probably enough, so you can focus your experience on Rugnur and Alanin.&lt;br /&gt;
&lt;br /&gt;
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In 1.8.4 on hard the above seems to be terribly out of date. The elves kick the human's butt and the objective becomes for the dwarves to kill the elven leader before the elves cause a loss.]&lt;br /&gt;
&lt;br /&gt;
Don't waste time moving your dwarves to the elvish keep. Glildur receives a significant amout of gold around turn 10, allowing him to recruit wave after wave of new elves to fight you, and it can get unmanageable if you let him recruit with impunity by then.&lt;br /&gt;
&lt;br /&gt;
[WvA: On medium it is quite possible to beat the elves. Recruit maximally, I recruited two thunderers and the rest scouts, but fighters can probably also make it in time. Use Alanin to get the unclaimed villages and move the wagons mostly north. The humans should engage the elves, but if an opportunity arises to get a free kill or if an elf moves north: take the kill. When the dwarven army arrives the elven resistance should be broken. Help mop up the elves and get some experience, but the most important is to get to the elven castle. By turn 10 you need to have all 6 squares occupied to prevent the elf leader recruiting. Then kill him. I scored one thunderer hit and then hacked away at him. I didn't get a lot of XP out of it, but still have 5 units &amp;gt;10 and Alanin has 27 XP due to stealing some kills from the humans, and most importantly I start the second scenario with 285 gold, almost 100 more than what I got from running the caravans]&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard, I was able to kill the elf leader on turn 10 by recruiting only scouts. Unlike thunderers or fighters, they were able to reach the battle while most of the human units were still alive, and make the elves fight on two fronts. Then the remaining humans helped finish off the leader.&lt;br /&gt;
&lt;br /&gt;
=== Closing The Gates ===&lt;br /&gt;
* Objectives: Close the gates by having units standing on all six glyphs simultaneously.&lt;br /&gt;
* Lose if: Rugnur or Baglur die or time runs out.&lt;br /&gt;
* Turns: 15.&lt;br /&gt;
* Starting units: Rugnur, Baglur, 4 Guardsmen (5 on ''easy'').&lt;br /&gt;
* Other&lt;br /&gt;
** If there are any elves in the caves after you shut the gates, you must kill them.&lt;br /&gt;
** Any units outside the caves when the gates close will die; pull your units back.&lt;br /&gt;
&lt;br /&gt;
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move a couple of thunderers down that way as well.&lt;br /&gt;
&lt;br /&gt;
You have to activate six glyphs and, as you can notice, two of them are near the main entrance and easy to activate. You will find the other four going through the two main passages inside the cave—one directly south of your keep and one to the west. Send teams composed of about 3 or 4 dwarves (mixing fighters, thunderers and perhaps scouts if you like using them) down each passage, and focus the rest of your force on the entrance, resisting the elves. The terrain will be very advantageous to your army so the challenge should not be too complicated.&lt;br /&gt;
&lt;br /&gt;
Once the trolls are dead, place dwarves on each of those fours glyphs. You will notice that there are a couple of small additional entrances to the cave at the end of each passage. Don't worry, turning &amp;quot;on&amp;quot; the glyphs closest to those openings will seal them. You might even shut one or two trolls outside this way.&lt;br /&gt;
&lt;br /&gt;
Once those four glyphs are done you're ready to finish your mission. However, you might as well defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place soldiers on the two remaining glyphs.&lt;br /&gt;
&lt;br /&gt;
[Comment: Killing all the Elves outside will also successfully end the scenario. It is quite possible to do so (v.1.11.6 - medium difficulty).&lt;br /&gt;
&lt;br /&gt;
=== Searching for the Runecrafter ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Reach Thursagan with a non-gryphon unit.&lt;br /&gt;
*# Bring Thursagan back to the caves.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Baglur die or time runs out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Alanin.&lt;br /&gt;
&lt;br /&gt;
Once you move a unit a little far from the cave, a loyal gryphon named Krawg will show up, along with a friendly Gryphon Rider. Thursagan is hiding in a village placed at random inside the map. You have to go find him and bring him back to the signpost in your keep. He won't follow a Gryphon, so you have to send a dwarf (or Alanin).&lt;br /&gt;
&lt;br /&gt;
The monsters you'll face are Wolves, Ogres, Trolls and Woses. Maintain a defensive position in your mountain stronghold while your Gryphons scout the map to locate Thursagan's village, then send someone else to bring him back.&lt;br /&gt;
&lt;br /&gt;
The Trolls, Woses and Ogres hit hard, so concentrate on killing them quickly when they reach you. Don't let the wolves flank you and get inside your perimeter.&lt;br /&gt;
&lt;br /&gt;
It will be useful to recall/recruit scouts, who are good against woses, along with thunderers and fighters. Try not to over-recruit; this map won't have any other villages other than the ones close to your keep, and Thursagan's home.&lt;br /&gt;
&lt;br /&gt;
=== Gathering Materials ===&lt;br /&gt;
* Objective: Mine one gold deposit and two coal deposits (see below).&lt;br /&gt;
* Lose if: Rugnur or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 40/37/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Rugnur, Baglur, Thursagan and two loyal Runesmiths.&lt;br /&gt;
* Other&lt;br /&gt;
** To mine you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep.&lt;br /&gt;
** The map is randomized so your map may play slightly differently.&lt;br /&gt;
&lt;br /&gt;
The coal deposits are near the northwest troll and the southeast troll. The gold deposit is towards the middle. (The map layout is randomized, but the minerals are always in these areas). In order to mine, you must recruit a Dwarvish Miner, move him to the deposit and move him back to the keep. The mining can be done with just one Miner, but make it a priority to grab the deposits as quickly as you can. The speed of the miners will be of great help to keep them safe from harm, but still be careful and protect them whenever necessary.&lt;br /&gt;
&lt;br /&gt;
The gold reserve may be the easiest one to snatch first, and maybe the northwest coal could also be grabbed quickly before you kill the enemies up there. A sensible strategy is to recruit about 2 keepfuls of units and get to the crossroad area quickly. The goblins are numerous but weak. The trick here is to hold the northeast against Troll Whelps and Ogres, the southeast against more Whelps and Rocklobbers and still have enough units to kill all the goblins.&lt;br /&gt;
&lt;br /&gt;
The AI tends to avoid attacking your Runesmiths/Thursagan when they are on good defensive ground. You can use this to your advantage when clogging up passageways.&lt;br /&gt;
&lt;br /&gt;
Remember to move your Miner to and from the deposits as quickly as possible. In general, the order of things to do besides that is:&lt;br /&gt;
&lt;br /&gt;
* Get your troops into the middle clearing and dig in.&lt;br /&gt;
* Kill the goblins and their leader.&lt;br /&gt;
* Kill the last of the wave from the northeast and reinforce the southeast.&lt;br /&gt;
* Move some of your forces to finish the northeast leader and the rest to reinforce the southeast.&lt;br /&gt;
