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		<summary type="html">&lt;p&gt;Calon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 高级战术 ==&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
本页面适合以下类型的读者：已经读过入门教程（[[GettingStarted]]）和韦诺之战手册（[[WesnothManual]]），玩的时间够长，已经熟悉系统、懂得如何摆布各种单位，希望掌握击败 AI 和人类对手的诀窍。&lt;br /&gt;
各种战术适用的条件不同，你应该根据自己的风格灵活运用。比如，你是喜欢使用人海战术还是少量精英部队，是否偏爱某个种族，是按流程玩完整个战役的关卡就好，还是为了完美结局反复玩每一关。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 战略 ===&lt;br /&gt;
&lt;br /&gt;
==== 战略优先战术 ====&lt;br /&gt;
&lt;br /&gt;
战术涉及到地图上各单位每一步行动的判断。如果战术不符合正确的战略，即使单位更强，也可能被战略正确的对手击败。&lt;br /&gt;
&lt;br /&gt;
开战前一般首先应该观察地图。以下的建议很重要：&lt;br /&gt;
&lt;br /&gt;
* 哪些区域可以/无法快速移动；&lt;br /&gt;
* 哪些区域具有防御加成优势；&lt;br /&gt;
* 哪些区域对手的部队可以/无法快速移动；&lt;br /&gt;
* 哪些区域对手的部队具有防御加成优势；&lt;br /&gt;
* 地图的大小（地图越大越应重视侦查和机动力，相反则越应重视近战能力）。&lt;br /&gt;
&lt;br /&gt;
通常地图上会有一些对手不得不缓慢通过的地形（如河流），或者通路狭窄（如桥梁和浅滩），限制了对手展开攻击，因此可以仅用少量的部队镇守，以便分兵他处。一旦你有了全盘计划，在何处牵制敌人，在何处发动攻击，就可以开始下一步了。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 宽阔地带的战略 ====&lt;br /&gt;
&lt;br /&gt;
基于地图大小、敌我距离和机动力，一般有以下几种类型的开局：&lt;br /&gt;
&lt;br /&gt;
* 侦查。征募大量高机动力的侦查部队，尽快占领尽可能多的村庄。在敌我相距甚远的大型地图上最有效。最终大多演变成大部队混战的局面；&lt;br /&gt;
* 编队。征募重型战士，辅以机动部队跟随其后。目的是组成肉盾防御线抵挡初始的攻击，并在其后投入较轻量级的单位打击敌人。比如说，矛兵排列成线，骑兵列队其后，这样骑兵可以在前线发生战斗后投入战场，攻击已经受伤的敌人。若后续部队能一举突破敌人的防线，就发展成为下文的蛙跳战术。这类战术在小地图或者距离敌人很近时有效；&lt;br /&gt;
* 先锋。介于上述两种战术之间。优先征募重型且快速的部队（如骑士和骑手，或重骑兵（Dragoon，游戏中的翻译是龙骑士）和骑兵的搭配）。先锋部队突飞猛进，然后坚守直到更重型的步兵到来，再回撤休整。这类战术适用于中型规模的地图。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 战术 ===&lt;br /&gt;
&lt;br /&gt;
==== 利用优势战斗 ====&lt;br /&gt;
&lt;br /&gt;
从孙子到“震慑行动”（美国攻打伊拉克的战争使用的行动代号），军事家们均强调只有具备绝对优势才宜于介入冲突。在韦诺之战中，这表示：&lt;br /&gt;
&lt;br /&gt;
* 更多的单位；&lt;br /&gt;
* 更好的单位（更强壮、等级更高）；&lt;br /&gt;
* 后方有优秀的治疗部队。&lt;br /&gt;
&lt;br /&gt;
一般来说，“三则攻之”是个不错的原则。如果战斗力超出敌人三倍以上，便可以迅速击溃它。如果数量优势不够大，则集中力量制造三倍以上的优势。&lt;br /&gt;
&lt;br /&gt;
拿破仑特别擅长操纵部队以集中优势力量。他进攻中路，突破战线并分割敌军，然后分出一小部分兵力固守侧翼牵制一半敌人，以主力部队击溃寡不敌众的另一半。最后，主力重新投入战斗，增援固守侧翼的部队，歼灭剩下的一半敌人。（这种策略被称为“蚕食”）&lt;br /&gt;
&lt;br /&gt;
在韦诺之战中要执行这种战术，需要在侧翼的有利地形配置少量血多耐操的部队（例如两个红袍法师和一个白袍法师，或者三个圣骑士），主力部队则进攻另一侧。借助于治疗单位和村庄，少量部队也能长时间牵制大量敌人。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 佯攻 ====&lt;br /&gt;
&lt;br /&gt;
你可以通过佯攻误导 AI 甚至不少人类对手，如派遣少数部队进攻敌人的英雄、村庄或者桥梁。他们会反应过度，排出糟糕的布阵。类似的，你也可以将快速单位投入到敌人后方去占领村庄，游击而不固守，吸引敌人分派前线的部队去追剿或增调援军。具备飞行能力的单位无视地形限制，特别适合这种任务。如果对手看穿了佯攻的意图并且忽略你的部队，有时候佯攻也可以转变为主攻。&lt;br /&gt;
&lt;br /&gt;
与人类对手对战时，要注意防范这种战术。要是发现对手发起的攻击没什么意义，就有可能是用来分散注意力的。这不是说你应该忽略它，而是将其纳入考虑并尝试反击，直到对手暴露其真实意图，但不要动用全部兵力——可能你干掉了少量敌人，却发现另一个方向上的英雄失去了掩护。&lt;br /&gt;
&lt;br /&gt;
==== 跳跃（或蛙跳） ====&lt;br /&gt;
&lt;br /&gt;
纵观历史，每位战略家都警告说要“准备好预备队”。在韦诺之战中，这表示不应投入所有单位进行总攻，而要控制后续单位利用先锋打开的缺口，或者让健康多血的单位顶到前线当肉盾。&lt;br /&gt;
&lt;br /&gt;
现在“预备队”的概念已经扩展了：主力部队分为两部分，一部分进攻时另一部分压阵。如果进攻部队被日了，就撤回来治疗或放入村庄，这样经验值分配更均匀，有利于长期战役。如果需要高等级单位，优先选择那些能给予敌人致命打击的单位，他们的升级更快。为了确保尽可能多的单位成功升级，你应避免损失已有高经验值的单位。&lt;br /&gt;
&lt;br /&gt;
不要用高等级单位，尤其是英雄来防守治疗者或村庄，敌人可能会转而集中打击他们，以及寻找救护的受伤单位。&lt;br /&gt;
&lt;br /&gt;
有时候如果具备好条件，如敌人明显很弱，或者你正处于优势时段，倾巢而出是个可以迅速获胜好办法。但大部分时候还是建议使用其他更加优雅的战术。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 小而强 ====&lt;br /&gt;
&lt;br /&gt;
构建以高等级单位为核心的小集团。蓄力一两个回合，然后重拳出击。组织2级或少量3级单位防御侧面，或在最关键的两三个回合中投入战斗。采用这种战术的资金需求更少，不必分心于占据更多村庄。&lt;br /&gt;
&lt;br /&gt;
谨记要征募一级单位承受对手的第一波攻击，同样也适用于应付佯攻和固守不太重要的村庄。幸存者可以给予遭受重创的敌人以致命一击，替换那些最后牺牲了的核心成员。即是说，你必须升级新的单位，取代某些可能不得不牺牲掉的高等级单位。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 可以升级和不可以升级的单位 ====&lt;br /&gt;
&lt;br /&gt;
一般你会希望可以升级的单位获得尽可能多的经验值。然而，那些不再能升级的单位也可以在以下情况中发挥巨大作用：&lt;br /&gt;
* 坚守战略要地；&lt;br /&gt;
* 削弱敌人，保证其他可以升级的单位发动最后一击；&lt;br /&gt;
* 无论是否能够升级，游击型的单位（散兵）在进攻瓶颈地形时都非常有用，因为有利于迅速扯开敌军；&lt;br /&gt;
* 面对占据压倒优势的敌军时，优先保存脆弱但重要的单位，如巫师、白袍法师等。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 生命值 ====&lt;br /&gt;
&lt;br /&gt;
生命值是单位唯一的不可再生资源。尽量选择对自身单位伤害最小的进攻方式，而不是只顾着狠操敌人。比方说，你要进攻的目标单位没有远程攻击方式，近战的攻击力为6×3，你的单位近战攻击为4×4，远程攻击为3×3。要仔细考虑战况。你需要这个回合就干掉对方吗？他有没有躲在村子里面或靠近治疗者？不要轻率接受电脑自动给出的建议（那通常只是衡量能造成多大损伤，而没有全面考虑得失）。&lt;br /&gt;
&lt;br /&gt;
记住，单位升级时会回复全部的生命值并且治愈异常状态。&lt;br /&gt;
&lt;br /&gt;
最后，即使使用魔法攻击敌人的英雄，代价也很高昂，尤其是在城堡中的英雄。做好牺牲几个单位的心理准备。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 利用升级 ====&lt;br /&gt;
&lt;br /&gt;
在关卡结尾清理战场时，尽量平衡分配经验值，保证一些单位接近升级状态。这样在开始下一个关卡时，召回即将升级的单位比召回已升级的同个单位划得来，因为从召回到升级的回合之间，每回合都可以节约1个金币。利用好升级可以显著改善过关的效率和伤亡率。&lt;br /&gt;
&lt;br /&gt;
所有单位，包括已经满级的，经验值满了之后都会完全回复生命值。然而，满级后的升级（AMLA）与一般的升级不一样，在完全回复外通常只会增加额外3点生命值。显然经验值留给较低级的单位更明智。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 矛头原则——危险的赌博 ====&lt;br /&gt;
&lt;br /&gt;
钝器不大可能突破任何防守，它的力量太分散。而锐利的矛则可以轻而易举的穿透防守，因为它的能量集中在了一点。在战略层面也是如此——大部分情况下，给敌方战线上的一小部分造成大量伤害比一线平推更为有效。&lt;br /&gt;
&lt;br /&gt;
很明显，这更需要花心思做计划——在应用矛头原则之前熟悉战场和了解敌人的部署情况，然后，当时段合适时（如果你是中立的，就选择对敌方不利的时段）快速进攻，在极小的区域内投入尽可能多的部队沉重打击敌人（这是上文所说拿破仑“蚕食”战术的变种）。要谨慎选择合适的地形发起进攻。&lt;br /&gt;
&lt;br /&gt;
如果兵力足够，应该用轻型、快速的炮灰型部队包围战区，他们不必投入战斗，只需利用控制区域封闭战区。接下来的目标很简单，在时段变得不利之前清空战区。不要放走任何敌人，阻止他们躲入村庄疗伤和重返战场。如果时段变化了，或你已经击溃敌军，集中部队（侦查部队除外），沿着敌军防线破坏侧翼。使用侦查部队骚扰和限制另一侧翼的单位，直到主力部队赶到将其歼灭为止。&lt;br /&gt;
&lt;br /&gt;
凭借着正确的战术和一些好运气，现在你应该已经以较小的代价击溃了大部分敌军。一些单位可能已经升级，这些部队应该用于猎杀敌方的英雄及残余力量。&lt;br /&gt;
&lt;br /&gt;
要小心的是，这个战术挺冒险。如果你不走运，准备不充分，或者敌人发起了强劲的反击，你的部队可能会陷入困境并被慢慢清除掉，甚至更糟糕，趁虚而入的敌人主力部队会解决掉你的英雄。这个战术用得好可以迅速获胜，运用不当则很容易满盘皆输。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 攻击能力特质 ===&lt;br /&gt;
&lt;br /&gt;
==== 背刺 ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=“盗贼脚步轻快，善于躲闪，很难被击中。他们擅长背刺，夹击敌人时可造成双倍伤害。在夜晚，混乱阵营的盗贼更善战。”&lt;br /&gt;
|source=盗贼的描述说明&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
刺客、夜之荒芜、飞贼、暗影和盗贼具有背刺能力。征募盗贼需要花费13个金币，基础攻击力为4×3。但是使用背刺可以达到8×3的惊人攻击力，差不多是2级单位的水平。强壮的盗贼在晚上用背刺可以有12×3的攻击力，积累24点经验后，升级成为基础攻击力6×3的飞贼……&lt;br /&gt;
&lt;br /&gt;
要达到背刺的条件不需要另一个单位也发起攻击——只要站在敌对单位的正后方就行。如果没有困在敌人的控制区域内，有剩余移动力的友军还可以在你施展背刺攻击之后离开。成对出击的盗贼擅长对付虚弱和落单的单位，他们可以一直夹击对手。&lt;br /&gt;
&lt;br /&gt;
成对使用会背刺的单位挺有效，尤其是速度快的暗影，因为可以相互增益。留一两对伏击落单的侦查或偷占村庄的单位。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 减速 ====&lt;br /&gt;
&lt;br /&gt;
移动缓慢、弱不禁风、火力有限的萨满要重点照顾，但别忽视他们的攻击能力。减速能力可以暂时弄残强壮的敌人，使其伤害减半。&lt;br /&gt;
&lt;br /&gt;
当然，这种战术更适合高级单位：精灵德鲁伊、精灵仙子、精灵女巫和地精掠夺者，因为他们的减速能力更可靠且在反击中的生存率更高（尤其是承受未减速单位的攻击）。&lt;br /&gt;
&lt;br /&gt;
你也可以在攻击群中配置一个有减速能力的单位，用以拖住受伤的敌人防止其逃跑，或在发起攻击时减弱敌方战士的反击能力。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 治疗和治愈 ====&lt;br /&gt;
&lt;br /&gt;
成对使用治疗单位，这样他们就无需在战斗过程中撤退到村庄休整。记住治疗和治愈的区别。投入治疗者到最需要的地方。&lt;br /&gt;
&lt;br /&gt;
别忘了，拥有治愈单位就无惧毒素。刺客最严重的威胁是其飞刀上的毒素。德鲁伊和白袍法师能在毒发前解毒（但他们无法在当前回合解除已中毒单位的毒素），而且任何相邻的单位都能受益——这和他们要回复的生命值无关。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 毒素 ====&lt;br /&gt;
&lt;br /&gt;
使用有毒素的单位（食尸鬼、兽人刺客、刺客），目的应该是感染尽可能多的单位，而不是集中毒害单个敌人。已经中毒的单位应该是其他部队次要的攻击目标，除非能一击致命。&lt;br /&gt;
&lt;br /&gt;
即使敌人有再生能力，或者处于村庄和邻近治愈者，也不要低估毒素的作用。解除毒素时，不会回复单位的生命值。不停的下毒可以阻止这些皮糙肉厚生命力顽强的单位回复生命，有利于其他单位下手。&lt;br /&gt;
&lt;br /&gt;
毒素可以有效克制高防御、高闪避率的单位，不管攻击多少次、直接造成多大的伤害，只要命中一次，敌人在治愈之前每回合都会不断损失生命值。&lt;br /&gt;
&lt;br /&gt;
在夜晚最后一波攻击中，混乱阵营让守序单位中毒，因为中毒的单位不宜冒着风险继续追击，这样就丧失了在白天时段进攻混乱阵营的优势。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 连击 ====&lt;br /&gt;
&lt;br /&gt;
有连击特质的单位每回合攻击的次数与他的生命值相关，也就是说，如果只有3/4的生命值了，它的攻击次数也会下降到3/4，每次的攻击力则不会受到影响。&lt;br /&gt;
&lt;br /&gt;
首要任务是保证连击单位的健康。对付连击单位最好的方法是使其中毒，然后暂时避开，因为具备这种特质的单位一般都是高等级的怪物。结合“减速”能力可以更好的避免硬拼，趁其奄奄一息之时再出手索命。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 征募 ===&lt;br /&gt;
&lt;br /&gt;
要记住，你的英雄只要站在城堡主楼就能征募单位，不一定非得在关卡开始的时候。如果同时有两个敌人，其中一个相隔甚远（如“围攻埃仁撒伐（The Siege of Elensefar）”这一幕），你可以先征募足够的单位清理掉第一个敌方英雄（并挡住另一个敌人的前锋部队），然后移动到他的城堡主楼继续征募部队。如果战斗持续很久，这一招能节省开支，而且你的英雄靠近前线更容易升级。&lt;br /&gt;
&lt;br /&gt;
如果有多个彼此差异很大的敌人，宜优先攻击最弱的那个，或者能带来更多潜在收益的那个。让英雄随大部队一同行动，干掉敌人后占据他的城堡作为新基地。这样不用在主力部队之外另招单位保卫英雄，额外有利于保护你的英雄。最后，这还能节省很多金币。这种战术适用于有多个对手的地图，如在多人地图“矮人国门（Dwarven Doors）”上对抗电脑。&lt;br /&gt;
&lt;br /&gt;
==== 放置单位 ====&lt;br /&gt;
&lt;br /&gt;
手动安排征募和召回的单位位置。在征募或召回之前，点击城堡的格子确定最佳放置地点，确保能尽快占据村庄或比对手更早到达关键位置。&lt;br /&gt;
&lt;br /&gt;
有的地图从城堡延伸出狭窄的通道（比如“珍珠海湾（Bay of Pearls）”，或者“继位者（Heir to the Throne）”战役的一些地底随机地图），宜成对征募或召回移动力互有差异的单位，这样不会互相妨碍发挥最大的机动性。例如同时征募一个精灵战士和骑手，或者精灵战士和精灵弓箭手。&lt;br /&gt;
&lt;br /&gt;
==== 选择单位 ====&lt;br /&gt;
&lt;br /&gt;
* 像兽人步兵和骑手这样的单位没有远程攻击能力，让同时具备肉搏和远程攻击能力的单位进攻他们，比如精灵游侠，便不会遭到反击，防御的时候也不会吃亏。对没有肉搏能力的单位，比如黑暗狂徒也是一样的。&lt;br /&gt;
* 假如战况胶着，使用快速移动的单位（侦查单位）潜行穿过敌阵去占领村庄，切断其经济来源，迫使敌人分兵。如果战斗发生在河流或其他狭窄的地形，使用具有游击能力的单位（如决斗者）可以轻易越过河流包围敌人，或者使用空中单位（如狮鹫）以避免处于地形劣势。&lt;br /&gt;
* 如果需要通过大片的浅滩、山区、洞穴或其他难以行动的地形，尽量使用那些在折算移动力时比较合算的单位。比如，若某单位需要耗费3点移动力才能在水中移动一步，那么他最好是有3、6或9点的移动力。召回有“敏捷”特质的单位也是个办法。如果召回的单位有5点移动力，那么在每走一步就耗费3点的地形中，一个回合也只能走一步，而只要再多1点移动力就可以多走一步。&lt;br /&gt;
* 精灵战士这样的单位既廉价，又同时具有不错的肉搏和远程攻击能力，适合站在前线防御，面对不管什么敌人都能反击。而骑手就不适合这种角色，因为价格较贵，容易被弓箭手重创还无法还击。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 熟悉战场 ===&lt;br /&gt;
&lt;br /&gt;
==== 侦查-熟悉地图 ====&lt;br /&gt;
&lt;br /&gt;
进攻的效果取决于时段，防御的效果则要看地形。首先找到所有城堡，探明其周围的地形。如果有黑幕就派出两三支侦查部队探索城堡。有战争迷雾的时候这样做通常也是值得的，因为可以探知敌人的阵营（如果开局时不知道的话）及其城堡布防情况。要及时补充侦查部队的损失，他们获取的情报价值高于征募的花费。&lt;br /&gt;
&lt;br /&gt;
==== 调查-熟悉地形 ====&lt;br /&gt;
&lt;br /&gt;
查看地形整体情况，包括每种地形的面积大小，确定哪些地形的影响最重要。这决定了要选择哪类单位及其能发挥的效力。然后看看主要的地形是散乱还是大块分布的。山地和深水区会影响大部分类型的单位，小心被敌人利用陷你于困境：当然，你也可以这么对付敌人。如果起始资金有富余，可以根据地形情况增加征募增援部队。&lt;br /&gt;
&lt;br /&gt;
==== 交通-明了路径 ====&lt;br /&gt;
&lt;br /&gt;
要对你的部队所在地（一开始是你的城堡）和敌友军城堡之间的有利地形了然于胸。利用你和目标之间散落的村庄打通路径，如果没有治疗单位时这尤其重要。决定在哪些地形上扬长避短。若目标是达到某个对象或格子，也照此处理。&lt;br /&gt;
&lt;br /&gt;
灵活选择路径，不要硬拼。搞清楚对不同单位来说最好走的路，再挑选地点重组集结。要让敌人猜不透你下一步的计划。沿着相邻的几条路径进军，对手会难于招架。主力部队直捣黄龙，快速部队外围跟进，在某些情况下也可以轻松搞定。&lt;br /&gt;
&lt;br /&gt;
==== 地形特性-学会下套 ====&lt;br /&gt;
&lt;br /&gt;
在有利地形的边缘防御，伏击（不论有没有盗贼）来犯对手和保护友军。有时有多条可以快速通过的道路，确认是否绕过不利地形比通过更快。在不利的地形上，形成包围限制对方行动会很艰难，因此要（使用控制区域）驱赶敌人到更适合的地形上再包围他们。&lt;br /&gt;
&lt;br /&gt;
==== 距离-计算时间 ====&lt;br /&gt;
&lt;br /&gt;
设立前线布阵并迅速推进的时候要格外小心，因为这样经常会在最不利的时段遭遇敌人。如果等几个回合占据附近的村庄，然后在上半夜/上午（取决于你的混乱还是守序）遇敌，那么能在敌人有所作为前消灭大部分。同理，要是发现时机或位置不对，最好还是撤回到村庄中，或者龟缩防守（如果有单位不会遭到反击，比如法师对巨魔，还是应该出手），拖过不利的时段。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第一部分）-了解你的敌人 ====&lt;br /&gt;
&lt;br /&gt;
在投入战斗前记得要查看所有敌人的生命值、移动力和攻击力。攻击前最好看看敌方陌生单位的描述说明。有的单位抗性、闪避率或移动力与众不同——不要以为他们像看上去一样都差不多。面对有不同种族的敌人时这尤其重要，典型的例子是龙族和蜥蜴族——龙族很结实，但是闪避率低，而且害怕寒冷和穿刺攻击，因此你征募的部队可能很自然的包括弓箭手、寒冰系法师，以及一小撮高攻击力的单位。但蜥蜴族敏捷而脆弱，在几乎所有地形上都有不错的闪避率——于是你会发现还是需要快速骑兵追踪他们，并征募高攻击力的单位以保证攻击效果。面对其他阵营的敌人时也一样——在参战前务必要备课。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第二部分）-认识你自己 ====&lt;br /&gt;