* Push to the southeast (there are villages down here) and get the last leader.&lt;br /&gt;
&lt;br /&gt;
The easiest order to get the deposits is probably gold, northwest coal, southeast coal.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
In 1.8.2 on the Steelclad (Challenging) difficulty the ogres and goblins fight each other, so you can let them weaken each other while you go south and slaughter the trolls there. Once you've dealt with the south trolls you can use the villages there to heal your troops before going north to finish the survivors (most likely the ogres, as the goblins are too weak). If you choose this strategy be careful not to spend too much time waiting for the fighting in the north to end.&lt;br /&gt;
&lt;br /&gt;
[Thrash: In my experience the enemies seemed to prefer fighting each other instead of the player's units. If you just hang back a turn or two, they will starting fighting and then you can pick off weak units for XP and wade in after a couple turns when they've weakened each other. Also, recruiting 3 miners makes things much easier in turns of time (I wouldn't be surprised if it was impossible with one miner on hard).]&lt;br /&gt;
&lt;br /&gt;
=== Hills of the Shorbear Clan ===&lt;br /&gt;
* Objectives: Defeat the dwarf leader and have all heroes in the cave while no enemies are in it.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg, Thursagan or Durstorn die or time runs out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Rugnur, Alanin, Baglur, Krawg, Thursagan, Durstorn, two new loyal units—a Thunderguard and a Steelclad.&lt;br /&gt;
&lt;br /&gt;
Since Durstorn started a fight, you have to kick the dwarves out of their cave. The problem is that some elves show up and start fighting you too. So you have to take over the cave '''and''' kick everyone else out.&lt;br /&gt;
&lt;br /&gt;
You can use Krawg and another Gryphon to go around the map and flag lots of villages. You'll get lots of gold and can use that to recruit a couple of fresh units if you need after you capture the Shorbears' keep.&lt;br /&gt;
&lt;br /&gt;
The scenario is pretty straightforward. When fighting the dwarves use the terrain to your advantage. A dwarf on a mountain tile is only hit 30% of the time... unless you are attacking with a Runesmith/Runemaster. Their magical attacks (70% chance to hit) can make all the difference. Once you are in the cave and fighting off the elves, seal up the exits when you can. Now all you need to do is wipe out any stragglers and you are done.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: There is no early finish bonus in this scenario, but there is a 40% gold carryover. Due to many loyal units (especially if you recall your runesmiths from last scenario) and many villages in the cave, you can accumulate a lot of gold if you delay the ending as long as possible. The scenario ended a few turns early for me because the last elf in the cave accidentally killed himself against my Thunderer; this could have been avoided by leaving Krawg just outside the cave until turn 24.]&lt;br /&gt;
&lt;br /&gt;
=== Towards the Caves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Move Rugnur to the north-east cave entrance.&lt;br /&gt;
** Move Alanin to the southern border east of the river.&lt;br /&gt;
* Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Rugnur, Baglur, Krawg, Thursagan and Alanin.&lt;br /&gt;
&lt;br /&gt;
It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, east of the river, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).&lt;br /&gt;
&lt;br /&gt;
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units, perhaps Gryphons, for cover and village flagging), and dig in. Rotate your units and try not to lose too many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. It is also possible to win by killing all the leaders, but good luck with that.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I found just running for it worked for me. Alanin is able to make it to the southern edge before any elves can reach him by running down the west bank and crossing over. For Rugnur I recruited 6 sacrificial scouts and used them to screen the northern elves and Rugnur was able to make the cave with the elves on his heels.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0, running Alanin south down the west side of the river worked like a charm. I ran Thurgasin into the NW caves to keep him safe. The tricky part was getting Rugnur to the NE cave. Since even a single hex makes the differance, I could only recruit one keep load and then Rugnur had to start running on turn-1. Level 1 scouts as a screen didn't work because the Elvish archers slaughtered them. I used a full keep of Level 1 griffins (all ultimately sacrificed) as a screen, and had Rugnur go through the 5-hex of mountains to the East (32/10). But it was very close because I had to use Krawg at the last to help screen, yet not allow him to get zone-locked and killed. Possible, but tricky.]&lt;br /&gt;
&lt;br /&gt;
=== Outriding the Outriders ===&lt;br /&gt;
* Objectives: Reach the outpost in the south.&lt;br /&gt;
* Lose if: Alanin dies or time runs out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Alanin.&lt;br /&gt;
&lt;br /&gt;
Your mission is to run south as quickly as possible. The elvish outriders would easily catch up with you and defeat you, if it were not for the huge help you receive from villagers. Every time you capture a village, two (or three for the first village you capture) new loyalists will come out to help you against the elves. You will have them just for this scenario, so you don't have to worry too much about saving them or leveling them up. If you level a Spearman, the best choice is probably Javelineer. Pikeman and Javelineer have pierce attacks (which are best against the Outriders) but the Javelineer has the ranged attack too.&lt;br /&gt;
&lt;br /&gt;
The main goal is to slow the elves down (which you can of course do by killing them). If a unit has 2 or 3 HP, don't attack with it. Make one of the Outriders waste his turn by killing it. Try and use your units ZOC and the terrain to slow the elves down. The Outriders are slow on ice, hills and mountains. If you have the option of falling back (or moving up) and combining two villages worth of defenders, that's probably a good idea. &lt;br /&gt;
&lt;br /&gt;
There are two villages you can reach with your first move. Go to the southernmost one. This sums up the whole ''modus operandi'' for Alanin: move as far south as you can every turn. Deviate slightly to capture villages, but not too much. You will need most of every turn's moves to get to the outpost in time.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon ===&lt;br /&gt;
* Objectives: Get Rugnur, Thursagan and Krawg to the end of the tunnel; then move Thursagan to the forge and defend him for 9 turns&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Rugnur, Thursagan, Krawg, and Baglur.&lt;br /&gt;
&lt;br /&gt;
Strong dwarves and elves will come from the west in great numbers. As the dialogue suggests, trying to make a stand in your initial keep would be practically impossible, and your only choice is to recruit as much as you can in the first turn, and flee by going east and then south as quickly as possible, through the zigzag path.&lt;br /&gt;
&lt;br /&gt;
You have to cover a lot of terrain, but the path is easy to follow, and at its end you will reach a small section where you will find the forge where the Sceptre can be built. That is a good place to finally make your stand. Until then, your job is to move quickly, dealing with bats coming from the cave, and dealing with the dwarves from behind. The elves move much more slowly so you'll probably deal with them later on.&lt;br /&gt;