&lt;br /&gt;
始终要清楚哪些部队是可用的。先仔细阅读单位的描述说明和数据，然后再征募。仅使用两三类单位（不失为很好的策略，如果能保证运转良好的话），很容易让你忘记还有其他选择。如果凭目前的单位难以支撑，一般（总是）应有其他解决之道——关键要知道是什么方法，并在正确的时机正确地使用。更进一步的，要熟悉征募的每一个单位（尤其在战役中）——特质系统带来许多变数，特质不同的同类单位可以分配不同的角色。强壮、坚韧的单位适于在前线作战或防守据点，迅捷的单位（特指迅捷的骑兵部队，因为其他大部分快速部队不适合投入战斗）则适合完成侦查和侧翼包抄的任务。聪慧的单位最好避免惨烈战斗（首先，他们升级所需的经验值更少，要杀死的敌人相应更少；其次，他们升级的几率更高——前提是能幸存）。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 控制区域（ZoC） ===&lt;br /&gt;
&lt;br /&gt;
控制区域用于设置人为的障碍。借助它能减少被攻击的可能，保护虚弱和受伤的单位。很难预计控制区域造成的影响，因为这取决于单位所处的位置而不是单位的数量。尽管它是一种战术手段，但更具有战略意义，因为它适用于接触前后而不是接触期间。建立和维护好控制区域，面对实力强大但站位糟糕的对手时，你也能在其他方面更好的调动和控制。&lt;br /&gt;
&lt;br /&gt;
单位的控制区域包括其所在的以及邻接的六边形格子。当强力单位靠近你的弱小单位时，要特别注意控制区域和地形因素。将控制区域连接成坚实的屏障。目标是重整成良好的防御阵型，并保证敌人只能在不利的时段发起攻击。确保每个单位最多同时被两个单位攻击，也不要留给敌人破绽突破阵型。在这种情况下，让你的单位杀出去，扩展控制区域，迫使敌人面对一个或多个目标。&lt;br /&gt;
&lt;br /&gt;
大多数时候，对手会盯住一个目标。你应该确定每一个单位都处于至少两个其他单位的控制区域内。这样，当敌人攻击一个单位时，你可以紧闭门户直到增援部队到达。保护好控制区域通常和护卫村庄或通道同等重要。&lt;br /&gt;
&lt;br /&gt;
控制区域对骑手、蝙蝠、鬼魂、狼骑兵等快速单位的影响远大于行动迟缓的单位。应对之道是分配两三个最快的单位，以某个地方远程单位（long range unit）为攻击对象，在他和他的目标（通常是村庄）之间组成半圆或线性的防御阵型，一拥而上将其包围并纳入你的控制区域，大幅缩减其活动空间后再格杀之。然后转向其他远程单位重复这一战术。&lt;br /&gt;
&lt;br /&gt;
有战雾和阴影的时候，不可能探知对手征募单位的情报，不过检查村庄周围的控制区域是个好习惯，这能帮助你对付突然袭击。在初期，远程单位（long range unit）通常用来占领村庄，越早雇佣他们，占领到的村庄就越多。在还未占领的村庄周围尽快建立控制区域，以便在能够腾出手来时再占领。&lt;br /&gt;
&lt;br /&gt;
控制区域的另一个作用是决定战斗在何时何地打响。如果对手移动到你的控制区域，但你正处于不利地形，那么你有多种选择。进攻（这是最差的选择），或者等待敌人下回合的攻击（那样敌人能自由选择目标），或者移动到有利地形。看看可以移动多远，放置防卫部队保持控制区域，并在其后集中部队作为保护。这能逼使对手犯错，争取到时间准备战术反击。保持防卫部队的防卫作用！如果控制区域瓦解，你的部队会崩溃。&lt;br /&gt;
&lt;br /&gt;
受伤的单位要穿越敌对地区时，控制区域很有用。围绕受伤单位组成一个大包围圈，而不是紧密围在一起。对手便无法攻击你所有的部队，还可以让健康的单位站在控制区域范围内，这样必要时能使用蛙跳战术。&lt;br /&gt;
&lt;br /&gt;
接近敌方城堡的时候，控制区域可能非常关键。在某些关卡中，占据靠近城堡的格子可能触发特殊事件。确认临近城堡的单位与城堡保持一定距离，并且仍在己方的控制区域范围内。集结后再一鼓作气夺取城堡。&lt;br /&gt;
&lt;br /&gt;
对付可以忽略控制区域的游击型单位，一般只能构筑坚实的防御阵型。或者利用控制区域挡住特定的单位，放游击单位过来，分而歼之。&lt;br /&gt;
&lt;br /&gt;
某些战役关卡的过关目标是某单位移动到指定的地点（通常有地标指示），不太重要的单位围绕关键单位组成彼此相距一两个格子的松散阵型，用他们的控制区域和牺牲来保证关键单位的安全。&lt;br /&gt;
&lt;br /&gt;
==== 包围 ====&lt;br /&gt;
&lt;br /&gt;
两个单位的包围战术很给力，尤其是夹击远程单位。前后各放置一个单位可以限制对方只能移动一格，就算下回合退开了，你也能再次包围他。这意味着你能据此牵制敌人直到后续部队到达，然后采取蛙跳战术越过非常强大的敌人。&lt;br /&gt;
&lt;br /&gt;
=== 撤退（战略转进） ===&lt;br /&gt;
&lt;br /&gt;
有时战况不如意，要么全军覆没要么选择撤退。撤退的目的是更有效的重组和休整部队。可以采用反方向的蛙跳战术组织撤退，不过这也会留出空间鼓励对手推进。落在前线的治疗单位需要移向更有利的地形并在那里进行决战。&lt;br /&gt;
&lt;br /&gt;
事先做好撤退准备并把握好撤退时机也非常重要。经常有玩家因为没有支援部队而导致撤退变成溃退。可尝试在侧翼利用控制区域构筑用于撤退的“安全区”。&lt;br /&gt;
&lt;br /&gt;
撤退的真正问题是如何维持敌我之间的距离。如果他们比你移动快，你就不得不建立控制区域，保证行动迟缓的单位处于保护中。无形单位是执行这项任务的最佳选择，除了隐身之外还能在被发现时耗费对手宝贵的一回合行动。一旦大部队安全了，他们就可以悄悄地遁走。有时候你需要一两个单位充当神风敢死队阻滞敌人——如果你认为牺牲他们的经验值来挽救更多的部队是值得的。&lt;br /&gt;
&lt;br /&gt;
==== 日夜交替时的撤退 ====&lt;br /&gt;
&lt;br /&gt;
在单挑地图中，你和对手的村庄之间一般都有些空间，大概是一两个回合进军的距离，取决于具体的地图和敌我推进的速度。&lt;br /&gt;
&lt;br /&gt;
撤退的动机萌发于你自己进攻的回合。在适合你的时段，你的战力更强，因此敌退我进（暂不考虑双方阵营相同的情况）。&lt;br /&gt;
&lt;br /&gt;
如果你是龙族，通常在拂晓发起进攻。你冲向中间地带，而敌人退却。第一天是关键的回合。在理想情况下，你应该已经能攻击到敌人的应村庄了。因为有较慢的单位落在后面，可能整支部队还没有完全就位，因此你的兵力还不够（那正是对手期盼的，也是你要调整的）。若是如此，你只有一两个回合用于进攻。在黄昏时你就得收回部队。&lt;br /&gt;
&lt;br /&gt;
从敌人的村庄出发，他需要至少一两个回合（黄昏时段）穿过中间地带发起反击，然而你也许不得不决定是交还村庄给对手一两个回合还是守住它们。这常常取决于你保住占村部队的信心。如果敌人有法师来袭，你占村部队成功生还的机会就很渺茫了。这时应该退出村庄，否则你的单位会白白牺牲。&lt;br /&gt;
&lt;br /&gt;
不过要是你会算账，就会明白大不了也就是一个村子的损失，而且最多失守两个回合。记住，每丢掉一个村子，每回合净损失是4枚金币（你少2枚同时敌人多2枚），可要是一个单位战死，损失就大了。&lt;br /&gt;
&lt;br /&gt;
当黎明到来时，你当夺回村庄。要是敌人蠢到继续呆在村庄里，你便可以在白天将他碾成碎片。&lt;br /&gt;
&lt;br /&gt;
即使你不想进攻，在利于敌人的时段来临之前也应该占据村庄之间的空间拖住敌人的脚步。&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[How to play Undead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
* [http://wesnoth.fsf.hu/?q=node/164 Haladó taktikák (Hungarian)]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Calon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics/zh-Hans&amp;diff=42247</id>
		<title>AdvancedTactics/zh-Hans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics/zh-Hans&amp;diff=42247"/>
		<updated>2011-04-17T13:17:11Z</updated>

		<summary type="html">&lt;p&gt;Calon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 高级战术 ==&lt;br /&gt;
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|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
本页面适合以下类型的读者：已经读过入门教程（[[GettingStarted]]）和韦诺之战手册（[[WesnothManual]]），玩的时间够长，已经熟悉系统、懂得如何摆布各种单位，希望掌握击败 AI 和人类对手的诀窍。&lt;br /&gt;
各种战术适用的条件不同，你应该根据自己的风格灵活运用。比如，你是喜欢使用人海战术还是少量精英部队，是否偏爱某个种族，是按流程玩完整个战役的关卡就好，还是为了完美结局反复玩每一关。&lt;br /&gt;
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=== 战略 ===&lt;br /&gt;
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==== 战略优先战术 ====&lt;br /&gt;
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战术涉及到地图上各单位每一步行动的判断。如果战术不符合正确的战略，即使单位更强，也可能被战略正确的对手击败。&lt;br /&gt;
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开战前一般首先应该观察地图。以下的建议很重要：&lt;br /&gt;
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* 哪些区域可以/无法快速移动；&lt;br /&gt;
* 哪些区域具有防御加成优势；&lt;br /&gt;
* 哪些区域对手的部队可以/无法快速移动；&lt;br /&gt;
* 哪些区域对手的部队具有防御加成优势；&lt;br /&gt;
* 地图的大小（地图越大越应重视侦查和机动力，相反则越应重视近战能力）。&lt;br /&gt;
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通常地图上会有一些对手不得不缓慢通过的地形（如河流），或者通路狭窄（如桥梁和浅滩），限制了对手展开攻击，因此可以仅用少量的部队镇守，以便分兵他处。一旦你有了全盘计划，在何处牵制敌人，在何处发动攻击，就可以开始下一步了。&lt;br /&gt;
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==== 宽阔地带的战略 ====&lt;br /&gt;
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基于地图大小、敌我距离和机动力，一般有以下几种类型的开局：&lt;br /&gt;
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* 侦查。征募大量高机动力的侦查部队，尽快占领尽可能多的村庄。在敌我相距甚远的大型地图上最有效。最终大多演变成大部队混战的局面；&lt;br /&gt;
* 编队。征募重型战士，辅以机动部队跟随其后。目的是组成肉盾防御线抵挡初始的攻击，并在其后投入较轻量级的单位打击敌人。比如说，矛兵排列成线，骑兵列队其后，这样骑兵可以在前线发生战斗后投入战场，攻击已经受伤的敌人。若后续部队能一举突破敌人的防线，就发展成为下文的蛙跳战术。这类战术在小地图或者距离敌人很近时有效；&lt;br /&gt;
* 先锋。介于上述两种战术之间。优先征募重型且快速的部队（如骑士和骑手，或重骑兵（Dragoon，游戏中的翻译是龙骑士）和骑兵的搭配）。先锋部队突飞猛进，然后坚守直到更重型的步兵到来，再回撤休整。这类战术适用于中型规模的地图。&lt;br /&gt;
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=== 战术 ===&lt;br /&gt;
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==== 利用优势战斗 ====&lt;br /&gt;
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从孙子到“震慑行动”（美国攻打伊拉克的战争使用的行动代号），军事家们均强调只有具备绝对优势才宜于介入冲突。在韦诺之战中，这表示：&lt;br /&gt;
&lt;br /&gt;
* 更多的单位；&lt;br /&gt;
* 更好的单位（更强壮、等级更高）；&lt;br /&gt;
* 后方有优秀的治疗部队。&lt;br /&gt;
&lt;br /&gt;
一般来说，“三则攻之”是个不错的原则。如果战斗力超出敌人三倍以上，便可以迅速击溃它。如果数量优势不够大，则集中力量制造三倍以上的优势。&lt;br /&gt;
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拿破仑特别擅长操纵部队以集中优势力量。他进攻中路，突破战线并分割敌军，然后分出一小部分兵力固守侧翼牵制一半敌人，以主力部队击溃寡不敌众的另一半。最后，主力重新投入战斗，增援固守侧翼的部队，歼灭剩下的一半敌人。（这种策略被称为“蚕食”）&lt;br /&gt;
&lt;br /&gt;
在韦诺之战中要执行这种战术，需要在侧翼的有利地形配置少量血多耐操的部队（例如两个红袍法师和一个白袍法师，或者三个圣骑士），主力部队则进攻另一侧。借助于治疗单位和村庄，少量部队也能长时间牵制大量敌人。&lt;br /&gt;
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==== 佯攻 ====&lt;br /&gt;
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你可以通过佯攻误导 AI 甚至不少人类对手，如派遣少数部队进攻敌人的英雄、村庄或者桥梁。他们会反应过度，排出糟糕的布阵。类似的，你也可以将快速单位投入到敌人后方去占领村庄，游击而不固守，吸引敌人分派前线的部队去追剿或增调援军。具备飞行能力的单位无视地形限制，特别适合这种任务。如果对手看穿了佯攻的意图并且忽略你的部队，有时候佯攻也可以转变为主攻。&lt;br /&gt;
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与人类对手对战时，要注意防范这种战术。要是发现对手发起的攻击没什么意义，就有可能是用来分散注意力的。这不是说你应该忽略它，而是将其纳入考虑并尝试反击，直到对手暴露其真实意图，但不要动用全部兵力——可能你干掉了少量敌人，却发现另一个方向上的英雄失去了掩护。&lt;br /&gt;
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==== 跳跃（或蛙跳） ====&lt;br /&gt;
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纵观历史，每位战略家都警告说要“准备好预备队”。在韦诺之战中，这表示不应投入所有单位进行总攻，而要控制后续单位利用先锋打开的缺口，或者让健康多血的单位顶到前线当肉盾。&lt;br /&gt;
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现在“预备队”的概念已经扩展了：主力部队分为两部分，一部分进攻时另一部分压阵。如果进攻部队被日了，就撤回来治疗或放入村庄，这样经验值分配更均匀，有利于长期战役。如果需要高等级单位，优先选择那些能给予敌人致命打击的单位，他们的升级更快。为了确保尽可能多的单位成功升级，你应避免损失已有高经验值的单位。&lt;br /&gt;
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不要用高等级单位，尤其是英雄来防守治疗者或村庄，敌人可能会转而集中打击他们，以及寻找救护的受伤单位。&lt;br /&gt;
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有时候如果具备好条件，如敌人明显很弱，或者你正处于优势时段，倾巢而出是个可以迅速获胜好办法。但大部分时候还是建议使用其他更加优雅的战术。&lt;br /&gt;
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==== 小而强 ====&lt;br /&gt;
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构建以高等级单位为核心的小集团。蓄力一两个回合，然后重拳出击。组织2级或少量3级单位防御侧面，或在最关键的两三个回合中投入战斗。采用这种战术的资金需求更少，不必分心于占据更多村庄。&lt;br /&gt;
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谨记要征募一级单位承受对手的第一波攻击，同样也适用于应付佯攻和固守不太重要的村庄。幸存者可以给予遭受重创的敌人以致命一击，替换那些最后牺牲了的核心成员。即是说，你必须升级新的单位，取代某些可能不得不牺牲掉的高等级单位。&lt;br /&gt;
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==== 可以升级和不可以升级的单位 ====&lt;br /&gt;
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一般你会希望可以升级的单位获得尽可能多的经验值。然而，那些不再能升级的单位也可以在以下情况中发挥巨大作用：&lt;br /&gt;
* 坚守战略要地；&lt;br /&gt;
* 削弱敌人，保证其他可以升级的单位发动最后一击；&lt;br /&gt;
* 无论是否能够升级，游击型的单位（散兵）在进攻瓶颈地形时都非常有用，因为有利于迅速扯开敌军；&lt;br /&gt;
* 面对占据压倒优势的敌军时，优先保存脆弱但重要的单位，如巫师、白袍法师等。&lt;br /&gt;
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==== 生命值 ====&lt;br /&gt;
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生命值是单位唯一的不可再生资源。尽量选择对自身单位伤害最小的进攻方式，而不是只顾着狠操敌人。比方说，你要进攻的目标单位没有远程攻击方式，近战的攻击力为6×3，你的单位近战攻击为4×4，远程攻击为3×3。要仔细考虑战况。你需要这个回合就干掉对方吗？他有没有躲在村子里面或靠近治疗者？不要轻率接受电脑自动给出的建议（那通常只是衡量能造成多大损伤，而没有全面考虑得失）。&lt;br /&gt;
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记住，单位升级时会回复全部的生命值并且治愈异常状态。&lt;br /&gt;
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最后，即使使用魔法攻击敌人的英雄，代价也很高昂，尤其是在城堡中的英雄。做好牺牲几个单位的心理准备。&lt;br /&gt;
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==== 利用升级 ====&lt;br /&gt;
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在关卡结尾清理战场时，尽量平衡分配经验值，保证一些单位接近升级状态。这样在开始下一个关卡时，召回即将升级的单位比召回已升级的同个单位划得来，因为从召回到升级的回合之间，每回合都可以节约1个金币。利用好升级可以显著改善过关的效率和伤亡率。&lt;br /&gt;
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所有单位，包括已经满级的，经验值满了之后都会完全回复生命值。然而，满级后的升级（AMLA）与一般的升级不一样，在完全回复外通常只会增加额外3点生命值。显然经验值留给较低级的单位更明智。&lt;br /&gt;
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==== 矛头原则——危险的赌博 ====&lt;br /&gt;
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钝器不大可能突破任何防守，它的力量太分散。而锐利的矛则可以轻而易举的穿透防守，因为它的能量集中在了一点。在战略层面也是如此——大部分情况下，给敌方战线上的一小部分造成大量伤害比一线平推更为有效。&lt;br /&gt;
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很明显，这更需要花心思做计划——在应用矛头原则之前熟悉战场和了解敌人的部署情况，然后，当时段合适时（如果你是中立的，就选择对敌方不利的时段）快速进攻，在极小的区域内投入尽可能多的部队沉重打击敌人（这是上文所说拿破仑“蚕食”战术的变种）。要谨慎选择合适的地形发起进攻。&lt;br /&gt;