&lt;br /&gt;
Regarding the bats, they would normally be just a small annoyance, except that in this case there are lots of them, so they are challenging in their own right. The best way to kill them is with Scouts' ranged attack or Runesmiths' magical attack. They are level 0 (unless you're playing on ''hard'', where you'll find some level ones) and so don't exert a zone of control. Khrakrahs the dragon might come out but there is no special advantage in killing it. Just move past it and let the elvish army deal with it.&lt;br /&gt;
&lt;br /&gt;
As for the dwarves coming from behind, the biggest challenge is that there are many berserkers among them, and there's a good chance a few of them are quick, so they'll catch up with you in no time. Try to leave Dwarvish Lords and Runemasters with good HP on the rear of your army to deal with them.&lt;br /&gt;
&lt;br /&gt;
Once you finally reach the forge, you may choose to move Thursagan into it quickly, in which case he disappears and the rest of your mission is to survive for 9 more turns, or you can play it patiently and milk as much as experience as you can. In this case, don't move Thursagan into the forge yet, and make sure to advance him up to level 4 if you haven't done so already.&lt;br /&gt;
&lt;br /&gt;
''Note'': Apparently this scenario played very differently in versions previous to 1.10.x, and the suggestions given by this walkthrough mentioned that the elves don't follow you. This no longer applies, and the following comments left here in the past by other players reflect that.&lt;br /&gt;
&lt;br /&gt;
[Thash: Contrary to what this says, the elves and the dwarves did come after me in a big way after a few turns, but I was able to pick a good spot in the tunnel and hold them off by just plugging the tunnel - not attacking - and rotating wounded units through. Also be care of which units you send SW from starting point, beserkers can come running out of darkness and kill Krawg easily.]&lt;br /&gt;
&lt;br /&gt;
[Sojourner: With WN 10.0 the elves and dwarves attacked immediately and relentlessly with level 2 and 3 units. I suggest running flat out until you're past the wide spot where you first see the dragon and then start delaying tactics while you race Thursagan to the forge. The best place to delay are the narrow two-hex choke points on the final SW run towards the forge. Make your main stand there. Expect to lose/sacrifice a fair number of units.]&lt;br /&gt;
&lt;br /&gt;
=== Caverns of Flame ===&lt;br /&gt;
* Objectives: Move onto the glyph that makes the volcano erupt; then kill all the elves&lt;br /&gt;
* Lose if: Rugnur, Thursagan or Krawg die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: All of your available units, including your entire recall list.&lt;br /&gt;
&lt;br /&gt;
You start with your entire army and won't have any real chance to recruit any new units. What you start with is all you get. The cave is populated by Trolls and a few Orcish Warriors guarding the glyph. Your job is to get onto the glyph and then kill all the elves.&lt;br /&gt;
&lt;br /&gt;
After a turn or two a bunch of dwarves and elves appear at the mouth of the cave (so get your units moving). Just like in the last scenario the elves move very slowly so you'll fight the dwarves separately from the elves. Keep your force together. You face a lot of strong enemies and will need to rotate all your troops to prevent too much attrition. Take advantage of the fact that you are fighting so many level 2 and 3 units to level any of your troops that still can improve.&lt;br /&gt;
&lt;br /&gt;
One way to play this scenario is to move everyone to the westernmost cavern. It has a good bottleneck to hold the dwarves at and plenty of villages to heal. Once you are dug in, send Rugnur, Thursagan (who is an absolute badass now that he has the Sceptre of Fire) and a few other units south to the glyph. Kill the orc guards and step on the glyph. Once you do that you are instructed to kill all the elves before they escape. Luckily for you, stepping on the glyph also unleashes the Troll Warriors '''behind''' the elves. The elves have no chance. The trolls will quickly slaughter them. You can help if you want, but the end is inevitable. Make sure Thursagan and Rugnur don't fall in lava.&lt;br /&gt;
&lt;br /&gt;
To keep Krawg out of trouble you can move him onto one of the lava squares. There are several which are only accessible/attackable by flying units. There are no flying enemies so Krawg will be safe.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the Troll Warriors. They cannot get out until you step on the glyph. By that time it probably doesn't matter.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy'''&lt;br /&gt;
&lt;br /&gt;
A much more direct approach is to simply ignore the trolls coming from the internal caves. Use a few units to slow them down (guardsmen are very effective) and move your heavy hitters south directly into the glyph chamber. Kill the guards as quickly as possible and take defensive positions around the glyph while watching the elves and trolls fight each other. When you're ready, step on the glyph and unleash the Troll Warriors on the elves. Then it's only a matter of surviving until the elves are slaughtered. You might suffer some losses, but as long as the heroes survive it doesn't matter. If the elves don't get entirely wiped out in a few turns, the cave will end up entirely covered in lava, killing everyone. Either way, you win and proceed to the campaign's Epilogue.&lt;br /&gt;
&lt;br /&gt;
-shadowblack&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57028</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57028"/>
		<updated>2016-01-29T23:01:35Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 19B - Swamp Of Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
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The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
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This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
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Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
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Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
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Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
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* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
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* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
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* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
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* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
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* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
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Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
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Early finish bonus: 32 gold per turn.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
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== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
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The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
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'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
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Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
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There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
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If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
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Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
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The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
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The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
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A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
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One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
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During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
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=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
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Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
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While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
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Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
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Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
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The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
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== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
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Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
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Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar ''resists'' blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57027</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57027"/>
		<updated>2016-01-29T23:00:07Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 19B - Swamp Of Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders. &lt;br /&gt;
&lt;br /&gt;
ALEX STARGAZER: As of Wesnoth 1.10, Li’sar *resists* blade and impact attacks, instead of being weak to them. (Her defence has been lowered to compensate somewhat.) Because of this, I would recommend against giving her the Void Armour—especially if she already has the scepter. The Void Armour is much more useful for an Elvish Champion or Avenger (but not Dwarvish Lords, they already have excellent resistances) or even to protect a fragile mage from melee attacks. I personally gave the armour to a loyal Paladin: having 40% pierce resistance instead of -20% is a substantial plus to this unit. &lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57026</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57026"/>
		<updated>2016-01-29T22:54:57Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 18 - A Choice Must Be Made */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
I can confirm the above; this scenario is easy as pie. ~ Alex Stargazer, 29/1/16.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57025</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57025"/>
		<updated>2016-01-29T22:51:46Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 17 - The Sceptre of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
** On Wesnoth 1.10, Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is. &lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57019</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57019"/>
		<updated>2016-01-22T22:04:16Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 10 - Gryphon Mountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
COMMENT BY ALEX STARGAZER: use Elvish Scouts to village grab here. Your horsemen cavalry will struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57018</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57018"/>
		<updated>2016-01-22T19:12:54Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 6 - The Siege of Elensefar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep a contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen—they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57017</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=57017"/>
		<updated>2016-01-22T18:40:05Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Scenario 6 - The Siege of Elensefar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.&lt;br /&gt;
&lt;br /&gt;
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).&lt;br /&gt;
&lt;br /&gt;
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to &amp;quot;Heir to the Throne&amp;quot;] is a detailed guide, with illustrations and commentary, to the first six scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Warning - spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
* Objective: Move Konrad to the signpost.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 16/14/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
* Objectives: Either&lt;br /&gt;
** Resist until the end of the scenario, or..&lt;br /&gt;
** Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.&lt;br /&gt;
* Turns: 12/12/9 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Haldiel.&lt;br /&gt;
* Other&lt;br /&gt;
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.&lt;br /&gt;
** You can recruit horseman units now.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.&lt;br /&gt;
&lt;br /&gt;
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad or Delfador die or turns run out.&lt;br /&gt;
* Turns: 34/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal mage named Elrian is hiding in a village near your keep.&lt;br /&gt;
** After finding Elrian, you'll be able to recruit mage.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Defeat one enemy leader, and resist the other until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (early finish bonus).&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad.&lt;br /&gt;
* Other&lt;br /&gt;
** A storm trident is located on the northwest.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats. &lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your merman fighter with the storm trident and your loyal initiate from Bay oF Pearls, then recruit as many merman initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the  map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
* Objective: Either&lt;br /&gt;
** Resist until turns run out, or&lt;br /&gt;
** Defeat all enemy leaders (special bonus)&lt;br /&gt;
* Lose if: Konrad dies.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters&lt;br /&gt;
* Other&lt;br /&gt;
** Thugs, Poachers and Footpads can be recruited in this scenario.&lt;br /&gt;
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Konrad dies or turns run out.&lt;br /&gt;
* Turns: 40/32/29 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, one veteran unit (typically an elf).&lt;br /&gt;
* Other&lt;br /&gt;
** A group of thieves/rogues join your party in the first few turns.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).&lt;br /&gt;
&lt;br /&gt;