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如果兵力足够，应该用轻型、快速的炮灰型部队包围战区，他们不必投入战斗，只需利用控制区域封闭战区。接下来的目标很简单，在时段变得不利之前清空战区。不要放走任何敌人，阻止他们躲入村庄疗伤和重返战场。如果时段变化了，或你已经击溃敌军，集中部队（侦查部队除外），沿着敌军防线破坏侧翼。使用侦查部队骚扰和限制另一侧翼的单位，直到主力部队赶到将其歼灭为止。&lt;br /&gt;
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凭借着正确的战术和一些好运气，现在你应该已经以较小的代价击溃了大部分敌军。一些单位可能已经升级，这些部队应该用于猎杀敌方的英雄及残余力量。&lt;br /&gt;
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要小心的是，这个战术挺冒险。如果你不走运，准备不充分，或者敌人发起了强劲的反击，你的部队可能会陷入困境并被慢慢清除掉，甚至更糟糕，趁虚而入的敌人主力部队会解决掉你的英雄。这个战术用得好可以迅速获胜，运用不当则很容易满盘皆输。&lt;br /&gt;
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=== 武器的特性 ===&lt;br /&gt;
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==== 背刺 ====&lt;br /&gt;
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{{Quote|&lt;br /&gt;
|quote=&amp;quot;盗贼脚步轻快，善于躲闪，很难被击中。他们擅长背刺，夹击敌人时可造成双倍伤害。在夜晚，混乱阵营的盗贼更善战。&amp;quot;&lt;br /&gt;
|source=盗贼的描述说明&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
刺客、夜之荒芜、飞贼、暗影和盗贼具有背刺能力。征募盗贼需要花费13个金币，基础攻击力为4×3。但是使用背刺可以达到8×3的惊人攻击力，差不多是2级单位的水平。强壮的盗贼在晚上用背刺可以有12×3的攻击力，积累24点经验后，升级成为基础攻击力6×3的飞贼……&lt;br /&gt;
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要达到背刺的条件不需要另一个单位也发起攻击——只要站在敌对单位的正后方就行。如果没有困在敌人的控制区域内，有剩余移动力的友军还可以在你施展背刺攻击之后离开。成对出击的盗贼擅长对付虚弱和落单的单位，他们可以一直夹击对手。&lt;br /&gt;
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成对使用会背刺的单位挺有效，尤其是速度快的暗影，因为可以相互增益。留一两对伏击落单的侦查或偷占村庄的单位。&lt;br /&gt;
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==== 减速 ====&lt;br /&gt;
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移动缓慢、弱不禁风、火力有限的萨满要重点照顾，但别忽视他们的攻击能力。减速能力可以暂时弄残强壮的敌人，使其伤害减半。&lt;br /&gt;
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当然，这种战术更适合高级单位：精灵德鲁伊、精灵仙子、精灵女巫和地精掠夺者，因为他们的减速能力更可靠且在反击中的生存率更高（尤其是承受未减速单位的攻击）。&lt;br /&gt;
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你也可以在攻击群中配置一个有减速能力的单位，用以拖住受伤的敌人防止其逃跑，或在发起攻击时减弱敌方战士的反击能力。&lt;br /&gt;
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==== 治疗和治愈 ====&lt;br /&gt;
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成对使用治疗单位，这样他们就无需在战斗过程中撤退到村庄休整。记住治疗和治愈的区别。投入治疗者到最需要的地方。&lt;br /&gt;
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别忘了，拥有治愈单位就无惧毒素。刺客最严重的威胁是其飞刀上的毒素。德鲁伊和白袍法师能在毒发前解毒（但他们无法在当前回合解除已中毒单位的毒素），而且任何相邻的单位都能受益——这和他们要回复的生命值无关。&lt;br /&gt;
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==== 毒素 ====&lt;br /&gt;
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使用有毒素的单位（食尸鬼、兽人刺客、刺客），目的应该是感染尽可能多的单位，而不是集中毒害单个敌人。已经中毒的单位应该是其他部队次要的攻击目标，除非能一击致命。&lt;br /&gt;
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即使敌人有再生能力，或者处于村庄和邻近治愈者，也不要低估毒素的作用。解除毒素时，不会回复单位的生命值。不停的下毒可以阻止这些皮糙肉厚生命力顽强的单位回复生命，有利于其他单位下手。&lt;br /&gt;
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毒素可以有效克制高防御、高闪避率的单位，不管攻击多少次、直接造成多大的伤害，只要命中一次，敌人在治愈之前每回合都会不断损失生命值。&lt;br /&gt;
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在夜晚最后一波攻击中，混乱阵营让守序单位中毒，因为中毒的单位不宜冒着风险继续追击，这样就丧失了在白天时段进攻混乱阵营的优势。&lt;br /&gt;
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==== 连击 ====&lt;br /&gt;
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有连击特质的单位每回合攻击的次数与他的生命值相关，也就是说，如果只有3/4的生命值了，它的攻击次数也会下降到3/4，每次的攻击力则不会受到影响。&lt;br /&gt;
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首要任务是保证连击单位的健康。对付连击单位最好的方法是使其中毒，然后暂时避开，因为具备这种特质的单位一般都是高等级的怪物。结合“减速”能力可以更好的避免硬拼，趁其奄奄一息之时再出手索命。&lt;br /&gt;
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=== 征募 ===&lt;br /&gt;
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要记住，你的英雄只要站在城堡主楼就能征募单位，不一定非得在关卡开始的时候。如果同时有两个敌人，其中一个相隔甚远（如“围攻埃仁撒伐（The Siege of Elensefar）”这一幕），你可以先征募足够的单位清理掉第一个敌方英雄（并挡住另一个敌人的前锋部队），然后移动到他的城堡主楼继续征募部队。如果战斗持续很久，这一招能节省开支，而且你的英雄靠近前线更容易升级。&lt;br /&gt;
&lt;br /&gt;
如果有多个彼此差异很大的敌人，宜优先攻击最弱的那个，或者能带来更多潜在收益的那个。让英雄随大部队一同行动，干掉敌人后占据他的城堡作为新基地。这样不用在主力部队之外另招单位保卫英雄，额外有利于保护你的英雄。最后，这还能节省很多金币。这种战术适用于有多个对手的地图，如在多人地图“矮人国门（Dwarven Doors）”上对抗电脑。&lt;br /&gt;
&lt;br /&gt;
==== 放置单位 ====&lt;br /&gt;
&lt;br /&gt;
手动安排征募和召回的单位位置。在征募或召回之前，点击城堡的格子确定最佳放置地点，确保能尽快占据村庄或比对手更早到达关键位置。&lt;br /&gt;
&lt;br /&gt;
有的地图从城堡延伸出狭窄的通道（比如“珍珠海湾（Bay of Pearls）”，或者“继位者（Heir to the Throne）”战役的一些地底随机地图），宜成对征募或召回移动力互有差异的单位，这样不会互相妨碍发挥最大的机动性。例如同时征募一个精灵战士和骑手，或者精灵战士和精灵弓箭手。&lt;br /&gt;
&lt;br /&gt;
==== 选择单位 ====&lt;br /&gt;
&lt;br /&gt;
* 像兽人步兵和骑手这样的单位没有远程攻击能力，让同时具备肉搏和远程攻击能力的单位进攻他们，比如精灵游侠，便不会遭到反击，防御的时候也不会吃亏。对没有肉搏能力的单位，比如黑暗狂徒也是一样的。&lt;br /&gt;
* 假如战况胶着，使用快速移动的单位（侦查单位）潜行穿过敌阵去占领村庄，切断其经济来源，迫使敌人分兵。如果战斗发生在河流或其他狭窄的地形，使用具有游击能力的单位（如决斗者）可以轻易越过河流包围敌人，或者使用空中单位（如狮鹫）以避免处于地形劣势。&lt;br /&gt;
* 如果需要通过大片的浅滩、山区、洞穴或其他难以行动的地形，尽量使用那些在折算移动力时比较合算的单位。比如，若某单位需要耗费3点移动力才能在水中移动一步，那么他最好是有3、6或9点的移动力。召回有“敏捷”特质的单位也是个办法。如果召回的单位有5点移动力，那么在每走一步就耗费3点的地形中，一个回合也只能走一步，而只要再多1点移动力就可以多走一步。&lt;br /&gt;
* 精灵战士这样的单位既廉价，又同时具有不错的肉搏和远程攻击能力，适合站在前线防御，面对不管什么敌人都能反击。而骑手就不适合这种角色，因为价格较贵，容易被弓箭手重创还无法还击。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 熟悉战场 ===&lt;br /&gt;
&lt;br /&gt;
==== 侦查-熟悉地图 ====&lt;br /&gt;
&lt;br /&gt;
进攻的效果取决于时段，防御的效果则要看地形。首先找到所有城堡，探明其周围的地形。如果有黑幕就派出两三支侦查部队探索城堡。有战争迷雾的时候这样做通常也是值得的，因为可以探知敌人的阵营（如果开局时不知道的话）及其城堡布防情况。要及时补充侦查部队的损失，他们获取的情报价值高于征募的花费。&lt;br /&gt;
&lt;br /&gt;
==== 调查-熟悉地形 ====&lt;br /&gt;
&lt;br /&gt;
查看地形整体情况，包括每种地形的面积大小，确定哪些地形的影响最重要。这决定了要选择哪类单位及其能发挥的效力。然后看看主要的地形是散乱还是大块分布的。山地和深水区会影响大部分类型的单位，小心被敌人利用陷你于困境：当然，你也可以这么对付敌人。如果起始资金有富余，可以根据地形情况增加征募增援部队。&lt;br /&gt;
&lt;br /&gt;
==== 交通-明了路径 ====&lt;br /&gt;
&lt;br /&gt;
要对你的部队所在地（一开始是你的城堡）和敌友军城堡之间的有利地形了然于胸。利用你和目标之间散落的村庄打通路径，如果没有治疗单位时这尤其重要。决定在哪些地形上扬长避短。若目标是达到某个对象或格子，也照此处理。&lt;br /&gt;
&lt;br /&gt;
灵活选择路径，不要硬拼。搞清楚对不同单位来说最好走的路，再挑选地点重组集结。要让敌人猜不透你下一步的计划。沿着相邻的几条路径进军，对手会难于招架。主力部队直捣黄龙，快速部队外围跟进，在某些情况下也可以轻松搞定。&lt;br /&gt;
&lt;br /&gt;
==== 地形特性-学会下套 ====&lt;br /&gt;
&lt;br /&gt;
在有利地形的边缘防御，伏击（不论有没有盗贼）来犯对手和保护友军。有时有多条可以快速通过的道路，确认是否绕过不利地形比通过更快。在不利的地形上，形成包围限制对方行动会很艰难，因此要（使用控制区域）驱赶敌人到更适合的地形上再包围他们。&lt;br /&gt;
&lt;br /&gt;
==== 距离-计算时间 ====&lt;br /&gt;
&lt;br /&gt;
设立前线布阵并迅速推进的时候要格外小心，因为这样经常会在最不利的时段遭遇敌人。如果等几个回合占据附近的村庄，然后在上半夜/上午（取决于你的混乱还是守序）遇敌，那么能在敌人有所作为前消灭大部分。同理，要是发现时机或位置不对，最好还是撤回到村庄中，或者龟缩防守（如果有单位不会遭到反击，比如法师对巨魔，还是应该出手），拖过不利的时段。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第一部分）-了解你的敌人 ====&lt;br /&gt;
&lt;br /&gt;
在投入战斗前记得要查看所有敌人的生命值、移动力和攻击力。攻击前最好看看敌方陌生单位的描述说明。有的单位抗性、闪避率或移动力与众不同——不要以为他们像看上去一样都差不多。面对有不同种族的敌人时这尤其重要，典型的例子是龙族和蜥蜴族——龙族很结实，但是闪避率低，而且害怕寒冷和穿刺攻击，因此你征募的部队可能很自然的包括弓箭手、寒冰系法师，以及一小撮高攻击力的单位。但蜥蜴族敏捷而脆弱，在几乎所有地形上都有不错的闪避率——于是你会发现还是需要快速骑兵追踪他们，并征募高攻击力的单位以保证攻击效果。面对其他阵营的敌人时也一样——在参战前务必要备课。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第二部分）-认识你自己 ====&lt;br /&gt;
&lt;br /&gt;
始终要清楚哪些部队是可用的。先仔细阅读单位的描述说明和数据，然后再征募。仅使用两三类单位（不失为很好的策略，如果能保证运转良好的话），很容易让你忘记还有其他选择。如果凭目前的单位难以支撑，一般（总是）应有其他解决之道——关键要知道是什么方法，并在正确的时机正确地使用。更进一步的，要熟悉征募的每一个单位（尤其在战役中）——特质系统带来许多变数，特质不同的同类单位可以分配不同的角色。强壮、坚韧的单位适于在前线作战或防守据点，迅捷的单位（特指迅捷的骑兵部队，因为其他大部分快速部队不适合投入战斗）则适合完成侦查和侧翼包抄的任务。聪慧的单位最好避免惨烈战斗（首先，他们升级所需的经验值更少，要杀死的敌人相应更少；其次，他们升级的几率更高——前提是能幸存）。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 控制区域（ZoC） ===&lt;br /&gt;
&lt;br /&gt;
控制区域用于设置人为的障碍。借助它能减少被攻击的可能，保护虚弱和受伤的单位。很难预计控制区域造成的影响，因为这取决于单位所处的位置而不是单位的数量。尽管它是一种战术手段，但更具有战略意义，因为它适用于接触前后而不是接触期间。建立和维护好控制区域，面对实力强大但站位糟糕的对手时，你也能在其他方面更好的调动和控制。&lt;br /&gt;
&lt;br /&gt;
单位的控制区域包括其所在的以及邻接的六边形格子。当强力单位靠近你的弱小单位时，要特别注意控制区域和地形因素。将控制区域连接成坚实的屏障。目标是重整成良好的防御阵型，并保证敌人只能在不利的时段发起攻击。确保每个单位最多同时被两个单位攻击，也不要留给敌人破绽突破阵型。在这种情况下，让你的单位杀出去，扩展控制区域，迫使敌人面对一个或多个目标。&lt;br /&gt;
&lt;br /&gt;
大多数时候，对手会盯住一个目标。你应该确定每一个单位都处于至少两个其他单位的控制区域内。这样，当敌人攻击一个单位时，你可以紧闭门户直到增援部队到达。保护好控制区域通常和护卫村庄或通道同等重要。&lt;br /&gt;
&lt;br /&gt;
控制区域对骑手、蝙蝠、鬼魂、狼骑兵等快速单位的影响远大于行动迟缓的单位。应对之道是分配两三个最快的单位，以某个地方远程单位（long range unit）为攻击对象，在他和他的目标（通常是村庄）之间组成半圆或线性的防御阵型，一拥而上将其包围并纳入你的控制区域，大幅缩减其活动空间后再格杀之。然后转向其他远程单位重复这一战术。&lt;br /&gt;
&lt;br /&gt;
有战雾和阴影的时候，不可能探知对手征募单位的情报，不过检查村庄周围的控制区域是个好习惯，这能帮助你对付突然袭击。在初期，远程单位（long range unit）通常用来占领村庄，越早雇佣他们，占领到的村庄就越多。在还未占领的村庄周围尽快建立控制区域，以便在能够腾出手来时再占领。&lt;br /&gt;
&lt;br /&gt;
控制区域的另一个作用是决定战斗在何时何地打响。如果对手移动到你的控制区域，但你正处于不利地形，那么你有多种选择。进攻（这是最差的选择），或者等待敌人下回合的攻击（那样敌人能自由选择目标），或者移动到有利地形。看看可以移动多远，放置防卫部队保持控制区域，并在其后集中部队作为保护。这能逼使对手犯错，争取到时间准备战术反击。保持防卫部队的防卫作用！如果控制区域瓦解，你的部队会崩溃。&lt;br /&gt;
&lt;br /&gt;
受伤的单位要穿越敌对地区时，控制区域很有用。围绕受伤单位组成一个大包围圈，而不是紧密围在一起。对手便无法攻击你所有的部队，还可以让健康的单位站在控制区域范围内，这样必要时能使用蛙跳战术。&lt;br /&gt;
&lt;br /&gt;
接近敌方城堡的时候，控制区域可能非常关键。在某些关卡中，占据靠近城堡的格子可能触发特殊事件。确认临近城堡的单位与城堡保持一定距离，并且仍在己方的控制区域范围内。集结后再一鼓作气夺取城堡。&lt;br /&gt;
&lt;br /&gt;
对付可以忽略控制区域的游击型单位，一般只能构筑坚实的防御阵型。或者利用控制区域挡住特定的单位，放游击单位过来，分而歼之。&lt;br /&gt;
&lt;br /&gt;
某些战役关卡的过关目标是某单位移动到指定的地点（通常有地标指示），不太重要的单位围绕关键单位组成彼此相距一两个格子的松散阵型，用他们的控制区域和牺牲来保证关键单位的安全。&lt;br /&gt;
&lt;br /&gt;
==== 包围 ====&lt;br /&gt;
&lt;br /&gt;
两个单位的包围战术很给力，尤其是夹击远程单位。前后各放置一个单位可以限制对方只能移动一格，就算下回合退开了，你也能再次包围他。这意味着你能据此牵制敌人直到后续部队到达，然后采取蛙跳战术越过非常强大的敌人。&lt;br /&gt;
&lt;br /&gt;
=== 撤退（战略转进） ===&lt;br /&gt;
&lt;br /&gt;
有时战况不如意，要么全军覆没要么选择撤退。撤退的目的是更有效的重组和休整部队。可以采用反方向的蛙跳战术组织撤退，不过这也会留出空间鼓励对手推进。落在前线的治疗单位需要移向更有利的地形并在那里进行决战。&lt;br /&gt;
&lt;br /&gt;
事先做好撤退准备并把握好撤退时机也非常重要。经常有玩家因为没有支援部队而导致撤退变成溃退。可尝试在侧翼利用控制区域构筑用于撤退的“安全区”。&lt;br /&gt;
&lt;br /&gt;
撤退的真正问题是如何维持敌我之间的距离。如果他们比你移动快，你就不得不建立控制区域，保证行动迟缓的单位处于保护中。无形单位是执行这项任务的最佳选择，除了隐身之外还能在被发现时耗费对手宝贵的一回合行动。一旦大部队安全了，他们就可以悄悄地遁走。有时候你需要一两个单位充当神风敢死队阻滞敌人——如果你认为牺牲他们的经验值来挽救更多的部队是值得的。&lt;br /&gt;
&lt;br /&gt;
==== 日夜交替时的撤退 ====&lt;br /&gt;
&lt;br /&gt;
在单挑地图中，你和对手的村庄之间一般都有些空间，大概是一两个回合进军的距离，取决于具体的地图和敌我推进的速度。&lt;br /&gt;
&lt;br /&gt;
撤退的动机萌发于你自己进攻的回合。在适合你的时段，你的战力更强，因此敌退我进（暂不考虑双方阵营相同的情况）。&lt;br /&gt;
&lt;br /&gt;
如果你是龙族，通常在拂晓发起进攻。你冲向中间地带，而敌人退却。第一天是关键的回合。在理想情况下，你应该已经能攻击到敌人的应村庄了。因为有较慢的单位落在后面，可能整支部队还没有完全就位，因此你的兵力还不够（那正是对手期盼的，也是你要调整的）。若是如此，你只有一两个回合用于进攻。在黄昏时你就得收回部队。&lt;br /&gt;
&lt;br /&gt;
从敌人的村庄出发，他需要至少一两个回合（黄昏时段）穿过中间地带发起反击，然而你也许不得不决定是交还村庄给对手一两个回合还是守住它们。这常常取决于你保住占村部队的信心。如果敌人有法师来袭，你占村部队成功生还的机会就很渺茫了。这时应该退出村庄，否则你的单位会白白牺牲。&lt;br /&gt;
&lt;br /&gt;
不过要是你会算账，就会明白大不了也就是一个村子的损失，而且最多失守两个回合。记住，每丢掉一个村子，每回合净损失是4枚金币（你少2枚同时敌人多2枚），可要是一个单位战死，损失就大了。&lt;br /&gt;
&lt;br /&gt;
当黎明到来时，你当夺回村庄。要是敌人蠢到继续呆在村庄里，你便可以在白天将他碾成碎片。&lt;br /&gt;
&lt;br /&gt;
即使你不想进攻，在利于敌人的时段来临之前也应该占据村庄之间的空间拖住敌人的脚步。&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[How to play Undead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
* [http://wesnoth.fsf.hu/?q=node/164 Haladó taktikák (Hungarian)]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Calon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics/zh-Hans&amp;diff=42245</id>
		<title>AdvancedTactics/zh-Hans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics/zh-Hans&amp;diff=42245"/>