COMMENTS BY ALEX STARGAZER: I would recommend you choose the option to have the thieves attack from the north. This is because the ford is quite some way to the north west (so the element of surprise is minimal, plus you may want to keep contingent of forces guarding your villages) and because the AI diverts its troops to intercept you. Although, you should beware the approaching undead; thieves don’t work well against them. &lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish fighters and archers do reduced damage to skeletons.  It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better.  Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages. &lt;br /&gt;
&lt;br /&gt;
COMMENT: I recommend against horsemen; they’re useless against skeletons and they fight badly in Muff’s cave. They’re not even that effective against the orcs, since you’ll be fighting for villages and castle hexes; horsemen suck at this, as they make poor defenders and risky attackers.&lt;br /&gt;
&lt;br /&gt;
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
* Objective: Defeat the north-eastern enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 37/34/31 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** There are many enemies hidden in the mountains, placed at random.&lt;br /&gt;
** Two loyal units, an elf fighter and an elf archer, join you.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
* Objective: Force Li'sar to surrender.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
* Objective: Survive for 12 turns.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).&lt;br /&gt;
* Other&lt;br /&gt;
** The map contains two holy water objects, useful for attacking undead enemies.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons. &lt;br /&gt;
&lt;br /&gt;
If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable. &lt;br /&gt;
&lt;br /&gt;
The early finish bonus (kill all 3 opponents) is difficult, and you will probably not have enough gold or high level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the liches after you have lured the bulk of the undead army to the south east, leaving the liches alone in their keeps. You can use knights (horsemen won't work) with holy water for the northern and eastern liches, while your main army or perhaps a detachment of mages takes care of the southern one. &lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
* Objectives: Defeat the mother gryphon and the enemy commander.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: 24 gold / turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robryn, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
* Objective: Move Konrad to the north side of the river.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 27/24/21 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** A storm trident is located in the middle of the river.&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
* Objective: Defeat all enemy leaders (2 of them).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.&lt;br /&gt;
* Turns: 50/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).&lt;br /&gt;
* Early finish bonus: 47 / turn&lt;br /&gt;
* Other&lt;br /&gt;
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objective: Move Konrad to the entrance of the dwarven tunnels.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 26/20/15 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objective: Find the dwarves.&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in south-western part of the tunnel.&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objective: Kill all enemy leaders (there are two).&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 64/60/54 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Other&lt;br /&gt;
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.&lt;br /&gt;
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz.&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 50/45/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar.&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus.&lt;br /&gt;
** Randomly generated map.&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objective: Defeat either of the leaders.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:&lt;br /&gt;
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** Southern (Undead) leader:  [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].&lt;br /&gt;
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.&lt;br /&gt;
** First real chance to level gryphons.&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &amp;amp;mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.&lt;br /&gt;
* Turns: 43/40/37 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Other:&lt;br /&gt;
** Obtain the Flaming Sword.&lt;br /&gt;
** Li'sar will tell you about her relationship with her mother.&lt;br /&gt;
&lt;br /&gt;
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.&lt;br /&gt;
&lt;br /&gt;
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).&lt;br /&gt;
&lt;br /&gt;
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.&lt;br /&gt;
&lt;br /&gt;
(Mal Shubertal): If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only gryphons, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)&lt;br /&gt;
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)&lt;br /&gt;
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out&lt;br /&gt;
*Turns: 33/30/27 (easy/medium/hard)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
*Early finish bonus: 26/turn (on Medium difficulty)&lt;br /&gt;
*Other:&lt;br /&gt;
**Void Armor from one of the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.&lt;br /&gt;
&lt;br /&gt;
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10269 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Make it to the end of the river, to the east.&lt;br /&gt;
*# Reach the cave with Konrad.&lt;br /&gt;
* Bonus Objectives: Rescue the loyal Sergeant.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 55/50/45 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.&lt;br /&gt;
* Early finish bonus: 27 per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Loyal Sergeant on SE corner island.&lt;br /&gt;
** A storm trident is located near the first two islands.&lt;br /&gt;
** You find small amounts of gold on each drake base you conquer.&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.&lt;br /&gt;
&lt;br /&gt;
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need  gryphons for that.&lt;br /&gt;
&lt;br /&gt;
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked &amp;quot;cave entrance&amp;quot; in the middle of the northern edge of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.&lt;br /&gt;
&lt;br /&gt;
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.&lt;br /&gt;
&lt;br /&gt;
== Divergent Campaign Paths ==&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20A - Home of the North Elves ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 18&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10270 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 20B - Underground Channels ===&lt;br /&gt;
* Objective: Find the exit from the underground and move Konrad to it.&lt;br /&gt;
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.&lt;br /&gt;
* Turns: 80/70/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.&lt;br /&gt;
* Early finish bonus: 54 per turn&lt;br /&gt;
&lt;br /&gt;
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. &lt;br /&gt;
&lt;br /&gt;
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=20315 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 31/28/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. &lt;br /&gt;
&lt;br /&gt;
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.&lt;br /&gt;