		<updated>2011-04-17T13:12:19Z</updated>

		<summary type="html">&lt;p&gt;Calon: Created page with '== 高级战术 == {|align=&amp;quot;right&amp;quot; |- |__TOC__ |} 本页面适合以下类型的读者：已经读过入门教程（GettingStarted）和韦诺之战手册（WesnothManual…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 高级战术 ==&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
本页面适合以下类型的读者：已经读过入门教程（[[GettingStarted]]）和韦诺之战手册（[[WesnothManual]]），玩的时间够长，已经熟悉系统、懂得如何摆布各种单位，希望掌握击败 AI 和人类对手的诀窍。&lt;br /&gt;
各种战术适用的条件不同，你应该根据自己的风格灵活运用。比如，你是喜欢使用人海战术还是少量精英部队，是否偏爱某个种族，是按流程玩完整个战役的关卡就好，还是为了完美结局反复玩每一关。&lt;br /&gt;
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=== 战略 ===&lt;br /&gt;
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==== 战略优先战术 ====&lt;br /&gt;
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战术涉及到地图上各单位每一步行动的判断。如果战术不符合正确的战略，即使单位更强，也可能被战略正确的对手击败。&lt;br /&gt;
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开战前一般首先应该观察地图。以下的建议很重要：&lt;br /&gt;
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* 哪些区域可以/无法快速移动；&lt;br /&gt;
* 哪些区域具有防御加成优势；&lt;br /&gt;
* 哪些区域对手的部队可以/无法快速移动；&lt;br /&gt;
* 哪些区域对手的部队具有防御加成优势；&lt;br /&gt;
* 地图的大小（地图越大越应重视侦查和机动力，相反则越应重视近战能力）。&lt;br /&gt;
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通常地图上会有一些对手不得不缓慢通过的地形（如河流），或者通路狭窄（如桥梁和浅滩），限制了对手展开攻击，因此可以仅用少量的部队镇守，以便分兵他处。一旦你有了全盘计划，在何处牵制敌人，在何处发动攻击，就可以开始下一步了。&lt;br /&gt;
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==== 宽阔地带的战略 ====&lt;br /&gt;
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基于地图大小、敌我距离和机动力，一般有以下几种类型的开局：&lt;br /&gt;
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* 侦查。征募大量高机动力的侦查部队，尽快占领尽可能多的村庄。在敌我相距甚远的大型地图上最有效。最终大多演变成大部队混战的局面；&lt;br /&gt;
* 编队。征募重型战士，辅以机动部队跟随其后。目的是组成肉盾防御线抵挡初始的攻击，并在其后投入较轻量级的单位打击敌人。比如说，矛兵排列成线，骑兵列队其后，这样骑兵可以在前线发生战斗后投入战场，攻击已经受伤的敌人。若后续部队能一举突破敌人的防线，就发展成为下文的蛙跳战术。这类战术在小地图或者距离敌人很近时有效；&lt;br /&gt;
* 先锋。介于上述两种战术之间。优先征募重型且快速的部队（如骑士和骑手，或重骑兵（Dragoon，游戏中的翻译是龙骑士）和骑兵的搭配）。先锋部队突飞猛进，然后坚守直到更重型的步兵到来，再回撤休整。这类战术适用于中型规模的地图。&lt;br /&gt;
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=== 战术 ===&lt;br /&gt;
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==== 利用优势战斗 ====&lt;br /&gt;
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从孙子到“震慑行动”（美国攻打伊拉克的战争使用的行动代号），军事家们均强调只有具备绝对优势才宜于介入冲突。在韦诺之战中，这表示：&lt;br /&gt;
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* 更多的单位；&lt;br /&gt;
* 更好的单位（更强壮、等级更高）；&lt;br /&gt;
* 后方有优秀的治疗部队。&lt;br /&gt;
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一般来说，“三则攻之”是个不错的原则。如果战斗力超出敌人三倍以上，便可以迅速击溃它。如果数量优势不够大，则集中力量制造三倍以上的优势。&lt;br /&gt;
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拿破仑特别擅长操纵部队以集中优势力量。他进攻中路，突破战线并分割敌军，然后分出一小部分兵力固守侧翼牵制一半敌人，以主力部队击溃寡不敌众的另一半。最后，主力重新投入战斗，增援固守侧翼的部队，歼灭剩下的一半敌人。（这种策略被称为“蚕食”）&lt;br /&gt;
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在韦诺之战中要执行这种战术，需要在侧翼的有利地形配置少量血多耐操的部队（例如两个红袍法师和一个白袍法师，或者三个圣骑士），主力部队则进攻另一侧。借助于治疗单位和村庄，少量部队也能长时间牵制大量敌人。&lt;br /&gt;
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==== 佯攻 ====&lt;br /&gt;
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你可以通过佯攻误导 AI 甚至不少人类对手，如派遣少数部队进攻敌人的英雄、村庄或者桥梁。他们会反应过度，排出糟糕的布阵。类似的，你也可以将快速单位投入到敌人后方去占领村庄，游击而不固守，吸引敌人分派前线的部队去追剿或增调援军。具备飞行能力的单位无视地形限制，特别适合这种任务。如果对手看穿了佯攻的意图并且忽略你的部队，有时候佯攻也可以转变为主攻。&lt;br /&gt;
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与人类对手对战时，要注意防范这种战术。要是发现对手发起的攻击没什么意义，就有可能是用来分散注意力的。这不是说你应该忽略它，而是将其纳入考虑并尝试反击，直到对手暴露其真实意图，但不要动用全部兵力——可能你干掉了少量敌人，却发现另一个方向上的英雄失去了掩护。&lt;br /&gt;
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==== 跳跃（或蛙跳） ====&lt;br /&gt;
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纵观历史，每位战略家都警告说要“准备好预备队”。在韦诺之战中，这表示不应投入所有单位进行总攻，而要控制后续单位利用先锋打开的缺口，或者让健康多血的单位顶到前线当肉盾。&lt;br /&gt;
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现在“预备队”的概念已经扩展了：主力部队分为两部分，一部分进攻时另一部分压阵。如果进攻部队被日了，就撤回来治疗或放入村庄，这样经验值分配更均匀，有利于长期战役。如果需要高等级单位，优先选择那些能给予敌人致命打击的单位，他们的升级更快。为了确保尽可能多的单位成功升级，你应避免损失已有高经验值的单位。&lt;br /&gt;
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不要用高等级单位，尤其是英雄来防守治疗者或村庄，敌人可能会转而集中打击他们，以及寻找救护的受伤单位。&lt;br /&gt;
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有时候如果具备好条件，如敌人明显很弱，或者你正处于优势时段，倾巢而出是个可以迅速获胜好办法。但大部分时候还是建议使用其他更加优雅的战术。&lt;br /&gt;
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==== 小而强 ====&lt;br /&gt;
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构建以高等级单位为核心的小集团。蓄力一两个回合，然后重拳出击。组织2级或少量3级单位防御侧面，或在最关键的两三个回合中投入战斗。采用这种战术的资金需求更少，不必分心于占据更多村庄。&lt;br /&gt;
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谨记要征募1级单位承受对手的第一波攻击，同样也适用于应付佯攻和固守不太重要的村庄。幸存者可以给予遭受重创的敌人以致命一击，替换那些最后牺牲了的核心成员。即是说，你必须升级新的单位，取代某些可能不得不牺牲掉的高等级单位。&lt;br /&gt;
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==== 可以升级和不可以升级的单位 ====&lt;br /&gt;
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一般你会希望可以升级的单位获得尽可能多的经验值。然而，那些不再能升级的单位也可以在以下情况中发挥巨大作用：&lt;br /&gt;
* 坚守战略要地；&lt;br /&gt;
* 削弱敌人，保证其他可以升级的单位发动最后一击；&lt;br /&gt;
* 无论是否能够升级，游击型的单位（散兵）在进攻瓶颈地形时都非常有用，因为有利于迅速扯开敌军；&lt;br /&gt;
* 面对占据压倒优势的敌军时，优先保存脆弱但重要的单位，如巫师、白袍法师等。&lt;br /&gt;
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==== 生命值 ====&lt;br /&gt;
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生命值是单位唯一的不可再生资源。尽量选择对自身单位伤害最小的进攻方式，而不是只顾着狠操敌人。比方说，你要进攻的目标单位没有远程攻击方式，近战的攻击力为6×3，你的单位近战攻击为4×4，远程攻击为3×3。要仔细考虑战况。你需要这个回合就干掉对方吗？他有没有躲在村子里面或靠近治疗者？不要轻率接受电脑自动给出的建议（那通常只是衡量能造成多大损伤，而没有全面考虑得失）。&lt;br /&gt;
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记住，单位升级时会回复全部的生命值并且治愈异常状态。&lt;br /&gt;
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最后，即使使用魔法攻击敌人的英雄，代价也很高昂，尤其是在城堡中的英雄。做好牺牲几个单位的心理准备。&lt;br /&gt;
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==== 利用升级 ====&lt;br /&gt;
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在关卡结尾清理战场时，尽量平衡分配经验值，保证一些单位接近升级状态。这样在开始下一个关卡时，召回即将升级的单位比召回已升级的同个单位划得来，因为从召回到升级的回合之间，每回合都可以节约1个金币。利用好升级可以显著改善过关的效率和伤亡率。&lt;br /&gt;
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所有单位，包括已经满级的，经验值满了之后都会完全回复生命值。然而，满级后的升级（AMLA）与一般的升级不一样，在完全回复外通常只会增加额外3点生命值。显然经验值留给较低级的单位更明智。&lt;br /&gt;
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==== 矛头原则——危险的赌博 ====&lt;br /&gt;
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钝器不大可能突破任何防守，它的力量太分散。而锐利的矛则可以轻而易举的穿透防守，因为它的能量集中在了一点。在战略层面也是如此——大部分情况下，给敌方战线上的一小部分造成大量伤害比一线平推更为有效。&lt;br /&gt;
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很明显，这更需要花心思做计划——在应用矛头原则之前熟悉战场和了解敌人的部署情况，然后，当时段合适时（如果你是中立的，就选择对敌方不利的时段）快速进攻，在极小的区域内投入尽可能多的部队沉重打击敌人（这是上文所说拿破仑“蚕食”战术的变种）。要谨慎选择合适的地形发起进攻。&lt;br /&gt;
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如果兵力足够，应该用轻型、快速的炮灰型部队包围战区，他们不必投入战斗，只需利用控制区域封闭战区。接下来的目标很简单，在时段变得不利之前清空战区。不要放走任何敌人，阻止他们躲入村庄疗伤和重返战场。如果时段变化了，或你已经击溃敌军，集中部队（侦查部队除外），沿着敌军防线破坏侧翼。使用侦查部队骚扰和限制另一侧翼的单位，直到主力部队赶到将其歼灭为止。&lt;br /&gt;
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凭借着正确的战术和一些好运气，现在你应该已经以较小的代价击溃了大部分敌军。一些单位可能已经升级，这些部队应该用于猎杀敌方的英雄及残余力量。&lt;br /&gt;
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要小心的是，这个战术挺冒险。如果你不走运，准备不充分，或者敌人发起了强劲的反击，你的部队可能会陷入困境并被慢慢清除掉，甚至更糟糕，趁虚而入的敌人主力部队会解决掉你的英雄。这个战术用得好可以迅速获胜，运用不当则很容易满盘皆输。&lt;br /&gt;
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=== 武器的特性 ===&lt;br /&gt;
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==== 背刺 ====&lt;br /&gt;
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{{Quote|&lt;br /&gt;
|quote=&amp;quot;盗贼脚步轻快，善于躲闪，很难被击中。擅长背刺，夹击敌人时可以造成双倍伤害。属于混乱阵营的盗贼在晚上比白天更善战。&amp;quot;&lt;br /&gt;
|source=对盗贼的描述说明&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
刺客、夜之荒芜、飞贼、暗影和盗贼具有背刺能力。征募盗贼需要花费13个金币，基础攻击力为4×3。但是使用背刺可以达到8×3的惊人攻击力，差不多是2级单位的水平。强壮的盗贼在晚上用背刺可以有12×3的攻击力，积累24点经验后，升级成为基础攻击力6×3的飞贼……&lt;br /&gt;
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要达到背刺的条件不需要另一个单位也发起攻击——只要站在敌对单位的正后方就行。如果没有困在敌人的控制区域内，有剩余移动力的友军还可以在你施展背刺攻击之后离开。成对出击的盗贼擅长对付虚弱和落单的单位，他们可以一直夹击对手。&lt;br /&gt;
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成对使用会背刺的单位挺有效，尤其是速度快的暗影，因为可以相互增益。留一两对伏击落单的侦查或偷占村庄的单位。&lt;br /&gt;
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==== 减速 ====&lt;br /&gt;
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移动缓慢、弱不禁风、火力有限的萨满要重点照顾，但别忽视他们的攻击能力。减速能力可以暂时弄残强壮的敌人，使其伤害减半。&lt;br /&gt;
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当然，这种战术更适合高级单位：精灵德鲁伊、精灵仙子、精灵女巫和地精掠夺者，因为他们的减速能力更可靠且在反击中的生存率更高（尤其是承受未减速单位的攻击）。&lt;br /&gt;
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你也可以在攻击群中配置一个有减速能力的单位，用以拖住受伤的敌人防止其逃跑，或在发起攻击时减弱敌方战士的反击能力。&lt;br /&gt;
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==== 治疗和治愈 ====&lt;br /&gt;
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成对使用治疗单位，这样他们就无需在战斗过程中撤退到村庄休整。记住治疗和治愈的区别。投入治疗者到最需要的地方。&lt;br /&gt;
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别忘了，拥有治愈单位就无惧毒素。刺客最严重的威胁是其飞刀上的毒素。德鲁伊和白袍法师能在毒发前解毒（但他们无法在当前回合解除已中毒单位的毒素），而且任何相邻的单位都能受益——这和他们要回复的生命值无关。&lt;br /&gt;
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==== 毒素 ====&lt;br /&gt;
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使用有毒素的单位（食尸鬼、兽人刺客、刺客），目的应该是感染尽可能多的单位，而不是集中毒害单个敌人。已经中毒的单位应该是其他部队次要的攻击目标，除非能一击致命。&lt;br /&gt;
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即使敌人有再生能力，或者处于村庄和邻近治愈者，也不要低估毒素的作用。解除毒素时，不会回复单位的生命值。不停的下毒可以阻止这些皮糙肉厚生命力顽强的单位回复生命，有利于其他单位下手。&lt;br /&gt;
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毒素可以有效克制高防御、高闪避率的单位，不管攻击多少次、直接造成多大的伤害，只要命中一次，敌人在治愈之前每回合都会不断损失生命值。&lt;br /&gt;
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在夜晚最后一波攻击中，混乱阵营让守序单位中毒，因为中毒的单位不宜冒着风险继续追击，这样就丧失了在白天时段进攻混乱阵营的优势。&lt;br /&gt;
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==== 连击 ====&lt;br /&gt;
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有连击特质的单位每回合攻击的次数与他的生命值相关，也就是说，如果只有3/4的生命值了，它的攻击次数也会下降到3/4，每次的攻击力则不会受到影响。&lt;br /&gt;
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首要任务是保证连击单位的健康。对付连击单位最好的方法是使其中毒，然后暂时避开，因为具备这种特质的单位一般都是高等级的怪物。结合“减速”能力可以更好的避免硬拼，趁其奄奄一息之时再出手索命。&lt;br /&gt;
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=== 征募 ===&lt;br /&gt;
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要记住，你的英雄只要站在城堡主楼就能征募单位，不一定非得在关卡开始的时候。如果同时有两个敌人，其中一个相隔甚远（如“围攻埃仁撒伐（The Siege of Elensefar）”这一幕），你可以先征募足够的单位清理掉第一个敌方英雄（并挡住另一个敌人的前锋部队），然后移动到他的城堡主楼继续征募部队。如果战斗持续很久，这一招能节省开支，而且你的英雄靠近前线更容易升级。&lt;br /&gt;
&lt;br /&gt;
如果有多个彼此差异很大的敌人，宜优先攻击最弱的那个，或者能带来更多潜在收益的那个。让英雄随大部队一同行动，干掉敌人后占据他的城堡作为新基地。这样不用在主力部队之外另招单位保卫英雄，额外有利于保护你的英雄。最后，这还能节省很多金币。这种战术适用于有多个对手的地图，如在多人地图“矮人国门（Dwarven Doors）”上对抗电脑。&lt;br /&gt;
&lt;br /&gt;
==== 放置单位 ====&lt;br /&gt;
&lt;br /&gt;
手动安排征募和召回的单位位置。在征募或召回之前，点击城堡的格子确定最佳放置地点，确保能尽快占据村庄或比对手更早到达关键位置。&lt;br /&gt;
&lt;br /&gt;
有的地图从城堡延伸出狭窄的通道（比如“珍珠海湾（Bay of Pearls）”，或者“继位者（Heir to the Throne）”战役的一些地底随机地图），宜成对征募或召回移动力互有差异的单位，这样不会互相妨碍发挥最大的机动性。例如同时征募一个精灵战士和骑手，或者精灵战士和精灵弓箭手。&lt;br /&gt;
&lt;br /&gt;
==== 选择单位 ====&lt;br /&gt;
&lt;br /&gt;
* 像兽人步兵和骑手这样的单位没有远程攻击能力，让同时具备肉搏和远程攻击能力的单位进攻他们，比如精灵游侠，便不会遭到反击，防御的时候也不会吃亏。对没有肉搏能力的单位，比如黑暗狂徒也是一样的。&lt;br /&gt;
* 假如战况胶着，使用快速移动的单位（侦查单位）潜行穿过敌阵去占领村庄，切断其经济来源，迫使敌人分兵。如果战斗发生在河流或其他狭窄的地形，使用具有游击能力的单位（如决斗者）可以轻易越过河流包围敌人，或者使用空中单位（如狮鹫）以避免处于地形劣势。&lt;br /&gt;
* 如果需要通过大片的浅滩、山区、洞穴或其他难以行动的地形，尽量使用那些在折算移动力时比较合算的单位。比如，若某单位需要耗费3点移动力才能在水中移动一步，那么他最好是有3、6或9点的移动力。召回有“敏捷”特质的单位也是个办法。如果召回的单位有5点移动力，那么在每走一步就耗费3点的地形中，一个回合也只能走一步，而只要再多1点移动力就可以多走一步。&lt;br /&gt;
* 精灵战士这样的单位既廉价，又同时具有不错的肉搏和远程攻击能力，适合站在前线防御，面对不管什么敌人都能反击。而骑手就不适合这种角色，因为价格较贵，容易被弓箭手重创还无法还击。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 熟悉战场 ===&lt;br /&gt;
&lt;br /&gt;
==== 侦查-熟悉地图 ====&lt;br /&gt;
&lt;br /&gt;
进攻的效果取决于时段，防御的效果则要看地形。首先找到所有城堡，探明其周围的地形。如果有黑幕就派出两三支侦查部队探索城堡。有战争迷雾的时候这样做通常也是值得的，因为可以探知敌人的阵营（如果开局时不知道的话）及其城堡布防情况。要及时补充侦查部队的损失，他们获取的情报价值高于征募的花费。&lt;br /&gt;
&lt;br /&gt;
==== 调查-熟悉地形 ====&lt;br /&gt;
&lt;br /&gt;
查看地形整体情况，包括每种地形的面积大小，确定哪些地形的影响最重要。这决定了要选择哪类单位及其能发挥的效力。然后看看主要的地形是散乱还是大块分布的。山地和深水区会影响大部分类型的单位，小心被敌人利用陷你于困境：当然，你也可以这么对付敌人。如果起始资金有富余，可以根据地形情况增加征募增援部队。&lt;br /&gt;
&lt;br /&gt;
==== 交通-明了路径 ====&lt;br /&gt;
&lt;br /&gt;
要对你的部队所在地（一开始是你的城堡）和敌友军城堡之间的有利地形了然于胸。利用你和目标之间散落的村庄打通路径，如果没有治疗单位时这尤其重要。决定在哪些地形上扬长避短。若目标是达到某个对象或格子，也照此处理。&lt;br /&gt;
&lt;br /&gt;
灵活选择路径，不要硬拼。搞清楚对不同单位来说最好走的路，再挑选地点重组集结。要让敌人猜不透你下一步的计划。沿着相邻的几条路径进军，对手会难于招架。主力部队直捣黄龙，快速部队外围跟进，在某些情况下也可以轻松搞定。&lt;br /&gt;
&lt;br /&gt;
==== 地形特性-学会下套 ====&lt;br /&gt;
&lt;br /&gt;
在有利地形的边缘防御，伏击（不论有没有盗贼）来犯对手和保护友军。有时有多条可以快速通过的道路，确认是否绕过不利地形比通过更快。在不利的地形上，形成包围限制对方行动会很艰难，因此要（使用控制区域）驱赶敌人到更适合的地形上再包围他们。&lt;br /&gt;
&lt;br /&gt;
==== 距离-计算时间 ====&lt;br /&gt;
&lt;br /&gt;
设立前线布阵并迅速推进的时候要格外小心，因为这样经常会在最不利的时段遭遇敌人。如果等几个回合占据附近的村庄，然后在上半夜/上午（取决于你的混乱还是守序）遇敌，那么能在敌人有所作为前消灭大部分。同理，要是发现时机或位置不对，最好还是撤回到村庄中，或者龟缩防守（如果有单位不会遭到反击，比如法师对巨魔，还是应该出手），拖过不利的时段。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第一部分）-了解你的敌人 ====&lt;br /&gt;
&lt;br /&gt;
在投入战斗前记得要查看所有敌人的生命值、移动力和攻击力。攻击前最好看看敌方陌生单位的描述说明。有的单位抗性、闪避率或移动力与众不同——不要以为他们像看上去一样都差不多。面对有不同种族的敌人时这尤其重要，典型的例子是龙族和蜥蜴族——龙族很结实，但是闪避率低，而且害怕寒冷和穿刺攻击，因此你征募的部队可能很自然的包括弓箭手、寒冰系法师，以及一小撮高攻击力的单位。但蜥蜴族敏捷而脆弱，在几乎所有地形上都有不错的闪避率——于是你会发现还是需要快速骑兵追踪他们，并征募高攻击力的单位以保证攻击效果。面对其他阵营的敌人时也一样——在参战前务必要备课。&lt;br /&gt;
&lt;br /&gt;
==== 情报（第二部分）-认识你自己 ====&lt;br /&gt;
&lt;br /&gt;
始终要清楚哪些部队是可用的。先仔细阅读单位的描述说明和数据，然后再征募。仅使用两三类单位（不失为很好的策略，如果能保证运转良好的话），很容易让你忘记还有其他选择。如果凭目前的单位难以支撑，一般（总是）应有其他解决之道——关键要知道是什么方法，并在正确的时机正确地使用。更进一步的，要熟悉征募的每一个单位（尤其在战役中）——特质系统带来许多变数，特质不同的同类单位可以分配不同的角色。强壮、坚韧的单位适于在前线作战或防守据点，迅捷的单位（特指迅捷的骑兵部队，因为其他大部分快速部队不适合投入战斗）则适合完成侦查和侧翼包抄的任务。聪慧的单位最好避免惨烈战斗（首先，他们升级所需的经验值更少，要杀死的敌人相应更少；其次，他们升级的几率更高——前提是能幸存）。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 控制区域（ZoC） ===&lt;br /&gt;
&lt;br /&gt;
控制区域用于设置人为的障碍。借助它能减少被攻击的可能，保护虚弱和受伤的单位。很难预计控制区域造成的影响，因为这取决于单位所处的位置而不是单位的数量。尽管它是一种战术手段，但更具有战略意义，因为它适用于接触前后而不是接触期间。建立和维护好控制区域，面对实力强大但站位糟糕的对手时，你也能在其他方面更好的调动和控制。&lt;br /&gt;
&lt;br /&gt;
单位的控制区域包括其所在的以及邻接的六边形格子。当强力单位靠近你的弱小单位时，要特别注意控制区域和地形因素。将控制区域连接成坚实的屏障。目标是重整成良好的防御阵型，并保证敌人只能在不利的时段发起攻击。确保每个单位最多同时被两个单位攻击，也不要留给敌人破绽突破阵型。在这种情况下，让你的单位杀出去，扩展控制区域，迫使敌人面对一个或多个目标。&lt;br /&gt;
&lt;br /&gt;
大多数时候，对手会盯住一个目标。你应该确定每一个单位都处于至少两个其他单位的控制区域内。这样，当敌人攻击一个单位时，你可以紧闭门户直到增援部队到达。保护好控制区域通常和护卫村庄或通道同等重要。&lt;br /&gt;
&lt;br /&gt;
控制区域对骑手、蝙蝠、鬼魂、狼骑兵等快速单位的影响远大于行动迟缓的单位。应对之道是分配两三个最快的单位，以某个地方远程单位（long range unit）为攻击对象，在他和他的目标（通常是村庄）之间组成半圆或线性的防御阵型，一拥而上将其包围并纳入你的控制区域，大幅缩减其活动空间后再格杀之。然后转向其他远程单位重复这一战术。&lt;br /&gt;
&lt;br /&gt;
有战雾和阴影的时候，不可能探知对手征募单位的情报，不过检查村庄周围的控制区域是个好习惯，这能帮助你对付突然袭击。在初期，远程单位（long range unit）通常用来占领村庄，越早雇佣他们，占领到的村庄就越多。在还未占领的村庄周围尽快建立控制区域，以便在能够腾出手来时再占领。&lt;br /&gt;
&lt;br /&gt;
控制区域的另一个作用是决定战斗在何时何地打响。如果对手移动到你的控制区域，但你正处于不利地形，那么你有多种选择。进攻（这是最差的选择），或者等待敌人下回合的攻击（那样敌人能自由选择目标），或者移动到有利地形。看看可以移动多远，放置防卫部队保持控制区域，并在其后集中部队作为保护。这能逼使对手犯错，争取到时间准备战术反击。保持防卫部队的防卫作用！如果控制区域瓦解，你的部队会崩溃。&lt;br /&gt;
&lt;br /&gt;
受伤的单位要穿越敌对地区时，控制区域很有用。围绕受伤单位组成一个大包围圈，而不是紧密围在一起。对手便无法攻击你所有的部队，还可以让健康的单位站在控制区域范围内，这样必要时能使用蛙跳战术。&lt;br /&gt;
&lt;br /&gt;
接近敌方城堡的时候，控制区域可能非常关键。在某些关卡中，占据靠近城堡的格子可能触发特殊事件。确认临近城堡的单位与城堡保持一定距离，并且仍在己方的控制区域范围内。集结后再一鼓作气夺取城堡。&lt;br /&gt;
&lt;br /&gt;
对付可以忽略控制区域的游击型单位，一般只能构筑坚实的防御阵型。或者利用控制区域挡住特定的单位，放游击单位过来，分而歼之。&lt;br /&gt;
&lt;br /&gt;
某些战役关卡的过关目标是某单位移动到指定的地点（通常有地标指示），不太重要的单位围绕关键单位组成彼此相距一两个格子的松散阵型，用他们的控制区域和牺牲来保证关键单位的安全。&lt;br /&gt;
&lt;br /&gt;
==== 包围 ====&lt;br /&gt;
&lt;br /&gt;
两个单位的包围战术很给力，尤其是夹击远程单位。前后各放置一个单位可以限制对方只能移动一格，就算下回合退开了，你也能再次包围他。这意味着你能据此牵制敌人直到后续部队到达，然后采取蛙跳战术越过非常强大的敌人。&lt;br /&gt;
&lt;br /&gt;
=== 撤退（战略转进） ===&lt;br /&gt;
&lt;br /&gt;
有时战况不如意，要么全军覆没要么选择撤退。撤退的目的是更有效的重组和休整部队。可以采用反方向的蛙跳战术组织撤退，不过这也会留出空间鼓励对手推进。落在前线的治疗单位需要移向更有利的地形并在那里进行决战。&lt;br /&gt;
&lt;br /&gt;
事先做好撤退准备并把握好撤退时机也非常重要。经常有玩家因为没有支援部队而导致撤退变成溃退。可尝试在侧翼利用控制区域构筑用于撤退的“安全区”。&lt;br /&gt;
&lt;br /&gt;
撤退的真正问题是如何维持敌我之间的距离。如果他们比你移动快，你就不得不建立控制区域，保证行动迟缓的单位处于保护中。无形单位是执行这项任务的最佳选择，除了隐身之外还能在被发现时耗费对手宝贵的一回合行动。一旦大部队安全了，他们就可以悄悄地遁走。有时候你需要一两个单位充当神风敢死队阻滞敌人——如果你认为牺牲他们的经验值来挽救更多的部队是值得的。&lt;br /&gt;
&lt;br /&gt;
==== 日夜交替时的撤退 ====&lt;br /&gt;
&lt;br /&gt;
在单挑地图中，你和对手的村庄之间一般都有些空间，大概是一两个回合进军的距离，取决于具体的地图和敌我推进的速度。&lt;br /&gt;
&lt;br /&gt;
撤退的动机萌发于你自己进攻的回合。在适合你的时段，你的战力更强，因此敌退我进（暂不考虑双方阵营相同的情况）。&lt;br /&gt;
&lt;br /&gt;
如果你是龙族，通常在拂晓发起进攻。你冲向中间地带，而敌人退却。第一天是关键的回合。在理想情况下，你应该已经能攻击到敌人的应村庄了。因为有较慢的单位落在后面，可能整支部队还没有完全就位，因此你的兵力还不够（那正是对手期盼的，也是你要调整的）。若是如此，你只有一两个回合用于进攻。在黄昏时你就得收回部队。&lt;br /&gt;
&lt;br /&gt;
从敌人的村庄出发，他需要至少一两个回合（黄昏时段）穿过中间地带发起反击，然而你也许不得不决定是交还村庄给对手一两个回合还是守住它们。这常常取决于你保住占村部队的信心。如果敌人有法师来袭，你占村部队成功生还的机会就很渺茫了。这时应该退出村庄，否则你的单位会白白牺牲。&lt;br /&gt;
&lt;br /&gt;
不过要是你会算账，就会明白大不了也就是一个村子的损失，而且最多失守两个回合。记住，每丢掉一个村子，每回合净损失是4枚金币（你少2枚同时敌人多2枚），可要是一个单位战死，损失就大了。&lt;br /&gt;
&lt;br /&gt;
当黎明到来时，你当夺回村庄。要是敌人蠢到继续呆在村庄里，你便可以在白天将他碾成碎片。&lt;br /&gt;
&lt;br /&gt;
即使你不想进攻，在利于敌人的时段来临之前也应该占据村庄之间的空间拖住敌人的脚步。&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[How to play Undead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
* [http://wesnoth.fsf.hu/?q=node/164 Haladó taktikák (Hungarian)]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Calon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=42244</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=42244"/>
		<updated>2011-04-17T13:11:32Z</updated>

		<summary type="html">&lt;p&gt;Calon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Strategy Before Tactics ====&lt;br /&gt;
Tactics relate to move-by-move decisions relating to the units on the map.  When tactics are not related to a sound strategy, they may be sometimes overcome by a weaker or less tactically advanced force which is better able to craft such a strategy.&lt;br /&gt;
&lt;br /&gt;
In general, before you begin a scenario or battle, you should survey the map.  The following considerations are important:&lt;br /&gt;
&lt;br /&gt;
* Areas where your forces can/cannot move quickly&lt;br /&gt;
* Areas where your forces have defensive advantages&lt;br /&gt;
* Areas where your opponents' forces can/cannot move quickly&lt;br /&gt;
* Areas where your opponent has a defensive advantage.&lt;br /&gt;
* Size of the map (larger maps stress scouting and mobility while smaller maps stress close fighting more.&lt;br /&gt;
&lt;br /&gt;
Often maps will have areas where opposing forces will have to cross slow terrain (such as a river) and be vulnerable except for small channels (such as a bridge or a ford),  Because it is difficult to mount an attack across these choke points, they can be controlled with fewer units while the rest of the army is elsewhere.  Once you have a full flow plan relating to where you want to hold the enemy and where you want to overrun, you can proceed to the next step.&lt;br /&gt;
&lt;br /&gt;
==== Broad Opening Strategy Categories ====&lt;br /&gt;
&lt;br /&gt;
Depending on the size of the map, the distance between you and your nearest opponent, amd mobility considerations you may want to decide to open make your initial opening stress a specific competency of your force.  In general these can be divided into the following categories:&lt;br /&gt;
&lt;br /&gt;
* Scouting Game.  In this case, one recruits a large number of scouts in order to control as many villages as possible as soon as possible.  This works best in large maps where the distance to the nearest opponent is quite large.  Scout games tend to end up being large army games where all sides amass substantial numbers of units.&lt;br /&gt;
* Formation Game.  In this case one recruits slower moving heavier fighters followed by more mobile forces.  The goal here is to have a line which can withstand an initial attack solidly and then have other, swifter forces enter the battle to overrun the enemy.  For example, a line of spearmen could have horsemen behind them, so that the horsemen get to attack enemy troops which have already  been wounded in the fight with the front-line.  This is a specialized form of leap-frogging (see below) where the relief troops actually expect to break through the opponent's line.  This is most effective on small maps or where the distance to the nearest opponent is small.&lt;br /&gt;
* Vanguard Game.  This strategy is somewhere between the above strategies.  In this case, heavy, fast moving troops are recruited first (for example a combination of knights and horsemen or dragoons and cavalry).  These forces advance rapidly and then hold an area long enough for heavier infantry to arrive.  The original vanguard can then retreat to heal if necessary.  This is most effective on mid size maps.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tzu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
In general, a good rule to follow is 3-1.  If you can fight with three times the power, you can overrun your opponent quickly.  A smaller numerical advantage can allow you to create focused points where that ratio exists.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at manoeuvring his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the centre, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favourable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