&lt;br /&gt;
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.&lt;br /&gt;
&lt;br /&gt;
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers.  This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10272 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Either:&lt;br /&gt;
** Defeat all 4 enemy leaders (Grand Knights), or&lt;br /&gt;
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)&lt;br /&gt;
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 53/50/47 (easy/medium/hard)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar.&lt;br /&gt;
* Early finish bonus: 54 Gold per turn (on Medium difficulty)&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance. &lt;br /&gt;
&lt;br /&gt;
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops.  In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10273 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)&lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll &lt;br /&gt;
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.&lt;br /&gt;
&lt;br /&gt;
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. &lt;br /&gt;
&lt;br /&gt;
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.&lt;br /&gt;
&lt;br /&gt;
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.&lt;br /&gt;
&lt;br /&gt;
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&amp;amp;t=10271 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56414</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56414"/>
		<updated>2015-05-26T12:40:41Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical.&lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters, Guardians, or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As they're name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56413</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56413"/>
		<updated>2015-05-26T12:39:55Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: /* Rebels vs Khalifate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical.&lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters, Guardians, or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As they're name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Khalifate==&lt;br /&gt;
&lt;br /&gt;
Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
&lt;br /&gt;
Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
&lt;br /&gt;
Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
&lt;br /&gt;
The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
&lt;br /&gt;
If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
&lt;br /&gt;
Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
&lt;br /&gt;
Recruitment-wise:&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Hakim, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' These guys are devastating against Rami, and also against Jundi and Hakim. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
&lt;br /&gt;
'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
 '''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56412</id>
		<title>How to play Rebels</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Rebels&amp;diff=56412"/>
		<updated>2015-05-26T12:36:38Z</updated>

		<summary type="html">&lt;p&gt;Alex-Stargazer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rebel Strategies:==&lt;br /&gt;
&lt;br /&gt;
Diversify your starting recruit against a random opponent, e.g. a Scout, a Shaman, an Archer, two Fighters, and a Mage.&lt;br /&gt;
&lt;br /&gt;
[[Rebels]] have excellent defense in forests. A primary consideration for your strategy should be holding and leveraging available forest hexes.&lt;br /&gt;
&lt;br /&gt;
Your faction is largely compromised of the neutral Elves, but the Mage, Wose, and Merman are Lawful. You will be strongest in the day, but if your opponent is also lawful it is usually best to fight at night.&lt;br /&gt;
&lt;br /&gt;
Rebels have an abundance of ranged attacks in addition to the Dextrous trait on Elves. This enables frequent chances to attack without taking retaliation damage; it also guarantees any opponent attacking you will take some damage in return.&lt;br /&gt;
&lt;br /&gt;
Second only to the Drakes, Rebels have good mobility. The Scout has the highest level 1 movement in the game, and all of your Elves have the efficient woodland movetype. Attempt to take an early village advantage and later [[Glossary|ZOC]]ing your opponent's weakened units.&lt;br /&gt;
&lt;br /&gt;
The Elves bring multiple special abilities to the table. The Elvish Captain provides access to the Leadership trait, which can prove the difference when fighting an enemy at their chosen time of day. Shamans provide +4 healing and the ability to slow enemy units, a cornerstone of the Rebel strategy; their 70% defense in forests even allows them to provide effective front line support.&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Drakes==&lt;br /&gt;
Drakes are an incredibly offensive opponent: be careful of their extreme mobility and high damage. They want nothing more than to fight you on open ground, where they will massacre your fragile Elves. Denying terrain from Drakes is irrelevant in this matchup, but ensuring that you have the best possible terrain for key fights is critical. Their Saurians bring additional threats - magical attacks to force you out of the forest, and Skirmisher allows them to assassinate wounded units in your back line.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you have the tools to turn the tide: your Mages, while impotent against the fiery Drakes, are a key counter to their Saurian underlings. You have an abundance of Piercing damage, which the Drakes fear. Your incredible defenses can turn the tide as the easily hit Drakes fall under a flurry of arrows as their blows fail to strike your forces of the forest. You will likely aggress at night, unless he has a horde of Saurians.&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Pierce is the best physical damage type against all Drakes, and the Archers bring that in bulk. Be judicious where you expose them as they are the most expensive unit you'll have on your front line most turns, but you need their raw damage to shred through the large health pools of the Drakes.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A''' &lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' The most efficient unit on your side in terms of stats/gold, the Fighter is your best answer to his Burners, and will cut up Saurians if no Mages can safely do the job. Be careful as it is slower than the average Drake. If you need to sacrifice a unit, the Fighter will deal decent retaliation damage to any drake that hits it, weakening them for a counterstrike. Finally, if you get one to Captain, that will be a significant advantage in holding off the Drakes' chosen time of day.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' You need their slow, pure and simple. A slowed Drake is likely a dead Drake. Quick Shamans might be able to snipe a Clasher on the retreat and force a favorable engagement. You don't need their defensive abilities as much as Archers should be occupying most of your front line forest hexes, but their heal is always a welcome addition. If you can slow a Burner from a forest hex, that will significantly reduce retaliation from an Archer (though it's not worth it if that Archer must then attack from a flat hex, as the reduction in defense from 70% to 40% essentially doubles the damage you will take).&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These fish will provide cover at sea. High defense, pierce, good movement - what's not to like? Recruit these as necessary for the map you are playing.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' Completely useless against the fireproof Drakes, one or two of these can still be a key recruit against a Saurian threat. If the Saurians never leave excellent cover, a Mage will be needed to efficiently dispatch them. Be careful, as Skirmishers are a high threat at night. Don't allow a Skirmisher to attack a Mage at night from good terrain if possible - you may not be able to safely counterattack the next turn.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' While their ranged attack is satisfactory, they are not worth their cost in combat. One can be useful for scouting or [[Glossary|ZOC]]; on a larger map you may require one simply for efficient village acquisition. Two is likely one too many unless you have separated fronts.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' Only recruit this unit if you have a cluster of villages under constant Saurian threat. Too slow to catch Saurians, extremely vulnerable to Burners, and chopped down by Clashers and Fighters, your money is better spent elsewhere. At least it will absolutely murder any Saurian it manages to actually reach.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''D-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Knalgans==&lt;br /&gt;
&lt;br /&gt;
Terrain denial is the most important aspect of this matchup. His Poachers will be trying to take your forests, while denying his hills and mountains is critical.&lt;br /&gt;
&lt;br /&gt;
Shamans and Mages shine against the Dwarves. A Shaman in a forest hex has the defense and health of a thief with no physical vulnerabilities, and if she ever slows an Ulfserker you get a free kill - not that her slow is wasted on Fighters, Guardians, or Gryphons.&lt;br /&gt;
&lt;br /&gt;
Priority levelups continue to be Druids and Captains. Healing and Leadership greatly enhance the Elves' capabilities; the captain essentially negates the Dwarves' armor. The Knalgans don't have access to these abilities, so they will provide a large advantage.&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C-'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Loyalists==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Northerners==&lt;br /&gt;
This is a classic matchup between the 'evil' northener orcs and the good elves. Northeners are cheap and tough, as well as being largely melee orientated- your units are more expensive, more fragile and range orientated. Despite this, this is a relatively straight forward matchup; neither faction has any great resistances you have to watch out for, and orcs have no superpowerful units in their arsenal.&lt;br /&gt;
&lt;br /&gt;
Generally, your biggest worry will be grunts and assassins. Assassins have poison; it's the only way northeners can effectively move you out of your forest (without taking lots of retaliation). To combat this, make sure you recruit shamans and keep them behind your front-line units to avoid taking damage from poison. Grunts do a fair bit of damage at night- so try to keep fragile units in defensible terrain. &lt;br /&gt;
&lt;br /&gt;
'''Wose:''' This unit is less effective against northeners. They have no resistances to the largely blade-using northeners, and are weak to the archer's fire attack. They're also very expensive. Still, they're good at counter-attacking trolls and grunts and even wolves. They are your toughest unit though, and are good in making a roadblock. Beware they're slow.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' These guys &amp;amp; girls are your daytime-hitters. They do great damage and what's more they're magical. Very useful at knocking trolls of their perches, but can also kill any annoying grunts of wolves that get in your way. Finally, they can be used to finish of those pesky assassins. Still, fragile and expensive, so keep them protected.&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Scout:''' As they're name implies, they are your scouts. Beat wolves one on one, but don't recruit too many of these. They are amazingly mobile though, and are good at harassing most northener units. &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' These guys are your navy. They're ranged attack is usefull at harassing northeners when they are in water, and they fare well against the opponents nagas. Still, not an awful load of firepower and not massively tough. Oh and if you can level these guys, you get another slower!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C+'''&lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' Speaking of slow, how could we forget these girls? Weak and fragile, but they are incredibly useful at counterring poison, and a pair of these give your high defence units regeneration! What's more, they do of course, slow. Slow halves the opponents damage and movement speed. They can be used to slow units you can't slaughter, and prevent rogue grunts from killing wounded units. Still, recuit with caution- no more than three shamans for every twelve other units! &lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B+'''&lt;br /&gt;
&lt;br /&gt;
And finally...&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' Your grunts. Do plenty of retaliation in melee and even retaliate in ranged combat! These guys kill assassins and can be used to attack grunts if slowed by a shaman (or wolves). They're also one of your tougher units and can be used to shield other units. They're also fairly quick. Your force should have plenty of these, but they are not your biggest attacker...&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
How can we not mention the...&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' Undoubtedly the best archer in the game (excluding perhaps, the knalgan thunderer) these guys are you biggest and most reliable damage dealers. They can happily rain 5-4 arrows on the melee northeners and still retaliate back with 6x2 melee damage. As a personal preference, I love spamming these guys and raining hell from above on the orcs. Beware though, they have only 28 hp and no resistances, so at night, keep them in forest or mountains, or if you can't, use a fighter- they have a ranged attack too!&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A'''&lt;br /&gt;
&lt;br /&gt;
==Rebels vs Rebels==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
'''Fighter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Mage:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''A-'''&lt;br /&gt;
&lt;br /&gt;
'''Wose:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating: '''B+'''&lt;br /&gt;
&lt;br /&gt;
'''Archer:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B''' &lt;br /&gt;
&lt;br /&gt;
'''Shaman:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
&lt;br /&gt;
'''Merman Hunter:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''B-'''&lt;br /&gt;
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'''Scout:''' TODO&lt;br /&gt;
&amp;lt;br&amp;gt; Rating:'''C'''&lt;br /&gt;
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==Rebels vs Undead==&lt;br /&gt;
The Undead have very specific resistances and vulnerabilities, so many of your units are less useful&lt;br /&gt;
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'''Mage:''' This will be your primary ranged unit. It's one of your most expensive units, but it's worth it for its fire attack. It has a ranged magical attack as well, so you can hit units even when they have good defense. You do have to remember that this unit is lawful, so you have to use it during favorable times, and keep it out of the way when unfavorable..&amp;lt;br&amp;gt;''Rating: A''&lt;br /&gt;