Against human opponents, remember to guard against this kind of tactic.  If you see an enemy mounting an attack that doesn't seem to make sense, then it's likely to be a diversion.  This doesn't mean that you should ignore it, however - instead, try to counter and contain the attacking force until your opponent's plan becomes clearer, but do not use your entire army - you might wipe out several enemy units, but that won't help you if another detachment corners your leader without support.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in levelling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favourable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker than you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your levelled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Advanceable vs Non-advanceable Units ====&lt;br /&gt;
In general you want as much experience to go to advanceable units as possible.  However, units which are no longer capable of advancing further can be of great help in specific circumstances including:&lt;br /&gt;
&lt;br /&gt;
* Holding strategic terrain while the bulk of the army is elsewhere.&lt;br /&gt;
* Softening up opponents before they can be taken out by other, advanceable forces.&lt;br /&gt;
* Skirmisher units, advancible or not, are extremely useful for attacking choke points because they can help break up an opposing army quickly.&lt;br /&gt;
* Rescuing vulnerable but important troops (shamans, white mages, etc) from overwhelming opposition.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a units only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance and heals.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
==== Using the Level-Up ====&lt;br /&gt;
When mopping up at the end of a scenario, try to balance the experience so that several units are close to their next level.  It is better to start the next scenario with lower-level units that are about to level than with those same units at a higher level.  This way, you save 1 gold for every turn between recalling a unit and when it levels up.  You can also use these units (along with some level-1 fodder) as the first assault with the promise that they will regenerate full hit points and become stronger attackers when they do level-up.  Using the power of the level-up to it's full potential can significantly improve your odds of finishing scenarios quickly and without having any units die.&lt;br /&gt;
&lt;br /&gt;
All units, even those at their max level, heal now when they reach their full experience.  However, an At Max Level Advancement (AMLA) usually only provides +3 hitpoints and a heal; not nearly as useful as a regular level up.  This is why it is usually better to give experience to your lower-level units.&lt;br /&gt;
&lt;br /&gt;
==== The Spearhead Principle - a dangerous gamble ====&lt;br /&gt;
A blunt stick is unlikely to penetrate any defense whatsoever - its power is spread across too wide an area.  But a sharpened spear can break through defences far more easily, because its energy is all focused onto a single point.  This also applies on a strategic level - in most, though not all, circumstances, it is more useful to inflict massive damage on a small part of the enemy line, rather than spreading your forces thinly to attack every point at once.&lt;br /&gt;
&lt;br /&gt;
This can take much more planning than is immediately obvious - study the battlefield and the enemy's deployment well before attempting a 'spearhead' maneuver.  Then, when the light is about to become favourable for you (or bad for your enemy, if your troops are neutral), attack fast, moving as many hard-hitting troops as possible into the smallest possible area (this is a variation on Napoleon's 'defeat in detail' strategy, outlined above).  Look carefully at the terrain, and decide on an area to focus on.  &lt;br /&gt;
&lt;br /&gt;
If you have the manpower, you should try to surround this entire area with light, fast, expendable troops - they don't need to fight, but you should try to have a complete Zone-of-Control net around your chosen theater of battle.  Your objective is then very simple - you are attempting to wipe out every enemy unit in that area, before the light changes.  Do not let any enemy escape, they will heal in a village and come back into the fight.  When the light starts to change, or earlier if you have already broken the enemy, move your entire force together (except for the scouts), along the enemy line to destroy one flank of their army.  Use your scouts to harass and contain units on the other flank, try to keep them in one place until your main force can reach them and overwhelm them.&lt;br /&gt;
&lt;br /&gt;
With sound tactics and moderate luck, you should now have destroyed most of the enemy force, with few losses of your own.  Several units are likely to advance while doing this - these troops, and any that are close to advancing, should then be used to hunt down and kill the enemy leader and whatever forces he or she has left.&lt;br /&gt;
&lt;br /&gt;
Be aware, however, that this is a risky strategy - if you are unlucky, poorly-prepared, or your enemy mounts a strong counterattack, it is likely that your troops will be bogged down and slowly wiped out - or, even worse, confined by scouts, while your enemy's main force simply marches around them to kill your leader.  This kind of tactic can win you a game in a few turns - but it can lose it just as easily, if not executed well.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;&lt;br /&gt;
|source=Thief description&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 13 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Their Slow attack can cripple strong enemy units by effectively halving their damage.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, the Sorceress line, and Goblin Pillagers, because they can more reliably slow the enemy unit and are more likely to survive a counterattack (especially from additional unslowed units).&lt;br /&gt;
&lt;br /&gt;
You can also keep a unit that slows the enemy in your attack force, to slow down&lt;br /&gt;
a wounded enemy unit that wishes to escape, or to cripple their attacks at the&lt;br /&gt;
beginning of your attack, then proceed to use fighters that will take less damage&lt;br /&gt;
from the halved attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or units in a village or next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
Against units with high defense or high evasion, poison can help a lot to weaken them, since you just have to hit them once, then they will take damage(until healed) every turn, no matter how many times you hit them or how much damage they take from your attacks. After they are weak, just a lucky hit could kill them.&lt;br /&gt;
&lt;br /&gt;
It also helps if lawful units are poisoned at the end of an attack during the night by chaotic units. It is risky to chase chaotic units with poisoned lawful units during the day, which could force them to retire and lose their chance to attack during their most favorable time of the day.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not affect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and possibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that your opponent will be helpless when you are attacking, and you will not be at a disadvantage when you defend. The same goes for units with no melee attack, such as Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If your goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in its least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemy's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during this part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
==== Intelligence (part one) - Know your Enemy====&lt;br /&gt;
Remember to check the hit points, movement and attacks of all enemies, before rushing into combat.  It's also a good idea to check the description of each new type of enemy unit, before attacking.  Some units have unusual resistances, defense values or movement costs - do not assume that every unit is exactly what it looks like.  This is particularly important if you are facing enemies of several different races, the classic example being Drakes and Saurians - Drakes are very tough, but have poor defense and are vulnerable to cold and piercing weapons, so you might reasonably recruit an army of archers and cold-using magicians, with a few high-powered attacks.  But Saurians are much faster and very fragile, with excellent defense in almost any terrain - so you might find yourself wishing for fast cavalry to pursue them, and units with a high number of attacks to guarantee at least a few hits.  The same applies to any other enemy - make sure you know exactly what you're dealing with, before entering battle.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence (part two) - Know Yourself====&lt;br /&gt;
Always be aware of what forces are available to you.  Whenever you gain the ability to recruit a new unit, read the description and look carefully at its stats.  If you find yourself using only two or three types of units (a perfectly good strategy, if it works), it is easy to forget that there are others available to you.  When you meet an enemy which your existing troops are poorly-equipped to fight, you should (almost) always have something that will be effective - the key is to know what, and to use it at the right time and in the right way.  An extension of this, is to become familiar with the individual units that you have recruited (especially in a campaign) - the system of traits means that there can be a lot of variation, even between units of the same type and these different units should be assigned different roles.  Strong, resilient units are good for front-line fighting or defending strongpoints, while quick units are better used as scouts or to outflank the enemy (especially quick mounted troops, since most units will not be able to force them into a fight).  Intelligent units should be sent wherever they are needed, but it is often best to keep them away from heavy fighting (firstly, because they need less experience to advance, which means they do not need to kill as many enemies, and second, because they give you a better chance of getting a higher level unit - but only if they survive.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but to build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
====Day-night cycle retreat====&lt;br /&gt;
&lt;br /&gt;
Usually on a 1vs1 map there is some space between your villages and your opponents villages. Depending on the map and speed of your units, the distance is 1-2 turns.&lt;br /&gt;
&lt;br /&gt;
The idea of retreating starts with your own attack. You are stronger during your preferred time of day, so you march forward and your opponent retreats (lets take aside the matchups where both factions have the same preferences).&lt;br /&gt;
&lt;br /&gt;
As drakes, you normally start marching at dawn. You move into the free area, your enemies retreat. First day is the critical turn. Ideally you should be able to attack the enemy's villages now. Maybe your party is not complete because of some slower units and you are therefore not strong enough yet (that is what your opponent hopes for and will try to arrange). If so, you've only got one turn for your attack, else it is two turns. At dusk you pull back your units.&lt;br /&gt;
&lt;br /&gt;
Starting from the enemies villages, he will need at least one turn (dusk) to cross the free area, maybe two until he can start his attack. Nevertheless you might have to decide if you keep the village or let him take it for one or two turns. It usually depends on how sure you can be that the unit holding the village will survive. If the enemy's got magic, chances are normally low. In that case you should leave the village open, otherwise your unit will die without having an advantage.&lt;br /&gt;
&lt;br /&gt;
However, if you play this a little smart, it will only be one village in question and only for one or at most two turns. Remember, that 1 turn costs you a net loss of 4 gold per lost village (2 less for you and 2 more for your enemy). But 4 gold is a lot less than a lost unit.&lt;br /&gt;
&lt;br /&gt;
When dawn comes, you get the village back. If the enemy is stupid enough to stay you will crush him into pieces during the day cycles.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to attack it is essential to occupy the space between villages in order to delay the enemy when his preferred time comes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[How to play Undead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
* [http://wesnoth.fsf.hu/?q=node/164 Haladó taktikák (Hungarian)]&lt;br /&gt;
* [[Advanced Tactics (Simplified Chinese)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Calon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=42243</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=42243"/>
		<updated>2011-04-17T13:10:56Z</updated>

		<summary type="html">&lt;p&gt;Calon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Strategy Before Tactics ====&lt;br /&gt;
Tactics relate to move-by-move decisions relating to the units on the map.  When tactics are not related to a sound strategy, they may be sometimes overcome by a weaker or less tactically advanced force which is better able to craft such a strategy.&lt;br /&gt;
&lt;br /&gt;
In general, before you begin a scenario or battle, you should survey the map.  The following considerations are important:&lt;br /&gt;
&lt;br /&gt;
* Areas where your forces can/cannot move quickly&lt;br /&gt;
* Areas where your forces have defensive advantages&lt;br /&gt;
* Areas where your opponents' forces can/cannot move quickly&lt;br /&gt;
* Areas where your opponent has a defensive advantage.&lt;br /&gt;
* Size of the map (larger maps stress scouting and mobility while smaller maps stress close fighting more.&lt;br /&gt;
&lt;br /&gt;
Often maps will have areas where opposing forces will have to cross slow terrain (such as a river) and be vulnerable except for small channels (such as a bridge or a ford),  Because it is difficult to mount an attack across these choke points, they can be controlled with fewer units while the rest of the army is elsewhere.  Once you have a full flow plan relating to where you want to hold the enemy and where you want to overrun, you can proceed to the next step.&lt;br /&gt;
&lt;br /&gt;
==== Broad Opening Strategy Categories ====&lt;br /&gt;
&lt;br /&gt;
Depending on the size of the map, the distance between you and your nearest opponent, amd mobility considerations you may want to decide to open make your initial opening stress a specific competency of your force.  In general these can be divided into the following categories:&lt;br /&gt;
&lt;br /&gt;
* Scouting Game.  In this case, one recruits a large number of scouts in order to control as many villages as possible as soon as possible.  This works best in large maps where the distance to the nearest opponent is quite large.  Scout games tend to end up being large army games where all sides amass substantial numbers of units.&lt;br /&gt;
* Formation Game.  In this case one recruits slower moving heavier fighters followed by more mobile forces.  The goal here is to have a line which can withstand an initial attack solidly and then have other, swifter forces enter the battle to overrun the enemy.  For example, a line of spearmen could have horsemen behind them, so that the horsemen get to attack enemy troops which have already  been wounded in the fight with the front-line.  This is a specialized form of leap-frogging (see below) where the relief troops actually expect to break through the opponent's line.  This is most effective on small maps or where the distance to the nearest opponent is small.&lt;br /&gt;
* Vanguard Game.  This strategy is somewhere between the above strategies.  In this case, heavy, fast moving troops are recruited first (for example a combination of knights and horsemen or dragoons and cavalry).  These forces advance rapidly and then hold an area long enough for heavier infantry to arrive.  The original vanguard can then retreat to heal if necessary.  This is most effective on mid size maps.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tzu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
In general, a good rule to follow is 3-1.  If you can fight with three times the power, you can overrun your opponent quickly.  A smaller numerical advantage can allow you to create focused points where that ratio exists.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at manoeuvring his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the centre, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favourable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
Against human opponents, remember to guard against this kind of tactic.  If you see an enemy mounting an attack that doesn't seem to make sense, then it's likely to be a diversion.  This doesn't mean that you should ignore it, however - instead, try to counter and contain the attacking force until your opponent's plan becomes clearer, but do not use your entire army - you might wipe out several enemy units, but that won't help you if another detachment corners your leader without support.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in levelling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favourable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker than you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your levelled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Advanceable vs Non-advanceable Units ====&lt;br /&gt;
In general you want as much experience to go to advanceable units as possible.  However, units which are no longer capable of advancing further can be of great help in specific circumstances including:&lt;br /&gt;
&lt;br /&gt;
* Holding strategic terrain while the bulk of the army is elsewhere.&lt;br /&gt;
* Softening up opponents before they can be taken out by other, advanceable forces.&lt;br /&gt;
* Skirmisher units, advancible or not, are extremely useful for attacking choke points because they can help break up an opposing army quickly.&lt;br /&gt;
* Rescuing vulnerable but important troops (shamans, white mages, etc) from overwhelming opposition.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a units only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance and heals.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
==== Using the Level-Up ====&lt;br /&gt;
When mopping up at the end of a scenario, try to balance the experience so that several units are close to their next level.  It is better to start the next scenario with lower-level units that are about to level than with those same units at a higher level.  This way, you save 1 gold for every turn between recalling a unit and when it levels up.  You can also use these units (along with some level-1 fodder) as the first assault with the promise that they will regenerate full hit points and become stronger attackers when they do level-up.  Using the power of the level-up to it's full potential can significantly improve your odds of finishing scenarios quickly and without having any units die.&lt;br /&gt;
&lt;br /&gt;
All units, even those at their max level, heal now when they reach their full experience.  However, an At Max Level Advancement (AMLA) usually only provides +3 hitpoints and a heal; not nearly as useful as a regular level up.  This is why it is usually better to give experience to your lower-level units.&lt;br /&gt;
&lt;br /&gt;
==== The Spearhead Principle - a dangerous gamble ====&lt;br /&gt;