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'''Shaman:''' This unit is always helpful, because it has the healing ability. Although it isn't much, it can sometimes save your other units, especially when operated in pairs behind your lines. They also have the ''Slows'' ability, which can be used against their '''Skeletons'''. You can also slow Ghouls, however it won't be as effective because the Ghoul's main weapon is Poison, not its attacks. Their weapons are impact, too, so they'll do more damage then normal..&amp;lt;br&amp;gt;''Rating: A-''&lt;br /&gt;
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'''Wose:''' Even though Woses look awesome against the undead, with their high damage impact attack and regeneration, fight the urge to spam them. They're so slow that a good player will be able to outmaneuver you and kill you easily in the night. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
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'''Fighter:''' These guys have a blade attack and a secondary pierce attack. Against undead, you want a couple for village holding and damaging Dark Adepts, however don't go overboard with them.&amp;lt;br&amp;gt;''Rating: B-''&lt;br /&gt;
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'''Archer:''' This unit has a good pierce attack and a decent blade attack. Normally this unit is excellent, but against undead he doesn't do near as much damage. The only reason to recruit this unit would be for it's high movement points, and for the 17 gold required, you may as well recruit a &lt;br /&gt;
'''Scout'''. Don't recruit this unit, spend your gold elsewhere.&amp;lt;br&amp;gt;''Rating: D-''&lt;br /&gt;
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'''Hunter:''' This unit normally has fairly bad attacks, and then since they're both pierce, the undead's resistances make them even worse. They can be used to quickly grab water villages and hold them, but other than that they're just cruddy against '''Undead'''..&amp;lt;br&amp;gt;''Rating: F+''.&lt;br /&gt;
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==Rebels vs Khalifate==&lt;br /&gt;
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Fighting these guys is tricky, but your old tricks are useful once more. Generally, your main problem will be the Khalifate’s HP—as usual, they have more of it than you, and the Arif in particular is a hard nut to crack. Khalifate also love hills; as when fighting dwarves, keep an eye out on opportunistic hill-grabs.&lt;br /&gt;
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Unlike when fighting dwarves—and this here is crucial—you must not fall into the trap of holding hills at the expense of forests. The Khalifate enjoys a 20% boost in defence, but dwarves enjoy a 30% boost; and while you can beat the latter by holding onto hills, this doesn’t work so well in the case of the desert-men.&lt;br /&gt;
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Expect to see lots of Arif—their marksman ability is very dangerous to archers, shamans, and even fighters. They’re also pretty damn tough. The catch? They’re pricey, and have no ranged attack.&lt;br /&gt;
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But don’t fool yourself into thinking you can outmaneouvre them and pepper them with arrows until they die. That works against dwarvish fighters, but dwarvish fighters have to go through your defence. Try this against Arifs, and they’ll kill you before you can kill them.&lt;br /&gt;
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The solution? Slow. Their high price means you can slow most of them, and they’re weak to impact—ideal targets for Woses. &lt;br /&gt;
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If an Arif manages to grab a hill, don’t try and engage it—even on forest. Rather, focus your attention on other units; try to lure them off it. At the expense of contradicting previous advice, the Arif is the one unit you should really try to keep off hills. &lt;br /&gt;
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Discretion still applies; if you can kill them with a mage, it may be worth the risk.&lt;br /&gt;
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The rest of the Khalifate faction is relatively ambidextrous in both melee and ranged—be prepared for more retaliation than usual. Shamans, unsurprisingly, are good for this.&lt;br /&gt;
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Recruitment-wise:&lt;br /&gt;
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'''Shaman:''' Slow and heal are even more powerful than usual, while some Khalifate units are weak to impact. Provided that there are no Arif nearby, this unit also survives well on forest. Get some. But remember: you’ll need to do a lot more damage than what these girls can do, if you want to win that is. &amp;lt;br&amp;gt; ''Rating: B+''&lt;br /&gt;
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'''Archer:''' Their high mobility is very useful for grabbing those important forest (and hill) hexes; their ranged attacks are useful against Arif and Tabiq, while the Khalifate mounted units are weak to pierce. A good unit. Beware of attacking Jundi and Rami at dawn/dusk though—conversely, they’ll struggle getting you off forest with those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
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'''Fighter:''' They’re useful against Rami and Jundi, and can be used to attack Arif and Naffat at night. They’re also cheaper than Khalif units, which can get you a useful numerical advantage. Still: their lesser mobility is a downside here, and the Khalifate has better resistance against blade than pierce. &amp;lt;br&amp;gt;''Rating: B.''&lt;br /&gt;
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'''Mage:''' Useful for knocking Khalif off hills with their magic, and can provide some daytime damage. Still, the Khalif’s profileration of ranged attacks makes this already fragile unit dubious. &amp;lt;br&amp;gt; ''Rating: B-''&lt;br /&gt;
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'''Wose:''' These guys are devastating against Rami, and also against Jundi and Taqib. At day they will crush them (literally). Slowed Arif are prime targets for their impact attacks, but don’t risk it otherwise. Woses, sadly, lack for blade resistance—but Arif will hesitate at the 14-2 counter attack. The only real danger to this unit is the Naffat. Try and kill those. &amp;lt;br&amp;gt; ''Rating: A-''&lt;br /&gt;
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'''Mermen Hunter:''' Already rather weak to begin with, the Hunter’s efficacy is further eroded by Arif marksmen and Rami retaliation. Use sparingly. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
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 '''Scout:''' He doesn’t fare well against Rami—the Khalif’s primary scout. Nor is he much better against the other Khalif units. Try and use archers instead. &amp;lt;br&amp;gt; ''Rating: C+''&lt;br /&gt;
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==See also==&lt;br /&gt;
[[How to play Mages]]&lt;br /&gt;
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{{Factionbox}}&lt;br /&gt;
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[[Category:How to Play]]&lt;/div&gt;</summary>
		<author><name>Alex-Stargazer</name></author>
		
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