A blunt stick is unlikely to penetrate any defense whatsoever - its power is spread across too wide an area.  But a sharpened spear can break through defences far more easily, because its energy is all focused onto a single point.  This also applies on a strategic level - in most, though not all, circumstances, it is more useful to inflict massive damage on a small part of the enemy line, rather than spreading your forces thinly to attack every point at once.&lt;br /&gt;
&lt;br /&gt;
This can take much more planning than is immediately obvious - study the battlefield and the enemy's deployment well before attempting a 'spearhead' maneuver.  Then, when the light is about to become favourable for you (or bad for your enemy, if your troops are neutral), attack fast, moving as many hard-hitting troops as possible into the smallest possible area (this is a variation on Napoleon's 'defeat in detail' strategy, outlined above).  Look carefully at the terrain, and decide on an area to focus on.  &lt;br /&gt;
&lt;br /&gt;
If you have the manpower, you should try to surround this entire area with light, fast, expendable troops - they don't need to fight, but you should try to have a complete Zone-of-Control net around your chosen theater of battle.  Your objective is then very simple - you are attempting to wipe out every enemy unit in that area, before the light changes.  Do not let any enemy escape, they will heal in a village and come back into the fight.  When the light starts to change, or earlier if you have already broken the enemy, move your entire force together (except for the scouts), along the enemy line to destroy one flank of their army.  Use your scouts to harass and contain units on the other flank, try to keep them in one place until your main force can reach them and overwhelm them.&lt;br /&gt;
&lt;br /&gt;
With sound tactics and moderate luck, you should now have destroyed most of the enemy force, with few losses of your own.  Several units are likely to advance while doing this - these troops, and any that are close to advancing, should then be used to hunt down and kill the enemy leader and whatever forces he or she has left.&lt;br /&gt;
&lt;br /&gt;
Be aware, however, that this is a risky strategy - if you are unlucky, poorly-prepared, or your enemy mounts a strong counterattack, it is likely that your troops will be bogged down and slowly wiped out - or, even worse, confined by scouts, while your enemy's main force simply marches around them to kill your leader.  This kind of tactic can win you a game in a few turns - but it can lose it just as easily, if not executed well.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;&lt;br /&gt;
|source=Thief description&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 13 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Their Slow attack can cripple strong enemy units by effectively halving their damage.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, the Sorceress line, and Goblin Pillagers, because they can more reliably slow the enemy unit and are more likely to survive a counterattack (especially from additional unslowed units).&lt;br /&gt;
&lt;br /&gt;
You can also keep a unit that slows the enemy in your attack force, to slow down&lt;br /&gt;
a wounded enemy unit that wishes to escape, or to cripple their attacks at the&lt;br /&gt;
beginning of your attack, then proceed to use fighters that will take less damage&lt;br /&gt;
from the halved attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or units in a village or next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
Against units with high defense or high evasion, poison can help a lot to weaken them, since you just have to hit them once, then they will take damage(until healed) every turn, no matter how many times you hit them or how much damage they take from your attacks. After they are weak, just a lucky hit could kill them.&lt;br /&gt;
&lt;br /&gt;
It also helps if lawful units are poisoned at the end of an attack during the night by chaotic units. It is risky to chase chaotic units with poisoned lawful units during the day, which could force them to retire and lose their chance to attack during their most favorable time of the day.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not affect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and possibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that your opponent will be helpless when you are attacking, and you will not be at a disadvantage when you defend. The same goes for units with no melee attack, such as Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If your goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in its least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemy's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during this part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
==== Intelligence (part one) - Know your Enemy====&lt;br /&gt;
Remember to check the hit points, movement and attacks of all enemies, before rushing into combat.  It's also a good idea to check the description of each new type of enemy unit, before attacking.  Some units have unusual resistances, defense values or movement costs - do not assume that every unit is exactly what it looks like.  This is particularly important if you are facing enemies of several different races, the classic example being Drakes and Saurians - Drakes are very tough, but have poor defense and are vulnerable to cold and piercing weapons, so you might reasonably recruit an army of archers and cold-using magicians, with a few high-powered attacks.  But Saurians are much faster and very fragile, with excellent defense in almost any terrain - so you might find yourself wishing for fast cavalry to pursue them, and units with a high number of attacks to guarantee at least a few hits.  The same applies to any other enemy - make sure you know exactly what you're dealing with, before entering battle.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence (part two) - Know Yourself====&lt;br /&gt;
Always be aware of what forces are available to you.  Whenever you gain the ability to recruit a new unit, read the description and look carefully at its stats.  If you find yourself using only two or three types of units (a perfectly good strategy, if it works), it is easy to forget that there are others available to you.  When you meet an enemy which your existing troops are poorly-equipped to fight, you should (almost) always have something that will be effective - the key is to know what, and to use it at the right time and in the right way.  An extension of this, is to become familiar with the individual units that you have recruited (especially in a campaign) - the system of traits means that there can be a lot of variation, even between units of the same type and these different units should be assigned different roles.  Strong, resilient units are good for front-line fighting or defending strongpoints, while quick units are better used as scouts or to outflank the enemy (especially quick mounted troops, since most units will not be able to force them into a fight).  Intelligent units should be sent wherever they are needed, but it is often best to keep them away from heavy fighting (firstly, because they need less experience to advance, which means they do not need to kill as many enemies, and second, because they give you a better chance of getting a higher level unit - but only if they survive.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but to build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
====Day-night cycle retreat====&lt;br /&gt;
&lt;br /&gt;
Usually on a 1vs1 map there is some space between your villages and your opponents villages. Depending on the map and speed of your units, the distance is 1-2 turns.&lt;br /&gt;
&lt;br /&gt;
The idea of retreating starts with your own attack. You are stronger during your preferred time of day, so you march forward and your opponent retreats (lets take aside the matchups where both factions have the same preferences).&lt;br /&gt;
&lt;br /&gt;
As drakes, you normally start marching at dawn. You move into the free area, your enemies retreat. First day is the critical turn. Ideally you should be able to attack the enemy's villages now. Maybe your party is not complete because of some slower units and you are therefore not strong enough yet (that is what your opponent hopes for and will try to arrange). If so, you've only got one turn for your attack, else it is two turns. At dusk you pull back your units.&lt;br /&gt;
&lt;br /&gt;
Starting from the enemies villages, he will need at least one turn (dusk) to cross the free area, maybe two until he can start his attack. Nevertheless you might have to decide if you keep the village or let him take it for one or two turns. It usually depends on how sure you can be that the unit holding the village will survive. If the enemy's got magic, chances are normally low. In that case you should leave the village open, otherwise your unit will die without having an advantage.&lt;br /&gt;
&lt;br /&gt;
However, if you play this a little smart, it will only be one village in question and only for one or at most two turns. Remember, that 1 turn costs you a net loss of 4 gold per lost village (2 less for you and 2 more for your enemy). But 4 gold is a lot less than a lost unit.&lt;br /&gt;
&lt;br /&gt;
When dawn comes, you get the village back. If the enemy is stupid enough to stay you will crush him into pieces during the day cycles.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to attack it is essential to occupy the space between villages in order to delay the enemy when his preferred time comes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[How to play Undead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
* [[Advanced Tactics (Simplified Chinese)]]&lt;br /&gt;
* [http://wesnoth.fsf.hu/?q=node/164 Haladó taktikák (Hungarian)]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Calon</name></author>
		
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